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Snatching path rendering from Editor

by Nathan Bowhay - ESAL · in Torque Game Engine · 09/01/2006 (8:24 am) · 2 replies

I need help snatching the path rendering from the editor and adding it to the play mode. Could anyone tell me where this is done. I need both the nodes and the path (Spline? The green arrows) rendering code.

The nodes are objects that always exist so, I should be able to take that code and move it into a spot were it will be rendered in game play or call on the render functions.

Note: I am using the RTS kit that is updated to v1.4.

I found this:
void RTSPathDebug::renderObject(SceneState *state, SceneRenderImage *image)
{
glBegin(GL_LINE);

// DRAW US A PATH OMG!!!!!!!!
for(S32 i=0; i {
glColor3fv(mNodes[i].mColor);
glVertex3fv(mNodes[i].mPos);
}

glEnd();
}

in rtsPathDebug

The code above it says that it is render all the time so I am confused. Hopefully someone knows how this is done.

I also was wondering how I might go about changing both the node and path images.

I see from:
if (state->isObjectRendered(this)) {
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
state->insertRenderImage(image);
}

how it is done, but I don't completely understand torque inheritance. Oh and the last part is from simPath.cc

Thank you for any help that anyone can give
Nathan

#1
09/01/2006 (4:56 pm)
Try looking in this function :

WorldEditor::renderSplinePath(Path *path)

You'll need to dig around a little to really see how it all works.
It's using the cameraSpline functions value() and advanceDist();
It also uses a Catmull-Rom Spline for the generation of the curve. (I'll let you google that one up for the details + look at function mCatmullrom())
#2
09/02/2006 (12:33 pm)
Thank you so much