Layers 0 and 1 always render
by Kenneth Rodgers · in Torque Game Builder · 04/21/2010 (1:26 pm) · 4 replies
I only want to render certain layers, so I use a line of code that looks like this:
Where MiniMap is a t2dSceneWindow.
This works fine, except that it is also rendering layers 0 and 1. I may have to dig into the source later, but I was just wondering if anyone else had this problem? and if this was a bug?
MiniMap.setRenderLayers("layers$ 22 24 25 30");Where MiniMap is a t2dSceneWindow.
This works fine, except that it is also rendering layers 0 and 1. I may have to dig into the source later, but I was just wondering if anyone else had this problem? and if this was a bug?
#2
04/21/2010 (1:39 pm)
Thanks Will, I'll give that a shot when I get home later. I found an example a long time ago that had the "layers$" at the beginning of the string, and since the method seemed to be working fine for the most part I didn't think anything of it.
#3
04/21/2010 (3:26 pm)
This topic gives me an idea for my game. It sounds like you can have a scenewindow on top of the main level? Does this mean everything in the scenewindow is not affected by camera zoom and stuff like that?
#4
Thanks Will it worked beautifully! I thought I had stuff rendered on layer 1 but I do not, it was all on layer 0. So when I made the change you suggested, it worked great.
@Kevin
Yup, I have a separate, smaller scenewindow on top of my main SceneWindow that I use for a mini map.
What I do is set the SceneGraph for the minimap to the same one that the main scenewindow is using. Then I can set the zoom level for the camera for only the minimap. That way I get a zoomed out version of the entire level in the little minimap window.
From there I tell it what layers I want it to render, and in that way I control what you can see from the minimap.
04/21/2010 (4:45 pm)
@WilliamThanks Will it worked beautifully! I thought I had stuff rendered on layer 1 but I do not, it was all on layer 0. So when I made the change you suggested, it worked great.
@Kevin
Yup, I have a separate, smaller scenewindow on top of my main SceneWindow that I use for a mini map.
What I do is set the SceneGraph for the minimap to the same one that the main scenewindow is using. Then I can set the zoom level for the camera for only the minimap. That way I get a zoomed out version of the entire level in the little minimap window.
From there I tell it what layers I want it to render, and in that way I control what you can see from the minimap.
Associate William Lee Sims
Machine Code Games
"setRenderLayers" goes though each string calling "atoi" on it (alpha to integer). The first string will become a "0".
That doesn't explain why layer 1 is always rendering, but it's a good place to start.