Game Development Community

Very weird problem

by Matt Fischman · in Torque X 2D · 08/12/2008 (6:00 pm) · 6 replies

I'm trying to do something fairly simple that i've done before - render a grid on screen using T2dpolygons. What I've found is that at some number of polygons, the old one's ive rendered start to dissapear. I'm not dealing with especially large numbers, somewhere on the order of 100's. The weird thing is, this same code has worked in a previous torque game. I've also tried using t2dstaticsprites instead of t2dpolygons, and it's the exact same issue. What could this possibly be? Is there some setting for a maximum number of objects allowed on screen? For reference, I'm using torque 2.0 pro.

Any help would be great. I cannot figure this out.

#1
08/12/2008 (7:16 pm)
I don't think that anything has changed in this respect. But I do remember a post long ago about disappearing sprites objects under heavy counts, even with some 'turning purple' in color. Are you able to determine (by experimentation) what that cut-off point is? such as 250 T2DPolygon shapes...

John K.
#2
08/12/2008 (7:42 pm)
Its about 78 from what I can tell, not very many. I'm filling up a 10x10 grid, and 8th row they start dissapearing. Though not "dissapearing" exactly, the new one adds but it seems to be essentially erasing an older one. I can verify though that the old sprites do exist because I am storing them in a list. They have a position, and are marked as visible. But I can't see them. I am pretty sure it's not a problem with the code, because this exact code works in an older project of mine.
#3
08/12/2008 (7:48 pm)
I am also noticing a flickering in some of the ones that are "dissapeared". This is really not making any sense.
#4
08/12/2008 (7:48 pm)
Has to do with how layers are handled consistently. This thread has most of the pertinent points.

www.garagegames.com/mg/forums/result.thread.php?qt=71127
#5
08/12/2008 (9:03 pm)
I am also noticing a flickering in some of the ones that are "dissapeared". This is really not making any sense.
#6
08/12/2008 (9:08 pm)
Wow, thank you. Seems that setting the camera far distance solved it.