wr3kage Posted May 30 Posted May 30 (edited) There appears to be a white plane in the perspective window on a new project/map that doesn't exist. Steps to reproduce: launch editor -> new project (i did lua, blank template). That's it. The perspective viewport is white until you tilt up to the horizon where it is black First picture is the editor upon opening a fresh project with white perspective. The second it a plain cube quickly added and the viewport tilted towards horizon. Full system specs also attached, but I have a RTX 4080 super. (I might've taken the system info before my nvidia driver update, I updated to the latest driver, 576.52, and the issue persists) Computer Information.txt Edited May 30 by wr3kage clarification on graphics driver update Quote
Dreikblack Posted May 31 Posted May 31 Maybe your project is not synced? Grid shader was updated recently Quote Check out Slipgate Tactics demo, which is made with Ultra Engine: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
MarKli Posted May 31 Posted May 31 I have the same problem, but I think it might be related to the environment map. What's strange is that the further away you are, the white becomes. It only seems to be in the editor; if you start it in debug mode, everything works. Editor: Game: Quote
Josh Posted May 31 Posted May 31 Does this happen in a new project? I think you are seeing the grid plane, but transparency is not working right. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
wr3kage Posted May 31 Author Posted May 31 the screenshots are from a fresh project, no modifications. Also occurs on my other projects when i create a new map. I agree it might be the grid that's not transparent. It doesn't show in game, just in editor. Lemme know if there's more info I can provide. Quote
Josh Posted May 31 Posted May 31 I see, it only happens when refraction is enabled... 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted June 3 Posted June 3 To get this to work right, I will need to revise the way alpha blending works in the refraction pass. My temporary solution is to disable the grid in the 3D viewport. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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