Game Development Community

Manoel Neto's Forum Posts

Thread Post Date Posted
Anti-Aliasing Has No Effect on 3D Objects in T3D - RESOLVED Edge AA is separate from the antialiasing level prefs, don't use them together! Enabling MSAA will b... read more 05/10/2010 (12:10 pm)
Is Resolving a RenderTarget to a GBitmap possible? I think you need a profile with the SystemMemory flag turned on. Resolve the render target to that, ... read more 05/10/2010 (8:34 am)
Anti-Aliasing Has No Effect on 3D Objects in T3D - RESOLVED Like I said, AL uses deferred rendering. This works by rendering depth and normals to buffers, which... read more 05/07/2010 (9:26 am)
Possibly nasty bug in TSShapeConstructor::addSequence() - LOGGED I got around this specific case by storing argv[0] in a temporary variable then restoring it before ... read more 05/07/2010 (5:30 am)
Anti-Aliasing Has No Effect on 3D Objects in T3D - RESOLVED You cannot use driver-based MSAA in Advanced Lighting. It uses deferred lighting and thus is incompa... read more 05/06/2010 (2:25 pm)
Control Player while camera is in Orbit mode The orbit camera's "current distance" is broken: it's never used. I think the actual dista... read more 05/06/2010 (5:59 am)
Help Compiling Just installing the DirectX SDK doesn't always setup the correct paths for VC. Go into tools->opt... read more 05/04/2010 (1:08 pm)
Drawing a Line with T3D (debugDraw.cpp) @Jacob: be aware that You're not really deleting the old debug drawer, causing a memory leak every t... read more 05/04/2010 (9:50 am)
Defered rendering? Is it a MMO, per chance? Draw calls are the major performance issue with most MMOs. Games like Aion ... read more 05/04/2010 (9:42 am)
Defered rendering? Because everyone has issues related to too many draw calls =). Welcome to modern game development. R... read more 05/04/2010 (7:25 am)
Defered rendering? That's the whole point behind T3D's Advanced Lighting, which uses a similar technique called deferre... read more 05/04/2010 (5:35 am)
Save/Load System (SinglePlayer) thoughts? I'll have to check it out, but I think I used Torque's virtual filesystem to "mount" a gam... read more 05/03/2010 (3:05 pm)
Save/Load System (SinglePlayer) thoughts? It's very, very easy to save to the user directory. I did that in my last TGEA game using Platform::... read more 05/03/2010 (4:55 am)
BUG: DDSFile::load() provides incorrect mipmap count Support for mip maps for non-pow2 textures started with the GF6 cards, and I'm unsure if supporting ... read more 04/30/2010 (2:05 pm)
Drawing a Line with gfxDrawUtil.cpp That won't do. GFXDrawUtil is meant to be used during rendering contexts, it cannot be used to rende... read more 04/30/2010 (12:43 pm)
[1.1b] Sequences in character with different proportions (notquiteabug) - LOGGED @Aaron: after commenting out the code blocks, you *must* delete your cached.dts files, otherwise not... read more 04/30/2010 (5:34 am)
Changing the Web Plugin - Help from the experts? @Jacob: if you intend to deploys different binaries, then it should be possible with some modificati... read more 04/30/2010 (5:29 am)
Render a billboard in front of everything... folow a curve I would use a custom GUI control for something like this, instead of trying to use actual 3D objects... read more 04/29/2010 (1:34 pm)
Changing the Web Plugin - Help from the experts? Simple. Do not ship the graphics, sounds, models, etc with your plugin installer and use the cURL re... read more 04/29/2010 (12:45 pm)
[1.1b] Sequences in character with different proportions (notquiteabug) - LOGGED @Aaron: did you comment the code block that generates the rotation keys as well?... read more 04/29/2010 (12:41 pm)
[1.1 Beta "bug"] Changes to animation system causing problem with transitions and/or multiple threads - LOGGED You're facing the same problem I had. It's explained here: [url]http://www.torquepowered.com/commun... read more 04/27/2010 (12:54 pm)
Debugging multiplayer I've learned the hard way to never let console errors pile up for more than a week.... read more 04/26/2010 (11:48 am)
Changing TickMS recommended? Frames are interpolated between the previous tick state, and the new tick state, not extrapolated. T... read more 04/26/2010 (10:09 am)
T3D on Mac Mini I *think* the GMA950 does run T3D in Windows, but Intel's OSX drivers are known to be extremely bug... read more 04/26/2010 (5:36 am)
