Manoel Neto's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How can i use hardware instancing in Beta2? | @Tom: yeah, I guess clipping in the shader to make each instance output only to a specific MRT would... read more | 08/12/2010 (4:59 pm) |
| How can i use hardware instancing in Beta2? | It would be nice if we could use instancing to somehow draw all 4 PSSM splits in a single pass using... read more | 08/12/2010 (1:44 pm) |
| T3D 1.1 Beta 2 - Anti-Aliasing in Advanced Lighting causing rendering issues - LOGGED | AA should be disallowed internally when using AL. At the very least, the internal renderer should tr... read more | 08/12/2010 (1:31 pm) |
| T3D 1.1 Beta 2 - Advanced Lighting Fails to initialize - CONFIRMED | I had this issue. Turned out I installed T3D in a folder where normal users couldn't write, causing ... read more | 08/11/2010 (4:19 pm) |
| RayCasting to Identify an Object in remote | You need a small source code change to do the raycast directly in the client, though, since the cont... read more | 08/10/2010 (12:19 pm) |
| Torque 3D Vs Individual Pro or Studio Pro | There are no difference in technical features. It's the licensing that is different. Studio is li... read more | 08/08/2010 (11:14 pm) |
| What's the point of the web plugins? | The LibCURL resource is a good starting point for downloading assets. However, it has a few issues: ... read more | 08/06/2010 (8:42 pm) |
| addMesh and MultRes, etal "LODs", also 'skinned meshes' oddity | If your mesh is skinned, I think you should add it to the scene root and not parent it to some node,... read more | 08/05/2010 (5:51 pm) |
| Raycasting Not working in remote | The script function ContainerRayCast() always casts a ray on the server container (aka: the server o... read more | 08/05/2010 (12:55 pm) |
| [BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED | Yeah, I forgot about SimObjectPtr members. Those would go unnoticed. The problem with the self ch... read more | 08/05/2010 (12:42 pm) |
| T3D 1.1 Beta 2 - Poor frame rate until sound is played - RESOLVED | Ah, this explains why my framerate was low (40~50fps in Deathball compared to 180+fps in 1.1b1). ... read more | 08/05/2010 (12:16 pm) |
| [BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED | The problem is: when would the self-move check be performed? The SimObjects don't know anything abou... read more | 08/04/2010 (1:34 pm) |
| view distance, poly management and power saving | You can also "group" the objects you want to load/unload in prefabs. This makes it easy to... read more | 08/03/2010 (6:01 pm) |
| [BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED | Just a brief on how SimObjectPtr works: The SimObjectPtr contains a pointer to a SimObject. You y... read more | 08/03/2010 (5:15 pm) |
| [BUG] SimObjectPtr + Vector + VectorResize = heap corruption? - LOGGED | @Tobias: did you test that code? I'm asking because the Torque Vector<> template's resize func... read more | 08/02/2010 (1:01 pm) |
| Torque 3D Status - 7/29/2010 | Merging is much easier if you proceed like Jameson said: 1) identify every source code changes yo... read more | 07/30/2010 (12:38 pm) |
| T3D Shader Development | Your vertex shader isn't writing the vertex screen coordinates to TEXCOORD1: [code] struct VertD... read more | 07/29/2010 (1:48 pm) |
| Where is lightinfoUncondition defined? | It is generated by the engine and should be in autogenConditioners.h alongside the other procedural ... read more | 07/29/2010 (1:34 pm) |
| Torque 3D Status - 7/29/2010 | Since there are some substantial changes, I agree it was a good idea to get it out already, since me... read more | 07/29/2010 (1:27 pm) |
| Image state - When does the server send information? | There's very little network synchronization between Images: they depend entirely on the triggers to ... read more | 07/28/2010 (6:23 pm) |
| MountObject versus MountImage: network difference? | Mounting objects use a lot more bandwidth: objects have position, velocity, animation and probably o... read more | 07/28/2010 (6:16 pm) |
| T3D Shader Development | I haven't used custom materials in T3D yet, but if you want lighting, I assume you need to: 1) In... read more | 07/28/2010 (5:04 pm) |
| Torque 3D Status - 6/30/2010 | We need a Torque version of this: [url]http://developer.valvesoftware.com/wiki/Valve_Time[/url]... read more | 07/28/2010 (2:42 pm) |
| Script file update/online compilation | Just spend a month coding in VBScript, and your semicolon habits will be ironed out without problems... read more | 07/28/2010 (1:04 pm) |
