Glitch pictures thread!

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
stefbuet
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Glitch pictures thread!

Post by stefbuet »

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You can post all your application/game glitchs here.
Sometimes it looks like art, or really strange, or "WTF" and that's what's cool
:P

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stefbuet
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Post by stefbuet »

Here was a problem computing wrong UV coord to handle semi-transparent objects in a deferred renderer :
Image

This one is funny, this is the future house style.House roofs are rotated by 180° :lol: - it was a bad camera up-vector when generating dual paraboloid maps to do some reflexion mapping:
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stefbuet
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Post by stefbuet »

Fail @ dual paraboloid shadow maps.
It generated an abstract Art image :p

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Another: (animated it's beautifull, looks like plasma, vector field)
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roelor
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Post by roelor »

I wish my glitches looked that spectacular.
BlindSide
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Post by BlindSide »

Ah I had a really nice glitch today, I'll try to reproduce it and post it here.
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Eigen
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Post by Eigen »

Here's an old one. I was testing out something and these cube nodes were supposed to be scattered semi-evenly/randomly across the terrain.

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freetimecoder
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Post by freetimecoder »

Image

The cars were supposed to be driving around and avoid each other. But I accidentally increased their mass, which made them gather in the valleys because the engines were to weak to drive over the hills.

Automated parking-lot creation :D

greetings
arnir
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Post by arnir »

Iam making an grayscale shader and I forgot to set default grayscaleFactor
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programmer is bad designer
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Virion
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Post by Virion »

arnir wrote:Iam making an grayscale shader and I forgot to set default grayscaleFactor
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heat vision!! :D but the wall on the right is so hot!! :lol:
pippy3
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Post by pippy3 »

Incorrectly set the normal of a vertex on a planetoid sphere:

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d3jake
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Post by d3jake »

Whoa... cool...
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Virion
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Post by Virion »

pippy3 wrote:Incorrectly set the normal of a vertex on a planetoid sphere:

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is that an alien planet-like spaceship of some kind! :D hehe
ent1ty
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Post by ent1ty »

Earthquake? :D

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irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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Mel
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Post by Mel »

Here is an odd case... Same code, diferent results with the variance shadowmapping!... while the teapot has soft shadows, the structure beneath doesn't have smooth shadows... Why?...

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omaremad
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Post by omaremad »

The level mesh probabbly uses more texture layers so might have diffrent filtering settings for its textures.
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If you want modern rendering techniques learn how to make them or go to the engine next door =p
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