Game Development Community

Two-sided decals

by Ronald J Nelson · in Torque Game Engine · 08/08/2006 (4:08 am) · 4 replies

I am trying to figure out a way to create a decal on 2 sides of an object. For example, a projectile collides with the object, it leaves a decal at the contact point, then leaves another at the point the projectile would have passed through on the back side of that object.

I have tried creating a second object traveling in the reverse direction but that is really not an effective means because you need to detrmine the bounds of the object the projectile collided with to accurately place the new projectile so that it will collide with the object again. Also, since my system is using a material mapping by texture system, this would cause an infinite loop of objectsl continually doing this.

Therefore, what I need to know is has someone already sucessfully done this and if so, how?

Or, if there is some way to determine the bounds of the object the projectile collided with?

#1
08/09/2006 (8:33 am)
Ok I have found something that may help but I need to see if anyone else here has used this succesfully. I found information on computeBounds at http://www.garagegames.com/docs/tge/engine/classTSMesh.php. It seems to say that I could actually determine an objects dimensions from this information. Am I right?

Also, I saw this forum thread for TSE users but can't access it since I am not an owner www.garagegames.com/mg/forums/result.thread.php?qt=34146 . I just want to know if this is something that will effect TGE as well?
#2
08/09/2006 (11:12 am)
No, that thread has nothing to do with two sided decals.
#3
08/09/2006 (4:09 pm)
Not really what I was asking, what I wanted to know is if it can determine the bounds of an object?

Also, how would one use it?

Finally, if that bug was anything that would affect TGE as well as TSE?
#4
08/09/2006 (5:10 pm)
No, it has nothing at all to do with the bounds of an object. I can't say whether it would affect TGE or not, but it isn't about bounds.