Problem Paint bleeding - possible issue

BruceJohnJennerLawso

Dread Lord of the Idiots
Addon Developer
Joined
Apr 14, 2012
Messages
2,585
Reaction score
0
Points
36
Hey everybody :hello:

I would imagine that this post might belong in the Orbiter 2010 official section under the "Orbiter Project" heading, but I wanted to check around to see if this is an actual bug, or maybe just an issue with the way that I did things.

As you will notice, the textures from one mesh defined under a surface base config seem to "bleed" over into the other meshes, particularly when the control focus is nearby, and when the camera is pointed in its general direction. For some reason this is only happening on the access tunnel mesh I created for the Iron hill base



--------------------------------------------------------------------------








--------------------------------------------------------------------------



Any thoughts?
 
Can you put arrows on the images or tell where we should be looking at (like image coordinates, or description of the area)?
 
Can you put arrows on the images or tell where we should be looking at (like image coordinates, or description of the area)?

Sure, if you can give me a minute. I dont think they should be too hard to spot though, especially on the first pair of pictures.

For reference, the top image is how it should look, the bottom one is the buggy paint-bleeding.



Okay, heres the labelled shots of the problem



--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 
Last edited:
weird. Is the section that bled through smaller than the outside. I could see if they were the same size that would be an issue
 
weird. Is the section that bled through smaller than the outside. I could see if they were the same size that would be an issue

Not sure I follow you there. The flickering extends all over the mesh depending on what angle the camera is at. Have you ever seen this before?
 
It looks it is a tunnel/passage way. Are they the same width. So that it mixs.
 
It looks it is a tunnel/passage way. Are they the same width. So that it mixs.

Are what the same width?

Keep in mind that these are two different meshes defined under the same surface base config. It seems to me that this is an issue in the graphics engine, but Im not sure why the bleeding happens only onto the tunnel mesh, and not onto the base module ones.
 
But if they were the same width or close and align so they were together that would cause it.
 
the tunnel area where they were bleeding. Is it one building or more than 1 aligned?
 
the tunnel area where they were bleeding. Is it one building or more than 1 aligned?

Yes, the main section of the tunnel is just the same model copied four times, but the texture is bleeding over from an entirely different mesh.
 
ok but do they overlap?

The meshes in the program? Yes they do, in order to look like the connection is sealed. The problem seemed to be persisting even when they werent, but Ill have to check that.

Why on Earth would that cause problems?
 
Are they lit up? Emmisive high? Just guessing I am having my own issues with the camera a vessel not been seen at certain angles.
 
Are they lit up? Emmisive high? Just guessing I am having my own issues with the camera a vessel not been seen at certain angles.

Not that I know of, but maybe I can check that out as well, just to be sure.
 
Back
Top