Game Development Community

Decal Clearing Question

by Ronald J Nelson · in Torque Game Engine · 09/30/2007 (4:30 pm) · 5 replies

First I have this function in part of my code:

Container *cont = isServerObject() ? &gServerContainer : &gClientContainer; 
      Box3F queryBox(mPosition, mPosition);
      queryBox.min -= Point3F(0, 0, 0);
      queryBox.max += Point3F(mWidth, mWidth, mWidth);

      SimpleQueryList queryList;
      cont->findObjects(queryBox, ShapeBaseObjectType, SimpleQueryList::insertionCallback, &queryList);

      for (U32 i = 0; i < queryList.mList.size(); i++) 
      { 
         ShapeBase* sel = static_cast<ShapeBase*>(queryList.mList[i]);

What I need to do is clear all decals in that area that are on the terrain (IE Foot prints, and tire tracks).

Does someone here know how I can do that in this area?

#2
10/02/2007 (10:51 pm)
Seriously, no one has ever needed to clear decals in a radius? I am doing it for terrain deformation. Floating footprints looks a bit silly.
#3
10/06/2007 (12:33 am)
Is it possible to detect decals in a radius search,? Has anyone here done it?
#4
10/06/2007 (2:10 am)
Decals don't exist as individual objects, but rather as a linked list managed in sim\decalManager.cc

They are deleted out based on time as far as I recall, but it wouldn't be hard to write your own radiusDelete function which ran thru the list and unlinked+delete any that were within your radius area.
#5
10/06/2007 (12:45 pm)
Is that only as of 1.5.2 with batched decal rendering? Or was it that way previously?