Opensource Obscure wrote: > When Deferred Rendering is enabled and you're in > building mode, the RGB arrows that you use to move > prims don't "stop" at the prim surface anymore. > > Deferred Rendering OFF: > http://m.friendfeed-media.com/948b6fc14d7ec63ec01a1f8f253a48869c6cbcd0 > > Deferred Rendering ON: > http://m.friendfeed-media.com/206e6a7e4a14518e27f084d30c9cec0d58873520 > > If I recall correctly, a PJIRA entry already exists > for this bug - but unfortunately I can't find it. > > Can you help me to find it please? I'd like to update it. > > Opensource Obscure
I don't think I've run across a pjira for this, but I'd be interested to hear. If it takes too long to find an existing one, please do file a new one, IMHO it's better to have a few dupes than fail to have a bug filed at all. :) Deferred Rendering is a good example of something that LL has no near-term plans to put more work into (AFAIK), so if some people outside LL want to keep it somewhat warm/maintained that'd be great (I love it, but we pretty much have to put our personal time into it to make progress, it's just not on a LL roadmap right now I think). For anyone interested, here's my guess as to why this issue (and a few like it) are happening - deferred rendering uses an off-screen FBO depth buffer for drawing the world, but some of our hud overlays (like the arrow-drawing) assume that they can use immediate-mode drawing to the back-buffer (the next frame we're assembling for display with the world, UI, HUDs and everything) at any point and get correct depth-testing - however, the world depth buffer in the FBO hasn't necessarily been transferred to the back-buffer, even though the rendered color data has. The two optional solutions I see, if this is so, are: 1. (probably fastest, more complicated) - make the tool/hud/overlay routines bind the FBOs that we've done our deferred world rendering to, so they're depth-testing against (and drawing to) the FBOs instead of the depthless back-buffer. 2. (slightly slower, probably much simpler) - copy the FBO depth buffer to the back-buffer's depth-buffer at the same time we copy the color data. -Tofu _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges