Different rendering in RouteViewer than while driving
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Different rendering in RouteViewer than while driving
I have found that a few graphic object in the Tanigumi tram line are misplaced while driving the route. In RouteViewer, however, every object is placed correctly and as it was before.
In have noticed that the misplacements occures when a .rail instruction is defined twice in a single location:
Rail #6 location defined twice:
Rail #3 location defined twice
I do not know if one should consider this code practice correct or not. What I know is that some time ago (i don't remeber OpenBVE version) this code rendered proper results but in 1.7.1.3 it makes objects misplaced. Also, in RouteViewer, objects are not misplaced.
I kindly ask for comments if the misplacement is a bug or a result of questionable code practice.
In have noticed that the misplacements occures when a .rail instruction is defined twice in a single location:
Rail #6 location defined twice:
- Code:
4825, .freeobj 0;46;0;0, .freeobj 0;21;0;0, .height 20.25, .rail 3;8;-5, .rail 4;20;-5, .rail 5;-23;24, .rail 6;25;3, .freeobj 3;61;2;0,.freeobj 0;141;19;-4, .dike 6;-1;1, .rail 6;20;19,,,,,
Rail #3 location defined twice
- Code:
7400, .freeobj 0;44;0;0, .freeobj 0;22;0;0, .rail 3;5;-0.3, .rail 4;15;-4, .rail 7;-33;25, .rail 5;-8;-0.4, .Doppler \tanigumi\kankan4.wav; -3.8; 3, .freeobj 0;130;5;0, .rail 3;5;-0.9, .railtype 3;9
I do not know if one should consider this code practice correct or not. What I know is that some time ago (i don't remeber OpenBVE version) this code rendered proper results but in 1.7.1.3 it makes objects misplaced. Also, in RouteViewer, objects are not misplaced.
I kindly ask for comments if the misplacement is a bug or a result of questionable code practice.
Re: Different rendering in RouteViewer than while driving
Will take a look later, but from your posted code it seems to me like another of the sloppy coding practices that were accepted by BVE2 / BVE4.
The main sim is probably 'correct' in the current placement (The route viewer parser version is somewhat behind the main sim), but if I can find the offending objects, will add them to the hacks list so all appears well
The main sim is probably 'correct' in the current placement (The route viewer parser version is somewhat behind the main sim), but if I can find the offending objects, will add them to the hacks list so all appears well
Re: Different rendering in RouteViewer than while driving
Fixed, my apologies.
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-02-23.zip
This was introduced in 1.7.1.3, and will be available in the main 1.7.1.4 and later builds.
There seems to be a very funny edge-case in there with regards to block positioning.
The second Rail command in this case is being treated as both a Rail and a RailEnd command, and moves the start and end co-ordinates of the block, as opposed to just the starting co-ordinates of a standard railend command....
Need to check this against BVE4 and see what that does, as it stands it's rather illogcal....
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2020-02-23.zip
This was introduced in 1.7.1.3, and will be available in the main 1.7.1.4 and later builds.
There seems to be a very funny edge-case in there with regards to block positioning.
The second Rail command in this case is being treated as both a Rail and a RailEnd command, and moves the start and end co-ordinates of the block, as opposed to just the starting co-ordinates of a standard railend command....
Need to check this against BVE4 and see what that does, as it stands it's rather illogcal....
Re: Different rendering in RouteViewer than while driving
Thanks a lot for making a fix quickly, now everything seems to be okay running the Tanigumi route.
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