Render Player....
by Jackie Hayes · in Torque Game Engine Advanced · 01/06/2008 (5:53 pm) · 5 replies
I noticed that renderFirstPerson, $pref::Player::renderMyPlayer and $pref::Player::renderMyItems are no longer used in TGEA even though they are still in the code?? I looked around and could not find where the player is actually being rendered. In TGE it is Player::renderImage which is not in TGEA.
Does anyone know of way to NOT render the player or the weapon he is caring?
Thanks for any insight....
Does anyone know of way to NOT render the player or the weapon he is caring?
Thanks for any insight....
#2
01/07/2008 (8:07 am)
You can make the player invisible using startfade() in TGEA .... and voala
#3
@Picasso...I'll give that a try also.
I have used TGE since 2003 and just recently started trying to port my stuff over to TGEA. I have already ran into ALLOT of shadow problems, especially shadows on tsStatics using polysoup, so far I have that figured out and it works pritty good except that if you remove the terrain from the mission it shows multiple shadows in a row. When I get it working correctly I'll let everyone know what I did to make it work.
Thanks guys for your response.
01/07/2008 (8:34 am)
@Marc...Is it in one of the rendering managers? If so, do you know which rendering manager is it in? In TGE it is pritty easy. There is ALLOT of code that was left in TGEA that does not even do anything. Like in shapebase.cpp.void ShapeBase::renderObject( SceneState *state, RenderInst *ri )I put a printf in that section and it never was called.
@Picasso...I'll give that a try also.
I have used TGE since 2003 and just recently started trying to port my stuff over to TGEA. I have already ran into ALLOT of shadow problems, especially shadows on tsStatics using polysoup, so far I have that figured out and it works pritty good except that if you remove the terrain from the mission it shows multiple shadows in a row. When I get it working correctly I'll let everyone know what I did to make it work.
Thanks guys for your response.
#4
Porting TGE to TGEA is definitely no easy task ... will guarantee that you will run in further issues ...
01/07/2008 (8:43 am)
Actually most of that code did quite a bit until the Release where GG sudenly kicked the old rendering in favor of a batching system ...Porting TGE to TGEA is definitely no easy task ... will guarantee that you will run in further issues ...
#5
Thanks!
01/07/2008 (9:37 am)
I already have ran into allot of unused code. I have been methodically going through the code a section at a time. I have even found code/features that work that I did not know even existed. I'll just keep plugging along until I get it figured out.Thanks!
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft