Peter Haffenreffer's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| ReloadMaterials() | In resManager.cpp, i just added .png to the alwaysCRCList since that is the texture file type we use... read more | 10/20/2008 (4:28 pm) |
| ReloadMaterials() | I don't want to change the texture on a mesh. I want to make a change to a texture while the gam... read more | 10/20/2008 (2:08 pm) |
| Porting RTS selection circle code to TGEA | And, we need to add terrSelection.cpp [code]#include "terrain\terrRender.h" #include "CivilWarOb... read more | 10/16/2008 (12:09 pm) |
| Porting RTS selection circle code to TGEA | And to finish off the changes in terrRender.cpp (still): In TerrRender::renderBlock(...): ad... read more | 10/16/2008 (12:08 pm) |
| Porting RTS selection circle code to TGEA | And to finish off that function: [code] TerrBatch::emitFanStep( ip8 ); Te... read more | 10/16/2008 (12:08 pm) |
| Porting RTS selection circle code to TGEA | [code] // Or eight more points, in which case we hit 25 verts total.. // now do ... read more | 10/16/2008 (12:07 pm) |
| Porting RTS selection circle code to TGEA | Still in terrRender.cpp: Here is my whole renderChunkNormal function: [code]void TerrainRender::... read more | 10/16/2008 (12:06 pm) |
| Porting RTS selection circle code to TGEA | In terrRender.cpp [b]Includes & static defines:[/b] [code]#include "gfx/primBuilder.h" #inclu... read more | 10/16/2008 (12:03 pm) |
| Porting RTS selection circle code to TGEA | In terrRender.h: [b]Add the following forward declarations:[/b] [code]struct SelectionTriangle... read more | 10/16/2008 (11:51 am) |
| Graphic corruption with ATI cards | Well, I'm glad someone else is seeing this. We've actually tested it on several ATI cards, and it i... read more | 09/17/2008 (11:29 am) |
| Graphic corruption with ATI cards | I believe someone from GG needs to weigh in here. This is a show-stopper problem and has something t... read more | 09/17/2008 (7:52 am) |
| Graphic corruption with ATI cards | More info -- If I prevent the mesh->render() call inside of sgShadowProjector::sgRenderShape() f... read more | 09/16/2008 (2:01 pm) |
| Rendering collision meshes | I guess that works, but it would be nice to be able to toggle off the collision meshes like the boun... read more | 08/11/2008 (1:15 pm) |
| Highlight Collision Mesh in World Editor | CollisionTest.cc and collisionTest.h have since been removed in TGEA since this posting. Is there ... read more | 08/11/2008 (8:58 am) |
| Possible batching problem? Objects borrowin material properties? | Fixed the problem. Wasn't a batching issue but a shader issue. The current code doesn't pass the obj... read more | 08/05/2008 (9:29 am) |
| Possible batching problem? Objects borrowin material properties? | Something to note is that the object is definitely getting added to the RenderTranslucentMgr every f... read more | 08/05/2008 (9:03 am) |
| Shader and transparency? | New CustomMaterial( CustomMaterial1) { version = 2.0; mapTo = "HB_Roofs_3"; texture[... read more | 07/21/2008 (11:04 am) |
| Shader and transparency? | I know this is an old post; however for those who may be looking for an answer to this question thes... read more | 07/21/2008 (10:15 am) |
| Specular map diffuse shader | Any idea why no matter what color I put for the sun's ambient color in the mission editor, the ambie... read more | 06/20/2008 (12:20 pm) |