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Lines above models rendered in OR
#2
Posted 05 October 2013 - 07:02 AM
It would be nice to start using pixel colours with premultiplied alpha in OpenRails, that would eliminate such drawing glitches.
#3
Posted 05 October 2013 - 07:58 AM
I´ve been experiencing the same issues with the Cantilever Signals on Bob Wirth´s ATSF routes for quite some time. It seems that this has to do with how the shape is modeled VS how it is textured, IE if Areas are Alpha-Textured (completely invisible). The Outlines of such Areas seem to become visible under certain circumstances.
Yours, Markus
Yours, Markus
#4
Posted 05 October 2013 - 09:18 AM
I saw that on some textures of my own and it turned out to be a single row of pixels that had fallen outside of the mask. Correcting the texture fixed the visual problem.
Don't know that this problem is the same... but it does look just the same.
Don't know that this problem is the same... but it does look just the same.
#5
Posted 05 October 2013 - 07:19 PM
I've already opened a bug some time ago over the cruciform -- it's wrapping the bottom row of the ACE file to the top of the render.
Can't say I've noticed it on any other shape, though. Just cruciforms.
The workaround in MSTS was to alpha a 1px or 2px border... was hoping that would eventually be fixed, but apparently not.
Can't say I've noticed it on any other shape, though. Just cruciforms.
The workaround in MSTS was to alpha a 1px or 2px border... was hoping that would eventually be fixed, but apparently not.
#6
Posted 04 February 2014 - 10:00 AM
eolesen, on 05 October 2013 - 07:19 PM, said:
I've already opened a bug some time ago over the cruciform -- it's wrapping the bottom row of the ACE file to the top of the render.
Can't say I've noticed it on any other shape, though. Just cruciforms.
The workaround in MSTS was to alpha a 1px or 2px border... was hoping that would eventually be fixed, but apparently not.
Can't say I've noticed it on any other shape, though. Just cruciforms.
The workaround in MSTS was to alpha a 1px or 2px border... was hoping that would eventually be fixed, but apparently not.
When I looked into it I was pretty sure the problem was the texture UV as mapped was 1 pixel lower than it should have been and/or the poly was ~1 pixel taller than the UV scaling and that's what causes the wrap around. IOW, it's not an OR problem but an error by the modeler.
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