Stars not appearing in DX

Vectrex

01-11-2008 02:56:26

Hi, in CaelumLab the stars will only appear in DX if you lower the far clip distance. The higher the clip the more the fade out, so the clouds and stars can't be visible at the same time. OpenGL seems to be fine though.
I've got an NVidia 8800GT
edit: I'm using the svn trunk

cdleonard

21-11-2008 09:54:26

Fixed (hopefully) in r354.

Thank you for the bug report.

lonwolf

12-12-2008 17:26:44

me too, i have no stars under DirectX but they work under OpenGL. The demos are working (didnt test the Lab version tho), but when i implemented the code into my application i have no stars. everything else works just fine.


void createCamera(void)
{
// Create the camera
mCamera = mSceneMgr->createCamera("PlayerCam");
mCamera->setPosition(Vector3(0,2,0));
mCamera->lookAt(Vector3(0,1,0));
mCamera->setNearClipDistance(1);
mCamera->setFarClipDistance(0);

}


tryed with other values but the stars are refusing to show under directX o.O

ps: updating goes like this:

bool frameStarted(const FrameEvent& evt)
{
mKeyboard->capture();
mMouse->capture();
mCaelumManager->getCaelumSystemManager()->updateSubcomponents(evt.timeSinceLastFrame);
return mContinue && ExampleFrameListener::frameStarted(evt);
}

Vectrex

13-12-2008 03:47:09

Try getting the latest svn. cdleonard fixed that as far as I can tell.

lonwolf

13-12-2008 10:42:43

i downloaded it yesterday o.O gonna do it again now.. and clean up the code, maybe it's my fault

lonwolf

13-12-2008 20:19:14

Ok now it's working, but Caelum HDR is failing at startup, ogre throws an exception when loading HDRChain.material.

[edit]
removed the GNU license bla bla bla from it and it's working