Project

General

Profile

Bug #3450

Camera should move close to the player in 3rd person mode, if the view is blocked

Added by Bram N/A over 1 year ago. Updated 17 days ago.

Status:
Confirmed
Priority:
Low
Assignee:
-
Category:
Rendering
Target version:
Start date:
06/25/2016
% Done:

0%

Reproducibility:
Always
Operating system:
Other
Severity:
Minor

Description

In Balmora at the mages guild there is an object you can look through.
I have recorded this small bug and its in the attachment.

(Its a webm file extension, it can be viewed with vlc)

cameraclippingbug.webm (34.1 MB) Bram N/A, 06/25/2016 08:02 PM

History

#1 Updated by Alexei Dobrohotov 2 months ago

  • Category set to Rendering

#2 Updated by Chris Robinson 2 months ago

Does it still happen, and does the same thing happen in vanilla? Might just be a result of improper collision on the model, in which case it's an error with the game's data files.

#3 Updated by Andrei Kortunov 2 months ago

  • Subject changed from [minor] Camera Clipping Bug (Balmora Mages Guild) to Camera should move close to the player in 3rd person mode, if the view is blocked
  • Status changed from New to Confirmed

Does it still happen?

Yes.

does the same thing happen in vanilla?

No. In vanilla Morrowind camera moves closer to player, if the view is blocked by any object.

#4 Updated by Chris Robinson 2 months ago

Andrei Kortunov wrote:

No. In vanilla Morrowind camera moves closer to player, if the view is blocked by any object.

That generally happens in OpenMW, too. It just seems that the camera clips through at that particular spot at that particular angle while it works fine elsewhere, which makes me think it's a problem with that particular model. If you can't get the camera to clip at that same spot in vanilla, though, there's some difference in how OpenMW and vanilla determines when the camera is blocked (IIRC we use the physics shape to test if the camera gets blocked, but perhaps vanilla uses the rendered model; or maybe vanilla uses a larger test shape for the camera that doesn't allow it to slip through there).

#5 Updated by scrawl . 2 months ago

vanilla uses the rendered model;

I'm pretty sure that's what it was. I tried doing the same once, but then I got concerned over the performance overhead (rendering raycasts are much more costly than physics casts). I tried combining the camera obstruction test and the crosshair selection into one raycast, but couldn't get it working for some reason.

#6 Updated by Alexei Dobrohotov 17 days ago

  • Target version set to openmw-1.0
  • Operating system changed from Linux to Other

Also available in: Atom PDF