WaterBlock Issues
by Paul Ash · in Torque Game Engine · 11/02/2007 (1:32 am) · 3 replies
Ive been using Paul /*ilys*/ Symeou's waterblock fix for awhile now, and im starting to run into a very annyoing issue. Tho its not directly related to it, its more related to the ability to disable terrain tile. at the moment disabling terrain tiling only disables the rendering and the collision, it does not however remove two very important things.
1.Shadows from the lighting pass. This can result in shadows from non-existing mountains.
2. (this is the one im trying to fix) water reacts as if the terrain was tiled so it stops at those non-existing moutains making it impossible to have an ocean that goes on out of view.
[url] http://www.imagedump.com/index.cgi?pick=get&tp=519506 [/url] here is an example of the issue with the water.
Now right now I don't have the time to actually correct this issue more then likely, but what i would like to know is where the engine calculates to remove water at all when it hits a shore so i can merely disable it for now and worry about it later (perhaps never. my employer really doesn't care....). Ive already tried commenting out the code that controls the depth mapping to, and while this removed all the depth mapping it didn't remove what i needed it to. if anyone has any idea on what i can do id love any input.
If this doesn't pan out i guess ill just start writing a very simple open GL water object to take the waterblocks place.
thanks for your time.
1.Shadows from the lighting pass. This can result in shadows from non-existing mountains.
2. (this is the one im trying to fix) water reacts as if the terrain was tiled so it stops at those non-existing moutains making it impossible to have an ocean that goes on out of view.
[url] http://www.imagedump.com/index.cgi?pick=get&tp=519506 [/url] here is an example of the issue with the water.
Now right now I don't have the time to actually correct this issue more then likely, but what i would like to know is where the engine calculates to remove water at all when it hits a shore so i can merely disable it for now and worry about it later (perhaps never. my employer really doesn't care....). Ive already tried commenting out the code that controls the depth mapping to, and while this removed all the depth mapping it didn't remove what i needed it to. if anyone has any idea on what i can do id love any input.
If this doesn't pan out i guess ill just start writing a very simple open GL water object to take the waterblocks place.
thanks for your time.
Torque 3D Owner Andrew Brady