I’ve been getting this really weird bug for some time now when sometimes the spacestations’ silhouette stays on the screen after being removed.
Mostly a “shadow” or something of it appears that blocks pixels from rendering in the translucent bucket. This doesn’t make much sense since the station is a completely opaque object (using the lighted material).
The space station node is not removed itself (to be reused later) but a parent node of it is detached from the scene graph following this.
The thing is, I think that the removal part isn’t the problem here at all as the oddity gets triggered sometime when the node is still on the graph but the shadow only becomes apparent after its removal.
So I’m asking if anyone has ever seen anything simmilar or has any idea as to what might be going on here since I have no clue. Thanks!
ok, then that rules that out… which is somehow unfortunate because I have no clue then…
Could you explain the setup a bit more in depth? why is the station in the translucent bucket in the first place?
It’s not, that’s what baffles me the most. It’s a regular opaque object in the opaque bucket. It’s just that it starts to block the translucent bucket after being detached for some reason.
Yes I know “MakeWorld.masklighted” doesn’t say much about its material shader but it happens the same way with a standard lighting.j3md.
It’s then used by this class: PlanetarySystemData.java - Pastebin.com which adds one in one of its constructors. The disablePhy() method then calls all disable() methods in the subnodes. That includes the spacestation which should remove it entirely aside from the node itself.
Yep, modified some guns to do exactly that (double checked now). It’s like it’s not present in the scene as a mesh/geometry at all, like it was only on a gpu buffer somehow if that’s even possible.