Cache issue fixed
So the bug I found yesterday was cache related… The planet (including the flow map) was being regenerated when I went back to the ship, but the associated areas weren’t, so they were still drawing the old data…
Took me a bit to figure out, because I couldn’t do any debugging in debug mode, because the water courses are not generated in debug mode (it takes too long, and I don’t want to optimize it just because of debug mode and STL).
Now, I found another smallish issue (not a bug, a feature). Because of the occlusion stuff I’ve added (so we can see the player through walls), it displays the player’s legs when he’s in water (which I don’t want to).
The easy way to fix it would be to not render the water in the normal/depth buffer, but that makes me loose the decals I have when raindrops and the player moves… So I need to find something smarter to get around this…
Now listening to “Vine” by “The Man-Eating Tree”
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