DXEngine Material flickering after changing IsVisible property on scene node
#5
(10-29-2019, 03:25 PM)abenedik Wrote: When checking your SceneNode dumps I found something unusual:

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: Unchanged


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.

I fixed that error (i needed to filter some invalid data) and checked the dump, no more strange SceneNode bounds but the error keeps occurring, I'm working on an example project
  


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RE: DXEngine Material flickering after changing IsVisible property on scene node - by Paradisi Davide - 10-30-2019, 11:39 AM

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