10-29-2019, 03:25 PM
When checking your SceneNode dumps I found something unusual:
Those two SceneNodes have very big bounds. If such object becomes part of the scene, then this can destroy depth-resolution - puts camera's far plane to almost infinity and this means that almost all objects would have almost the same depth (distance) to the camera (depth is calculated as a fraction of the far plane distance - using 32 bit float value).
Can you try to set the size of that object to a normal object's size and then check if your problem is fixed.
Code:
SceneNode (192) (IsVisible == false) WorldBounds: (-340282300000000000000000000000000000000 -340282300000000000000000000000000000000 -340282300000000000000000000000000000000)->(340282300000000000000000000000000000000 340282300000000000000000000000000000000 340282300000000000000000000000000000000) [Infinity x Infinity x Infinity] LocalBounds: (340282300000000000000000000000000000000 340282300000000000000000000000000000000 340282300000000000000000000000000000000)->(-340282300000000000000000000000000000000 -340282300000000000000000000000000000000 -340282300000000000000000000000000000000) [-Infinity x -Infinity x -Infinity] Flags: Unchanged
MeshObjectNode (194) (IsVisible == false) WorldBounds: (-340282300000000000000000000000000000000 -340282300000000000000000000000000000000 -340282300000000000000000000000000000000)->(340282300000000000000000000000000000000 340282300000000000000000000000000000000 340282300000000000000000000000000000000) [Infinity x Infinity x Infinity] LocalBounds: (340282300000000000000000000000000000000 340282300000000000000000000000000000000 340282300000000000000000000000000000000)->(-340282300000000000000000000000000000000 -340282300000000000000000000000000000000 -340282300000000000000000000000000000000) [-Infinity x -Infinity x -Infinity] IsCastingShadow: false IsReceivingShadow: false Flags: UnchangedThose two SceneNodes have very big bounds. If such object becomes part of the scene, then this can destroy depth-resolution - puts camera's far plane to almost infinity and this means that almost all objects would have almost the same depth (distance) to the camera (depth is calculated as a fraction of the far plane distance - using 32 bit float value).
Can you try to set the size of that object to a normal object's size and then check if your problem is fixed.
Andrej Benedik

