Game Development Community

Deactivating Render Culling

by Paul /*Wedge*/ DElia · in Torque Game Engine · 11/08/2005 (5:53 pm) · 4 replies

Can anybody give me some hints on where to look if I wanted to make some custom properties (probably on SceneObject I think) to force it to render, ignoring the usual culling properties. Possibly forcing the render on a simple range from client check as well. I think this would be the easiest way to fix small problems with things like particle systems not rendering because the emitterNode isn't in view.

#1
11/08/2005 (7:38 pm)
Check out this thread.
#2
11/08/2005 (9:06 pm)
Cool, I think I'll download HEAD and see how it's done there, so I don't destroy anything.
#3
11/08/2005 (9:09 pm)
The global bounds stuff is a pretty decent way to force objects to always render.
#4
11/09/2005 (12:35 am)
Has this been tested with particle emitter nodes? I tried porting all the relevant bits from 1.4 to 1.3, so it's possible I just didn't get that right. I'll go look back over it to see what I might have missed, but I can't test in 1.4 coz' I dunno how to compile it. Would the bounding box show up as massive in the mission editor if it were working?