Detecting StaticShape in trigger? StaticShapes are supposed to be immovable, so they don't interact with triggers. I'm almost certain ... read more 04/26/2010 (5:34 am)
T3D 1.1 Beta 1 Bug: ATI card hiding polygons - LOGGED Odd, I just saw this happen myself too. Some sub-meshes are missing in a rather complex model.... read more 04/20/2010 (11:12 am)
Control Player while camera is in Orbit mode You mean when you use the ALT+C shortcut? That's easy to deal with: modify the script function Toggl... read more 04/20/2010 (11:01 am)
Where is Langc for localization? I don't think they got around to including it in the betas, but I believe you can get it off TGEA.... read more 04/20/2010 (7:41 am)
Control Player while camera is in Orbit mode You can have separate camera and control objects on your gameConnections. Check the setCameraObject(... read more 04/20/2010 (7:35 am)
Disappearing shadow in AL I believe the "lowest" quality actually turns off AL shadows (so you get only deferred lig... read more 04/16/2010 (12:09 pm)
Web Publishing To All Browsers Any which isn't "Express" should do the trick. I *think* Express can be used if you instal... read more 04/12/2010 (5:45 am)
Web Publishing To All Browsers Every browser outside IE uses NAPI plugins. So Firefox, Mozilla, Chrome, Opera and Safari (on Window... read more 04/11/2010 (3:01 pm)
GPU locks up when moving camera around Particles - RESOLVED This sounds a lot like the vertex format in the particles vertex buffer is not the same as the forma... read more 04/08/2010 (3:25 pm)
Torque3D...ATI HD5750 vs GeForce GTS 250 ????? About video recording, there are some nice stuff in the future on that area, from yours truly ;). ... read more 04/08/2010 (3:07 pm)
Debugging the web plugin Alright, I got some progress: I found a debugging tutorial at Mozilla's dev center, and they have a ... read more 04/08/2010 (7:08 am)
Shouldn't SwapBuffers be fast? I'll also repeat what I said in other threads: for *any* Intel IGPs, or low end GeForce 7XXX / ATI X... read more 04/07/2010 (8:43 am)
Camera movement not tied to actual frame rate?!?!? @Ivan: check processTimeEvent() in mainLoop.cpp. That's the main entry point for the simulation upda... read more 04/06/2010 (11:11 am)
Reducing draw calls / increasing performance @Pat: whoa! However, it's not quite the solution for drawing a character in a single call, since eac... read more 04/04/2010 (3:01 pm)
Reducing draw calls / increasing performance @Christian: yeah, memory can be a problem if you have tons of characters and many of them use a comm... read more 04/04/2010 (12:27 pm)
Awesome news for Mac dev : openGL 3 ! Yeah, Valve will probably make quite some pressure on Apple to get their OpenGL drivers together. If... read more 04/01/2010 (6:14 am)
I've been wondering about the netcode... Quite the vague question. At the very least, it can send and receive packets. The limits are in how ... read more 04/01/2010 (6:11 am)
Reducing draw calls / increasing performance @Christian: if you're willing to dive into source, a nice approach to clothing combinations is build... read more 04/01/2010 (6:08 am)
Simulating latency for network testing setSimulatedNetParams() is awesome. But be aware that it only adds lag and packet loss when [b]s... read more 04/01/2010 (5:55 am)
Distance Fogging? I think fog start+end and maybe being able to select between linear and quadratic attenuation modes ... read more 04/01/2010 (5:52 am)
Importing (collada) into torque 3d 1.1 There's a limit to how many vertices you can have in a single mesh node, because there's a limit of ... read more 04/01/2010 (5:49 am)
Transparency and Shadows (AL) If T3D had projector lights you could fake it using a light cooking and attaching a projector to the... read more 03/30/2010 (12:03 pm)
Transparency and Shadows (AL) The safest approach is to change your design so you don't need the shadows from the translucent surf... read more 03/30/2010 (6:13 am)
Web Deployment...is it working yet? It's pretty possible to re-produce the Instant Action user experience with the default features. Usi... read more 03/30/2010 (5:51 am)
Great Balls of Fire! Yeah, the PathShape resource sounds nearly perfect for this. You don't need to use a pre-defined pat... read more 03/30/2010 (5:38 am)
How to create an object that damages the player TSShapeConstructor define shape resources. They surely don't have onCollision methods. The best w... read more 03/30/2010 (5:35 am)