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by Redacted · in Torque Game Engine · 06/22/2008 (4:50 am) · 5 replies
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#2
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
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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Torque Owner Redacted