Some Sprites don't Render
by Abimael Avila · in Torque X 2D · 12/19/2008 (1:16 pm) · 4 replies
Hello there:
I have a problem when render a level on the game, only a few sprites renders.
On the Editor I have this:
http://www.losmangaus.com/images/Img-Editor.jpg
but on the game its draw like this
http://www.losmangaus.com/images/Img-Game.jpg
The level has Y Axis Sort on all his layers. The wall images are on layer 10. The floor images are on layer 15. The Floor with little holes are on layer 14. The box images are on layer 10. There are some empty SceneObject on layer 30, for collision pourpose.
Can you help me solve this problem??. I'm using TorqueX Pro 2.0 with XNA 3.0 and Visual C# Express 2008.
Thanks a lot for your help.
I have a problem when render a level on the game, only a few sprites renders.
On the Editor I have this:
http://www.losmangaus.com/images/Img-Editor.jpg
but on the game its draw like this
http://www.losmangaus.com/images/Img-Game.jpg
The level has Y Axis Sort on all his layers. The wall images are on layer 10. The floor images are on layer 15. The Floor with little holes are on layer 14. The box images are on layer 10. There are some empty SceneObject on layer 30, for collision pourpose.
Can you help me solve this problem??. I'm using TorqueX Pro 2.0 with XNA 3.0 and Visual C# Express 2008.
Thanks a lot for your help.
#2
All the floor types are the same objet type and the object type are added on the scene file too.
I noticed that when and object that is actualy rendered moves outside the camera bounds one floor object starts to render. It seems like its only rendering a constant number of objects inside the camera bounds and objects that are not ocluded by other objects, because I change the layer of the floors to 1 and all floor objects starts to render.
I havnt tested the Camera Render masks, where can I set it??
Thanks
12/21/2008 (10:11 am)
I tested it with XNA 2.0 too and Visual C# Express 2005. All the floor types are the same objet type and the object type are added on the scene file too.
I noticed that when and object that is actualy rendered moves outside the camera bounds one floor object starts to render. It seems like its only rendering a constant number of objects inside the camera bounds and objects that are not ocluded by other objects, because I change the layer of the floors to 1 and all floor objects starts to render.
I havnt tested the Camera Render masks, where can I set it??
Thanks
#3
http://www.garagegames.com/mg/forums/result.thread.php?qt=71127
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12/24/2008 (1:02 am)
You might be having this problem. A lot of people bump into it:http://www.garagegames.com/mg/forums/result.thread.php?qt=71127
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#4
With the examples form the threads that you point me to, I change this line
sceneObject.LayerDepth = _useLayerSorting ? i - count : -(float)sceneObject.Layer;
to this one:
sceneObject.LayerDepth = _useLayerSorting ? -(float)sceneObject.Layer : i - count;
on the T2DSceneGraph.cs file, and then I have all my objects rendered, and it is working on XNA 3.0.
Thanks a lot for your help, and Happy Holidays to all.
12/26/2008 (8:01 am)
I finally solved the problem.With the examples form the threads that you point me to, I change this line
sceneObject.LayerDepth = _useLayerSorting ? i - count : -(float)sceneObject.Layer;
to this one:
sceneObject.LayerDepth = _useLayerSorting ? -(float)sceneObject.Layer : i - count;
on the T2DSceneGraph.cs file, and then I have all my objects rendered, and it is working on XNA 3.0.
Thanks a lot for your help, and Happy Holidays to all.
Torque Owner Matthew Hoesterey
I'm assuming all the floor objects are the same Object type and are all set to render in the Cameras Render masks?