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UAV autonomous vehicle turret view and 'User Texture (10m)' layering is incorrectly shown relative to altitude
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Description

Whilst in turret/gunner view of a UAV, placed user textures 'User Texture (10m)' aka 'UserTexture10m_F' will display either below, between or above an object in relation to the current altitude of said UAV.

User Texture Below.

User Texture Partially Through (Low).

User Texture Partially Through (High).

User Texture Above.

As you can see, a user texture that is placed below an object on the terrain (ATL) will change layering in relation to the height of the UAV (camera), which causes the user texture to show (bleed through) incorrectly.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Operating System Version
Enterprise
Category
UAV (Unmanned Aerial Vehicle)
Steps To Reproduce

Within EDEN...
Place a 'UserTexture10m_F' at ground level, rotate it to sits flush with the terrain (road/runway/etc) the same as what a helipad texture would.
Apply a texture to the above (1024x1024px).
Place an object (preferably a land vehicle/air vehicle) on TOP of the above user texture.
Place a playable unit with a remote terminal equipped.
Place a UAV (AR-2 Darter).
Play Scenario within EDEN.
Connect to the UAV via the terminal and raise altitude to the following...

  1. Move to ~250m altitude, connect to turret view look at the texture. Texture Below Object.
  2. Move to ~350m altitude, connect to turret view look at the texture. Texture Partially Through Low Object.
  3. Move to ~450m altitude, connect to turret view look at the texture. Texture Partially Through High Object.
  4. Move to ~650m altitude, connect to turret view look at the texture. Texture Above Object.

Event Timeline

soulkobk created this task.Dec 10 2017, 4:56 AM