flipper obstructed!

faralos

Faralos
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ok I posted at the 'org' but I'll throw it up here too. here is my problem. I have a lower wall (top ht 1 bottom ht -1) that drops when an event is activated, that is not the problem. the problem is that lower wall is obstructing an UPPER level flipper. once the wall drops the flipper is visible but while the lower table playfield wall is 'up' it hides most of the upper flipper. This is driving me nuts. does this mean I can't have a flipper on the upper level at all, due to the lower wall being there? and is there any way to make that upper level more see-thru? while the lower table is black it is seethru but once that wall drops the upper level becomes more solid-looking. is that just a vp9 thing?
Does anyone have a remedy for this?
 

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I've allways had to design around this. It is to do with how VP renders the objects. Not too clear on the specifics, but is there any way you can "fake it" by shaping your drop wall around the offending objects? (I usually do this with my ambient flash effects when they intersect with lights and the like)
 
well I deleted the flipper and went with a ramp instead, someday I'll address that bug somehow, it is strange i also noticed the entire upper level EDGE was also absent where it crosses over the lower black table top wall (the one with the 1 top height and -1 lower height, when that wall drops the edge (and the flipper) were both completely visible. Only when it was raised back to its height of 1 did it block out anything in front of it (even the stuff on upper levels). Strange, but maybe this issue will be addressed in the next patch release for vp9. One can only hope, (and the odd thing about my program ALWAYS Unchecking hardware rendering EVERY time I am in the editor placing objects into the table.)
 
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