Quad rendering bug

Technical discussion for those interested in Supermodel development and Model 3 reverse engineering. Prospective contributors welcome.
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Re: Quad rendering bug

Postby HarryTuttle » Thu Apr 06, 2017 4:58 pm

That's what I'm doing right now... :) Hope to *not* find any! :P

Anyway I think that will take long... *NOT*!

UPDATE:
I spoke too soon :( by just switching back and forth between the last two images its clear that this breaks some other poly.

In red circles = bad splits, green = good
ral_03.jpeg
ral_03.jpeg (244.75 KiB) Viewed 6731 times
Last edited by HarryTuttle on Thu Apr 06, 2017 5:10 pm, edited 1 time in total.
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Re: Quad rendering bug

Postby Ian » Thu Apr 06, 2017 5:10 pm

No rush :) I spent quite some time trying to debug this without much success. Eliminating possibilities is an important first step
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Re: Quad rendering bug

Postby Ian » Thu Apr 06, 2017 5:14 pm

Are the quads on the car not using vertex sharing? The whole thing looks purple :)
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Re: Quad rendering bug

Postby HarryTuttle » Thu Apr 06, 2017 6:00 pm

Ian wrote:Are the quads on the car not using vertex sharing? The whole thing looks purple :)


In this game the cars have an invisible hull that has specular effects and dirt textures applied. I removed that and this is the result,
the difference is almost imperceptible, but it's there:

Left (default poly split rendering) = good poly, right (switched split) = bad poly
ral_05c.jpeg
ral_05c.jpeg (244.17 KiB) Viewed 6725 times


And yes, there're those type of quads even on the car, here in green shade:
ral_05d.jpeg
ral_05d.jpeg (217.99 KiB) Viewed 6722 times
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Re: Quad rendering bug

Postby Ian » Fri Apr 07, 2017 2:50 am

I'll definitely check out sega rally if i have some time today :)
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Re: Quad rendering bug

Postby HarryTuttle » Fri Apr 07, 2017 11:06 am

OT:
thanks for r585! :) Now finally compiles with DEBUG set... however, when I run Supermodel like this:
Code: Select all
supermodel.exe .\roms\scud.zip -gfx-state=saves\scud.st0

It just exits immediately without writing anything to "Analysis" subdir
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Re: Quad rendering bug

Postby Bart » Fri Apr 07, 2017 11:19 am

HarryTuttle wrote:OT:
thanks for r585! :) Now finally compiles with DEBUG set... however, when I run Supermodel like this:
Code: Select all
supermodel.exe .\roms\scud.zip -gfx-state=saves\scud.st0

It just exits immediately without writing anything to "Analysis" subdir


Have you made sure to create the Analysis subdirectory manually first?
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Re: Quad rendering bug

Postby Bart » Fri Apr 07, 2017 11:20 am

Also, make sure you've made a clean build.
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Re: Quad rendering bug

Postby HarryTuttle » Fri Apr 07, 2017 11:52 am

Yeah, (I forgot to specify that) I've already done both.
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Re: Quad rendering bug

Postby Bart » Fri Apr 07, 2017 12:47 pm

What does the error log say? Is there any printed output to console?
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