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z-sort in beta version


Jazz
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Using non-beta everything was fine until I updated to beta version to resolve a publishing issue. Now when z-sort is enabled my materials don't react to light.

 

Something changed again. Ideas?

 

Pics attached. First is from non-beta when it was working fine. Second and third are beta with and without z-sort and the last two without and with z-sort.

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Scott

 

Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060

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If z-sorting is enabled the object is rendered after the lighting pass.

 

There is a transparency shader that discards every other pixel. It's a good way to do transparency with lighting intact.

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

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Don't want transparency. Basically, I need non-transparent cubes to not disappear and reappear when looking around. :) Still curious to know why it was fine in the non-beta version...

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Scott

 

Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060

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I don't believe any recent changes have been made that would affect this. Why would you want z-sorting to be enabled if they aren't transparent?

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

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It worked properly in the non-beta without z-sort, but now zsort keeps them from disappearing at least.

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Scott

 

Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060

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Was playing with Shadmar's day/night cycle. Switching between z-sort and not.

Z-sort needs to be disabled for the muzzleflash issue. dry.png So the issue is not z-sort, but without it.

I like pink but lol

 

edit: blocks are no longer disappearing. Went back to non-beta but the above issue still exists.

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Scott

 

Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060

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Your project does not contain the cube model so I wasn't able to test it.

 

If you had more than 256 instances of this model, it is possible a bug in the instanced rendering could have caused individual instances to disappear as you describe. This will be fixed in the next beta build.

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

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