Elvas Tower: Incorrect display of the light texture of the signal - Elvas Tower

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Incorrect display of the light texture of the signal SignalLightGlow Rate Topic: -----

#1 User is offline   Icik 

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Posted 17 May 2020 - 05:53 AM

Hi, in OR there is a BUG which incorrectly displays the light texture of the signal when SignalLightGlow is active. I uploaded 2 videos where you can see the different behavior of the light texture of the signal.

The 1st video shows the start from the cabin of the locomotive and after climbing out the light texture of the signal is not visible. Only SignalLightGlow is displayed. This is not OK.
https://youtu.be/ijL-wepOqPw

The 2nd video shows the start from the outside view and after passing to the signal the light texture of the signal can be seen. This is OK. SignalLightGlow is also active here.
https://youtu.be/zYQyoIzsvLM

If I turn off SignalLightGlow, the light texture of the signal is displayed well in both cases.
This happens in all versions of OpenRails.

#2 User is offline   Icik 

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Posted 17 May 2020 - 06:06 AM

I extremely enlarged the light texture of the signal for a better view of the error. Here is OR stable version 1.3.1.

OK
https://youtu.be/f8HXfzFr4Ho

NOK
https://youtu.be/chOkLZm5wMo

#3 User is offline   ebnertra000 

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Posted 17 May 2020 - 06:15 AM

I've been testing signals for months in fairly modern versions of OR and never encountered that before. Does the log say anything about signals?

EDIT: Oh...that little wink-out when the glow fades out... I have seen that before. I guess I never got too bothered by it

#4 User is offline   Icik 

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Posted 17 May 2020 - 06:25 AM

There is nothing about the missing texture in the log. It can't even be. In both cases, he normally finds the texture and tries to display it. This is more of a problem with the Z-buffer. It's okay to start an activity from the outside, but if you're starting in a cabin, that's a problem. Z-fighting?

#5 User is offline   ebnertra000 

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Posted 17 May 2020 - 08:02 AM

The only real Z-fighting issue I've seen is when two different-colored lights are showing on the same shape (the glow effects will fight - it happens with same-colored lights, too, but you don't see it). It could be that the glow effect is fighting the light texture, but I can't think of a reason that Z-fighting would make the ltex that much dimmer or smaller consistently at a given distance. Maybe it really is a bug

#6 User is offline   Icik 

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Posted 17 May 2020 - 11:10 AM

I tried to change the FOV in the source program (camera.cs) to same value 45° for outside view and also inside cab view. But this is without effect.
Problem will somewhere else.

It seems to be the alpha kanal was lost when I start from a cabin. Here need to be a focus by searching a problem.

#7 User is offline   Csantucci 

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Posted 17 May 2020 - 12:15 PM

Do you get this also in the stable release? (1.3.1)

#8 User is offline   Icik 

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Posted 18 May 2020 - 06:50 AM

Of course, my second post is about version 1.3.1.

#9 User is offline   BB22210 

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Posted 21 January 2021 - 02:16 PM

Hello,


Are you referring to a problem under ORTS 1.31 or are you referring to the lamp positioning bug under 1.3E MonoGame?
I discovered that several signals do not have their lamps correctly adjusted under MonoGame :(


Rgds
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#10 User is offline   Csantucci 

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Posted 22 January 2021 - 01:15 AM

BB22210, does this occur also with the Unstable and Testing versions of OR?

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