Odd Quirks [blitz3d]

Started by MrmediamanX, January 04, 2024, 14:30:11

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MrmediamanX

I have started a topic for show casing odd native bugs/rendering/glitches in blitz3d.

Bug: Odd render on masked image.
Cause: The images size slightly exceeds screen draw size.
fix: use sprite or decrease size of image.
Oddity: only occurs on certain modern graphics cards.



Anyone is free to post and contribute to the topic with their own renders/bugs and stuff.
It's a thing that doe's when it don't..

MrmediamanX

#1
Bug: renders surface as white [similar to no textures being rendered] during animated texture cycle.
Cause: Over counting of frames within the animated texture [even if a frame counter with a Capp in used].
fix: use a static single frame texture or less frames in the same texture [animation will not loop however].
Oddity: only occurs on certain graphics cards due to faster timing.

It's a thing that doe's when it don't..

MrmediamanX

Bug: Last screen image rendering under the new screen image.
Cause: The usage of masked image's or any section completely black will be rendered on the new screen buffer during next step.
Fix: Use an off black image or use 'drawblock' for the new image or screen.
Oddity: only happens with images.


It's a thing that doe's when it don't..

RemiD

#3
interesting infos, thanks  :)

after all these years, i have noticed a few bugs / graphics artifacts :

-camerazoom does no work on some graphics cards : (solved)
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/graphics-artifacts-black-lines-using-camerazoom/

-no text is drawn on texture : (solved)
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/no-text-is-drawn-on-a-texture-when-using-text-blitz3d-solved/

-entityPitch() entityYaw() entityRoll() return sometimes incorrect values depending on how the entity is oriented... : (solved)
solution : keep track of the pitch, yaw, roll of the entity using variables.

-mav at renderworld() if number vertices exceed 32000 or number of triangles exceed 32000 in a surface : (not solved, it is a directx7 limitation)

-updatenormals() does not calculate the appropriate normals : (solved)
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/bug-updatenormals-mesh-does-not-calculateset-the-correct-normals-fixed/
or use appropriate smoothing groups in your modeling editor...

-surface colored with vertexcolor() becomes transparent if vertexR, vertexG, vertexB have negative values :
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/bug-or-weird-behavior-with-vertexcolor-fixed/

-meshes / surfaces which are textured with a texture with alpha may flicker if one is inside the bounding box of another (not solved, entityorder may help in some cases)

MrmediamanX

Quote from: RemiD on January 06, 2024, 19:00:31interesting infos, thanks  :)

after all these years, i have noticed a few bugs / graphics artifacts :

-camerazoom does no work on some graphics cards : (solved)
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/graphics-artifacts-black-lines-using-camerazoom/

-no text is drawn on texture : (solved)
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/no-text-is-drawn-on-a-texture-when-using-text-blitz3d-solved/

-entityPitch() entityYaw() entityRoll() return sometimes incorrect values depending on how the entity is oriented... : (solved)
solution : keep track of the pitch, yaw, roll of the entity using variables.

-mav at renderworld() if number vertices exceed 32000 or number of triangles exceed 32000 in a surface : (not solved, it is a directx7 limitation)

-updatenormals() does not calculate the appropriate normals : (solved)
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/bug-updatenormals-mesh-does-not-calculateset-the-correct-normals-fixed/
or use appropriate smoothing groups in your modeling editor...

-surface colored with vertexcolor() becomes transparent if vertexR, vertexG, vertexB have negative values :
https://www.syntaxbomb.com/blitz2d-blitzplus-blitz3d/bug-or-weird-behavior-with-vertexcolor-fixed/

-meshes / surfaces which are textured with a texture with alpha may flicker if one is inside the bounding box of another (not solved, entityorder may help in some cases)
Solid find i'll certainly go through these.  :)
It's a thing that doe's when it don't..

MrmediamanX

Bug: Skewed 'Rect' 
Cause: The Rect somehow responds to orientation of either camera or player entity.
Fix: Use a sprite with scaling assigned via a variable or simply use a number font counter [only shows numbers].
Oddity: only happens with 'Rect' on certain graphics cards.

It's a thing that doe's when it don't..

RemiD

jet set radio vibes in your screenshot. ( i like roller freeskate :) )