Large particle effects in sky getting culled out of view
by Rob Green · in Torque Game Engine · 07/17/2005 (4:44 pm) · 1 replies
I have a particle emitter node up 500 meters in the sky. It drops particles very rapidly (18g) down to the ground, and all is good, but I'm having a problem that if the camera isn't looking directly at it, all of it gets culled out of view.
I read that this will happen with large dts objects as well, so I'm assuming it's the same scene rendering code that decides what is and isn't in view to render.
What changes could I make to maybe flag the emitter or node or whatever with something that I can pass down to the rendering portion to maybe use a different sort of bounds check so that it will show up?
I read that this will happen with large dts objects as well, so I'm assuming it's the same scene rendering code that decides what is and isn't in view to render.
What changes could I make to maybe flag the emitter or node or whatever with something that I can pass down to the rendering portion to maybe use a different sort of bounds check so that it will show up?
Torque Owner Brett Fattori
visibleDistance = "1000";
Make it 2000 or even 2500.. But beware, this will also render your terrain out farther.
- Brett