| Torque 3D Embedded Browser (WebKit) | I prefer it to be a drop-in resource, or something you can enable/disable using the projectCode.conf... read more | 07/27/2010 (10:06 pm) |
| Asynchronous MySQL++ for T3D ? | Isn't it a bit dangerous to have an application make direct queries to a remote database like that? ... read more | 07/27/2010 (9:41 pm) |
| 1.1 beta is slower at AL than 1.0.1? | I think the terrain is casting shadows in 1.1b, while it didn't in 1.0.1. This can cause a significa... read more | 07/27/2010 (9:38 pm) |
| Script file update/online compilation | Really, you're the first person I've seen that uses semi-colons that way.... read more | 07/27/2010 (1:01 pm) |
| Script file update/online compilation | AFAIK you're not supposed to put ";" after if/else or loops in C++ either (although the co... read more | 07/26/2010 (9:10 pm) |
| How to draw the outline of text characters | @Christian: an outlined font doesn't solve the problem because such fonts are "hollowed" o... read more | 07/26/2010 (8:11 pm) |
| How to draw the outline of text characters | It's not an elegant solution, but it works: render the same text 8 times using the outline color and... read more | 07/26/2010 (1:01 pm) |
| difference between Bound & Collision? | The bounds' main purpose is to define the visibility bounding box. The model is only rendered if the... read more | 07/22/2010 (12:37 pm) |
| Shader compilation errors when using SM 2.0 | @Jeff: you can make the same shader code behave differently for different shader versions using this... read more | 07/21/2010 (4:21 pm) |
| With the impending end of cpu speed increase, is there any plans for a threaded T3D? | [quote] Specifically with character skinning both Pat Wilson and I have implemented a threaded vers... read more | 07/20/2010 (7:37 pm) |
| Question about $timeScale on dedicated server. | No global variables ($timescale included) are automagically synchronized between server and clients.... read more | 07/20/2010 (7:30 pm) |
| With the impending end of cpu speed increase, is there any plans for a threaded T3D? | I have been thinking about threading some parts of Torque as a side project. Moving the entire thing... read more | 07/17/2010 (8:59 pm) |
| Huge framerate drop when moving - LOGGED | Decals shadows are quite expensive if you cast them on detailed collision geometry. They are an extr... read more | 07/03/2010 (7:51 pm) |
| side-scrolling and player's path | The cleanest way would be doing source changes to force the player to always move along a path. The ... read more | 07/02/2010 (7:43 am) |
| Altering apparent camera brightness in-game | As Hans said, a Post Effect is the ideal way to do it. You need zero source changes to do it.... read more | 06/28/2010 (2:52 pm) |
| Hardware mesh instancing | Yes. The transform will be handled by the instancing, and vertex-shader deformations work on each in... read more | 06/25/2010 (10:06 am) |
| Basic Lightning vs. Advanced Lighting | @Chris and Maxim: The collision_* and detail_* are only necessary if you're exporting to DTS directl... read more | 06/25/2010 (10:03 am) |
| Basic Lightning vs. Advanced Lighting | Ah, the MB file was seved form Maya 2010, and just now I noticed Cai's file was in 2008 format. So a... read more | 06/24/2010 (2:47 pm) |
| Basic Lightning vs. Advanced Lighting | @Andy: I just took a good look into the collision code. Even collision meshes use triangle-based col... read more | 06/24/2010 (6:38 am) |
| Basic Lightning vs. Advanced Lighting | @Cai: I'll look into the model now. About collision meshes, I just looked at the source code used by... read more | 06/24/2010 (4:41 am) |
| Synchronising the time between server and clients and daytimer | When the client connects, send a commandToClient() to it with the current server daytimer time, and ... read more | 06/23/2010 (5:18 am) |
| Accessing global variable client-side | Even for single player games, it is good practice to use commandToClient/commandToServer and keep cl... read more | 06/23/2010 (5:11 am) |
| Accessing global variable client-side | I assure you it never worked. For it to work Torque would need to have code auto-magically syncing v... read more | 06/22/2010 (1:04 pm) |
| Accessing global variable client-side | That's not supposed to work. You need to use commandToClient() and commandtoServer() to pass script ... read more | 06/22/2010 (11:47 am) |