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Water plane flickering


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I can't tell because there is no map attached to your post, but it may be normal z-fighting. If that is the case then increasing the near range of the camera will improve the accuracy.

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  • 2 weeks later...

Changing water height to 1 , and there is no more problem. The bug is only happenning with values like water height = 0.1

whatever Camera range is.

 

How to test :

- Put water.map in your water directory

- Put 3dPerson script in your base directory : "Scripts"

- run the game and move camera up and down to see water disappearing

water.zip

post-3271-0-58541200-1428265898_thumb.jpg

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Okay, I have determined this only occurs on AMD cards and is a result of the occlusion culling the water plane uses. If you add this to the script the problem goes away (but occlusion culling is disabled!):

self.Camera:SetOcclusionCullingMode(false)

My job is to make tools you love, with the features you want, and performance you can't live without.

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If you add this to the script the problem goes away (but occlusion culling is disabled!):

 

Hummm , not cool , we need occlusion. I think AMD Radeon cards have a different culling system. to not behave like Nvidia.

This is not a big issue has choosing height = 0.5 or 1 for water and there is no more flickering, still some other Radeon users will encounter that flickering also if they use terrain and keep water height to a low value.

 

The thread can be closed as there is no solution or have AMD submit a patch.

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Can you add two different cameras? ..one near and one far ..then change their perspectives..I have never tried it in Leadwerks Engine ..

 

I have tried it in other engines to remove a flickering problem with water though...it worked perfectly...

 

I dont know ..its an idea you can try though if you want..

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