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Posted

So basically, I wanted to upload a screenshot of my game without the debug text and gun model, so I hid the gun model, then all of the sudden the terrain would have texture bleeding from the texture atlas.

 

With the gun model in view of the camera:

http://steamcommunity.com/sharedfiles/filedetails/?id=284321416

 

With the gun model not in view of the camera:

http://steamcommunity.com/sharedfiles/filedetails/?id=284321043

 

Nothing else has been changed in the two screenshots, except gunModel->Hide().

Even when I remove the gun model code all together, it does this.

Why is this happening?

Posted

do you not have a normal map bound to the terrain material? just curious because i vaguely remember an issue in LE2 where objects that were using a shader that called for a normal map or any other texture slot and there was nothing assigned, the engine would grab a random one and assign it for you.

 

Edit --- Or I think its related to this issue:

http://www.leadwerks.com/werkspace/topic/10196-dots-on-textures-re-made-with-video-solved/

 

Either way, i would be curious if adding a normal map to your "terrain" would fix it

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

I've tried adding a texture for every texture slot and messing with the settings and nothing fixed it, except turning on z-sort. Only thing is, z-sort doesn't do shading or shadows.

Posted

It is likely your grass is missing a normal map or something, and the GPU just uses whatever was last bound in that slot.

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

Posted

I don't have grass. It's not a leadwerks terrain object, it's a model/surface. It's gotta be either the shader or the cubemap. I've put textures for every slot, so it can't be the normal texture

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