Well, I hope it's really a bug and not only some mistake in my code.
however. In my game I am using light-flare sprites. they become visible whenever the player can see the lightbulb and turn off as soon as the lightbulb is hidden somehow.
Now it happens oftenly (you might remember the csp demo 1&2) that such a light flare sprite was flashing even when there was a wall or something between the light and the player. (seen on diffrent videocards)
This only happend ON THE SCREEN BORDER. So if you want to make shure this two guys (EntityInView and EntityVisible) work correctly, then you need to filter it this way:
however. In my game I am using light-flare sprites. they become visible whenever the player can see the lightbulb and turn off as soon as the lightbulb is hidden somehow.
Now it happens oftenly (you might remember the csp demo 1&2) that such a light flare sprite was flashing even when there was a wall or something between the light and the player. (seen on diffrent videocards)
This only happend ON THE SCREEN BORDER. So if you want to make shure this two guys (EntityInView and EntityVisible) work correctly, then you need to filter it this way:
if entityinview(bulb,camera) if entityvisible(camera,bulb) dummy=cameraproject camera,entityx(bulb),entityy(bulb),entityz(bulb) x=projectedx() y=projectedy() if x>0 and y>0 and x<graphicswidth()-1 and y< graphicsheight()-1 then showentity flare ; ok, it is really visible endif endif endif