Fix for RenderCollisionBounds
by Sean T. Boyette · in Torque X 2D · 11/12/2008 (8:21 pm) · 2 replies
Zilla asked for the fix for RenderCollisionBounds
In public static RenderMaterial Material
I replaced
_material = new LightingMaterial(); //- Changed to support renderbounds
with
//_material = new LightingMaterial(); //- Changed to support renderbounds
_material = new SimpleMaterial();
_material.IsWireframe = true;
In CollisionSphereShape : CollisionShape add
and
In CollisionBoxShape : CollisionShape add
In public static RenderMaterial Material
I replaced
_material = new LightingMaterial(); //- Changed to support renderbounds
with
//_material = new LightingMaterial(); //- Changed to support renderbounds
_material = new SimpleMaterial();
_material.IsWireframe = true;
In CollisionSphereShape : CollisionShape add
public override void RenderBounds(SceneRenderState sceneRenderState, ref Matrix rotationOnly)
{
T3DSphereMesh sphere = new T3DSphereMesh(2);
sphere.Center = _center;
sphere.Radius = _radius;
_boundsMesh = sphere;
_boundsMesh.Render(sceneRenderState, Material, ref rotationOnly);
}and
In CollisionBoxShape : CollisionShape add
public override void RenderBounds(SceneRenderState sceneRenderState, ref Matrix rotationOnly)
{
T3DBoxMesh box = new T3DBoxMesh();
box.Center = _center;
box.Extents = _halfSize;
_boundsMesh = box;
_boundsMesh.Render(sceneRenderState, Material, ref rotationOnly);
}About the author
Torque Owner Takuan Daikon