Closed hidmic closed 5 years ago
After looking at the code for some days, I concluded that the problem is caused because roads don't have depth at all. We can 'attack' this problem like this:
I'm concerned about making the rendering more heavyweight; we are already pretty slow in that city demo (mostly due to MOBIL cars). While it would be nice to get rid of the shadows, I don't think it is hugely important, so I'd opt for ignoring the issue (solution 3). @stonier , thoughts?
@clalancette Just to put things in the right context, these are some of the small bugs that Brian's weeding out while we get ready for M4. Thus, and to answer your implied question @BMarchi, in the interest of time I'd like to see whether we can get away with just culling. Is double sided rendering being applied to the road meshes only?
We can apply double sided rendering to road meshes if and only if road's material is used by them only, cause culling is applied to the material
Made a further investigation. I used this pr https://bitbucket.org/ignitionrobotics/ign-rendering/pull-requests/91/add-material-culling-mode/diff and added another circuit a little bit below than the main one. The first one was configured like this:
Second case was enabling back face culling for all roads: The car's shadow is getting projected infinitely on every road below.
Description
In road networks were some lanes pass above others, shadows for agents passing by the upper lanes are casted through said lane and onto the lower lane, as if the former was transparent. This can be seen in demos like
delphyne-city.
Definition of Done
delphyne-city
anymore.