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by Redacted · in Torque Game Engine · 06/22/2008 (4:50 am) · 5 replies

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  • #1
    06/22/2008 (5:01 am)
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    #2
    06/22/2008 (5:51 am)
    Tested your code. Seems to work but I could not really see anything happening with a model using more than one detail level as detail levels never seems to change (pop fast enough to see what the other looks like in mission).

    On line 1465 of tsshapinstance.cc I commented out
    //if (mShape->mSmallestVisibleDL>=0 && mShape->details[0].maxError>=0)
    // use new scheme
    // return selectCurrentDetail2Ex(adjustedDist);

    After that the detail map showed up and I could actually see the detail levels changing for shapes placed in my mission; for example I made a model containing a box shape with detail 32 and a pyramid of 2 and I could finally see the model swithing between the two "detail levels" if I moved away far enough from the shape.

    Bit of a hijacking of this thread but can someone perhaps explain what kind of values you use for detail levels to get them to work if you say have 3 different details for a model?

    [edit] tested in TGE 1.5.2
    #3
    06/22/2008 (6:19 am)
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    #4
    06/22/2008 (6:24 am)
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    #5
    06/22/2008 (12:24 pm)
    Started a new entry here - please refer to it with all the code changes needed so that everyone can take advantage of it.

    Oh, and thanks everyone! I am collecting email addresses and sending over the link for download right now.