New renderable object
by Gerald Fishel · in Torque Game Engine Advanced · 12/01/2008 (10:00 am) · 2 replies
Hi all,
Getting back into TGEA development after a while. I will have a need to create my own custom renderable objects, ala the fxRenderObject for TGE. I have searched for such on here and TDN but haven't found anything straightforward. There is a resource for fxRenderObject for TSE prior to 1.0 apparently, but the comments suggest that it doesn't really work with the newer version(s) of TGEA.
Basically I just need to be able to draw a simple mesh object like a cube and apply a simple shader-based material to it in the cleanest manner possible. Once I can do that I can take it from there.
Any help on where to go in the docs or elsewhere to accomplish this would be greatly appreciated.
Best Regards,
Gerald
Getting back into TGEA development after a while. I will have a need to create my own custom renderable objects, ala the fxRenderObject for TGE. I have searched for such on here and TDN but haven't found anything straightforward. There is a resource for fxRenderObject for TSE prior to 1.0 apparently, but the comments suggest that it doesn't really work with the newer version(s) of TGEA.
Basically I just need to be able to draw a simple mesh object like a cube and apply a simple shader-based material to it in the cleanest manner possible. Once I can do that I can take it from there.
Any help on where to go in the docs or elsewhere to accomplish this would be greatly appreciated.
Best Regards,
Gerald
#2
Thanks for the response. I will give that a shot. I'll eventually need both static and dynamic objects so I'll try to create some simple versions of each first.
Thanks,
Gerald
12/01/2008 (7:02 pm)
Hi Tom,Thanks for the response. I will give that a shot. I'll eventually need both static and dynamic objects so I'll try to create some simple versions of each first.
Thanks,
Gerald
Associate Tom Spilman
Sickhead Games
If this object is mostly static and/or doesn't need ShapeBase features i start from tsStatic.cpp/h.
If this object is dynamic and/or needs ShapeBase then i start from rigidShape.cpp/h.