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Taxiway marking flickering

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Taxiway marking flickering

Postby Soitanen » Wed Feb 13, 2013 8:28 am

Why markings are flickering on taxiways? Especially it is very annoying, when you are moving. Markings start to disappear near to you.

Here yellow solid line must be near runway hold line. But it disappears.
Image

Again solid yellow line looks very thin.
Image

Almost the same, as previus, but it's white line disappear.
Image

Is it renderer problem or problem in generating scenery?
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Re: Taxiway marking flickering

Postby chris_blues » Wed Feb 13, 2013 8:39 am

These things happen to me, when I got Rembrandt enabled. Without Rembrandt, all works fine...
I guess some child-sickness, since Rembrandt is very new :)
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
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Re: Taxiway marking flickering

Postby Soitanen » Wed Feb 13, 2013 8:59 am

In my case Rembrandt is turned off. Enabling or disabling Atmospheric light scattering doesn't make any effect.
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Re: Taxiway marking flickering

Postby Thorsten » Wed Feb 13, 2013 9:11 am

z-fighting? The markings are at the same depth as the runway, and so the renderer picks up one or the other while you would want the markings at a lower depth so they're picked always? No idea how the markings are done technically...
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Re: Taxiway marking flickering

Postby i4dnf » Wed Feb 13, 2013 9:16 am

Your z-buffer precision is probably too low. Have you messed with the near-camera clip values, or are you using "huge" visibility distances?

See if increasing the factor or units value in Effects/lfeat.eff solves the problem, right at the end of the file (line 81)

Code: Select all
     <polygon-offset>
      <factor>-1.0</factor>
      <units>-1.0</units>
     </polygon-offset>


One other thing is that polygon-offset might not work properly on your gpu.

In Rembrandt this is caused by the fact that there's only one camera used to render the scene (as opposed to the default rendering where there are two cameras near/far), then, with increased view distance, the z-buffer precision decays leading to z-fighting.
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Re: Taxiway marking flickering

Postby Michat » Wed Feb 13, 2013 9:40 am

Last version I used in FG was 2.6....RC. was with ATI full32AA 24 Z buffer, testing with all the filters, I had similar Z effects, not so marked as yours, but only in the RWY lateral limitation lines.
No Rembrant, no taxiways marking installed. :roll:
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Re: Taxiway marking flickering

Postby i4dnf » Wed Feb 13, 2013 9:48 am

@Michat: Runway markings are "embedded" in the runway textures, so your issue is likely due to some other causes.
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Re: Taxiway marking flickering

Postby Soitanen » Wed Feb 13, 2013 10:12 am

i4dnf wrote in Wed Feb 13, 2013 9:16 am:See if increasing the factor or units value in Effects/lfeat.eff solves the problem, right at the end of the file (line 81)
Code: Select all
     <polygon-offset>
      <factor>-1.0</factor>
      <units>-1.0</units>
     </polygon-offset>


Setting factor to something around -100 gradually reduced filckering. But thin lines has not been fixed.
Boeing 737-300. Reworked cockpit, FDM, autopilot and much more. WIP.
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Antonov An-24B. Made from scratch. Very good FDM. 3D model by Adrian. WIP.
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Re: Taxiway marking flickering

Postby psadro_gm » Wed Feb 13, 2013 4:03 pm

This is an issue I'm working on now - draping.

currently, the height of each vertex (underlying pavement or taxiway marking) is calculated by the smoothing function. problems occur because the taxiway lines do not get extra vertices when crossing a triangle boundary of the terrain.

So, the taxiway lines are not really coplanar with the underlying pavement. playing with the polygon offset parameters can help, but the will most likely cause issues elsewhere.

Here's the wiki page describing how this should be done:

http://wiki.flightgear.org/TerraGear_support_for_Draping

On that page, genapts850 partially implements up to step 3. step 4 would make most of these issues go away, I think.
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