Terrain Texture not rendering
by Andy Schatz · in Torque Game Engine · 05/29/2008 (1:27 pm) · 1 replies
Hi folks. I'm finally finishing up the Mac version of Venture Arctic, and I'm having a problem that is exhibiting on low-spec Macs, though it's possible this is not a platform dependent problem. I am working from Torque 1.5.0.
The problem is that the terrain does not render the textures. It is a solid color (ambient light and fog applied), but no terrain textures.
I've made a couple changes to the engine that may be causing this.
-First, I increased the number of terrain textures supported to 16.
-Secondly, I created a second data file that contains DYNAMIC terrain texture data, which has exactly the same structure as the normal .ter file. At runtime, the original texture data and the dynamic data get combined into another data set, which is the VISUAL terrain texture data, which is what gets rendered. This is done so that the player can paint snow over a region, and it will preserve the texture data underneath for when the player melts the snow.
Possibly all this data is overwhelming the Video card? or RAM? The Torque terrain system is a bit opaque, so even suggestions on a good starting point with a debugger would really help. Where is the code that sends the texture data to the renderer? It's been almost a year since I really dug into Torque engine code, so unfortunately, I forget a lot of this stuff. Any help is appreciated. Also, if it turns out to be a bigger problem, and a competent programmer out there would like to help solve this as a paid contractor, please email me and we can discuss. Thanks everyone!
-Andy Schatz
Pocketwatch Games
The problem is that the terrain does not render the textures. It is a solid color (ambient light and fog applied), but no terrain textures.
I've made a couple changes to the engine that may be causing this.
-First, I increased the number of terrain textures supported to 16.
-Secondly, I created a second data file that contains DYNAMIC terrain texture data, which has exactly the same structure as the normal .ter file. At runtime, the original texture data and the dynamic data get combined into another data set, which is the VISUAL terrain texture data, which is what gets rendered. This is done so that the player can paint snow over a region, and it will preserve the texture data underneath for when the player melts the snow.
Possibly all this data is overwhelming the Video card? or RAM? The Torque terrain system is a bit opaque, so even suggestions on a good starting point with a debugger would really help. Where is the code that sends the texture data to the renderer? It's been almost a year since I really dug into Torque engine code, so unfortunately, I forget a lot of this stuff. Any help is appreciated. Also, if it turns out to be a bigger problem, and a competent programmer out there would like to help solve this as a paid contractor, please email me and we can discuss. Thanks everyone!
-Andy Schatz
Pocketwatch Games
Torque 3D Owner Andy Schatz
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