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Bug in camera-oriented beam particles

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    Bug in camera-oriented beam particles

    Hello,

    in the vincinity of UTteleporters (default range 1000 units), camera-oriented polygons of the standard beam particles take the portal camera as reference instead of the own view camera. This is as of February 2012 UDK release, in stock DM-Deck.
    This results in a flickering mis-orientation of the beam normals near teleporters at a 15 fps rate (default rate of the portal's render-to-texture). For standard UTDemo beams (like linkgun or shockrifle) the bug is hardly visible because the beam effects are quite busy, have many polygons and are flickering anyhow.
    In the case of simple flat 2-poly beams the flickering mis-orientation is very obvious and anoying. Obviously all other camera-oriented sprites (like smoke etc) behave well.

    Current workaround: Lock the teleporter framerate to 0 in code (no live update of the portal view), or increase the framerate of the teleporter render-to-texture to eg. 60 Hz if using 60 Hz vsync. In this case the flicker is gone but all beams have a constant mis-orientation towards the portal camera in the update range of the teleporter.
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