With some further tweaking I managed to find a set of depth bias values which seems to work well on the few problematic tables I tested, including JF's new test. I'm still kind of unhappy because I don't quite understand the reasons for these troubles, but at least it's a fix for now.
I found the core issue with the two tables that apparently predicated the changes with this depth bias aspect in the first place (between version test5a and test6) that has lead to all the new issues with near table level walls, ramps, and lights residing on either of them (.1-1.2 range). Both Seawitch and Blackout FS versions were about 4 years old and had no FOV / layback settings. I could resolve the inserts / lights issues on both in just a matter of seconds using the previous build (test5a), in which the errors were initially reported, by opening the table and simply entering a value for the FOV moving it from zero to something non-zero. A value of .2 fixed the issues with both tables and yielded no change in it's appearance otherwise.
This is an extremely simple fix that instead has lead to changes in the code, from only two tables with reported issues that are 4 years old, now affecting dozens if not hundreds of more current tables. With all due respect, I strongly suggest that the previous method / depth bias levels from test5a be re-instated with these new findings and extremely simple work-arounds available plus the shere math of 2 tables vs. possibly 200 or more with issues just outweighs the latest problematic changes. This 0 level FOV field is probably a key culprit in the varying results and peculiarities you were experiencing. However, FS views vs. desktop views do still differ in the nuances for the issues arising but that's also likely because of the differing FOV values from desktop vs. FS at least / especially with older tables that never even used the FOV field and had a 0 value. Even with whatever depth bias settings / changes you have found now / tonight, they should not need to be used as the old issues do not need to be compensated for any more with such a basic table level fix for these two isolated / old tables and the fully working / no uncertainty aspects of test5a's depth bias system would seem better to be used at this point.
Furthermore and for added benefit both tables in question have no layback settings / view being so old and can look a lot better as well as also still resolving the issue if a complete layback style view is configured. For Seawitch my quick configuration of fix + layback was as seen in this screen shot yielding the table view below it (note the light inserts are working / visible and screen shot was made in verion test5a):
Capture of Seawitch FS View Settings with Layback and VP9_DX9_test5a Inserts (Table Lights) Fix.PNG 4.6KB
15 downloads
Capture of Seawitch Fixed with Layback Settings.PNG 1.34MB
15 downloads
For Blackout my quick configuration of fix + layback was as seen in this screen shot yielding the table view below it (note the light inserts are working / visible and screen shot was made in verion test5a):
Capture of Blackout FS View Settings with Layback and VP9_DX9_test5a Inserts (Table Lights) Fix.PNG 4.59KB
15 downloads
Capture of Blackout Fixed with Layback Settings.PNG 1.44MB
15 downloads
Also, whether this depth bias aspect was changed or not to accommodate the Barrocora table, that also had a totally simple fix. If one selects the decal for the text of the inserts that was missing and changes the "surface" field from blank (not defined) to that of 1h (1 unit high already defined in the table), they all re-appear and nothing else needs to be done (in both versions of test5a and test6 this issue was visible and fixed with this quick change).
I think we have to be careful of cases where simple table fixes are being missed in lieu of first / early reports of "bugs" and "issues" resulting in changes to the code affecting possibly many more tables and in ways where any type of table level fix for these new / resultant issues may not exist at all. I wouldn't be putting this much energy into this development thread / specific topics I raise if any of the issues I experienced could have been fixed as easily as the 3 above.
Also, the attempt to fix the issues with those two old table via source code changes has not only lead to many more not working (any FS table with wall based roll-over animations at less than about .8 or so - most - will not animate any more) but the Blackout FS table itself that now has the inserts working in test6 due to the depth bias changes, now also suffers from the failing .1 height wall roll-over animations (even within the same table some new stuff is broken and not even with any table level GI / light objects present above the walls in question - indicates a large number of other tables would be affected as well with this simpler scenario).
You can easily test the roll-over animations on these or any table that may experience the issue since this change to test6 by using the debug mode, right clicking on the sw / trigger for the roll-over (typically right around the roll-over / metal graphic), selecting the "hit" event for the appropriate trigger / switch and observing - you'll hear a sound typically associated with the hit event but no animation (also repeating the process by choosing "unhit" to reset and try again). Doing this same process in test5a or other VP92x builds will yield the animation as expected.
I really hope this can just be reverted in light of this new information and we can close the book on this particular issue of compatibility and continue to move forward.
Edited by jimmyfingers, 27 February 2014 - 07:30 AM.