Bugs
From Yage3D Wiki
These are known issues with Yage and will hopefully be fixed over time. This list does not include features that are not yet implemented. If you find a bug, add it to the list.
[edit] Medium
- Skeletal animation of ms3d models is buggy, and unimplemented for obj files. Instead of fixing these, the plan is to embrace Collada as the default yage model format.
- When part of the SDL window is offscreen, render to texture does not function properly, this is because of an incomplete buffer I believe.
- Shaders are still experimental, what may work on one platform can fail on another, and good fallback paths aren't yet in place.
- Time spent inside OpenGL function calls causes occasional inaccuracies yage.core.timer. This in turn can cause jumpiness in rendering if using a timer to calculate update times. The current multithreaded-scenegraph approach seems to only partially overcome this.
- Win32's QueryPerformanceCounter, SDL_GetTicks(), and the rdtsc assembly opcode all experience this issue. When rendering is slowed to one frame per second by rendering massive amounts of polygons through OpenGL , it can be seen visually that each frame takes very close to one second to draw. However, the timing functions will return something like 0.1 for one frame, 1.9 for the next, and then 1.0 for the next 10-20 frames. When the opengl rendering calls are replaced with an empty loop that takes 1 second, all three timing functions consistently return accurate values. This has been confirmed on multiple machines, with both AMD and Intel Processors, as well as ATI and Nvidia graphics cards.
- The program freezes on Windows (and Linux?) when the window is resized down to a small size and mouse grabbing is enabled. This appears to be an SDL bug.
[edit] Low
- In linux aoss must be run if another audio player is running, something weird about the mixer not working with openal.

