[1.1b1] WhiteOut and DamageFlash - LOGGED - RESOLVED
by Steve Acaster · in Torque 3D Professional · 05/12/2010 (2:55 pm) · 8 replies
Not really a bug report ... more a curiousity ...
DamageFlash and WhiteOut haven't functioned since T3D's inception, and I was just wondering if it was because of the new rendering not being compatible with the old code? Just wondered whether the functions had been left in for the sake of it or whether they weren't totally redundant.
I couldn't trace the code back to what activates it through the cpp files - and this ain't really my fortee anyhow, and I didn't fancy downloading an old version of TGE for comparison ...
I have a sneaking suspicion that this sort of thing would be manipulated with a full screen shader these days ...
08 APRIL 2011 FIXED IN 1.1 PREVIEW
DamageFlash and WhiteOut haven't functioned since T3D's inception, and I was just wondering if it was because of the new rendering not being compatible with the old code? Just wondered whether the functions had been left in for the sake of it or whether they weren't totally redundant.
I couldn't trace the code back to what activates it through the cpp files - and this ain't really my fortee anyhow, and I didn't fancy downloading an old version of TGE for comparison ...
I have a sneaking suspicion that this sort of thing would be manipulated with a full screen shader these days ...
08 APRIL 2011 FIXED IN 1.1 PREVIEW
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#2
05/12/2010 (4:55 pm)
hmmm... just a thought but I bet if you had some sort of fullscreen color pulsing shader it would/should be simple to setup a postfx solution through script.
#3
06/01/2010 (6:07 am)
logged Key: TQA-189
#4
08/04/2010 (9:53 pm)
If someone tells me that these are now depreciated (I expect that they are) I'll stick this in Resolved.
#5
As T3D is built from TGEA I'd imagine either the stub is still there or there's just no rendering part -- although probably a postfx shader is the way to go now as you guys have mentioned.
I'd clear it off as M.I.A. last seen some years ago ;)
EDIT: checked gameTSctrl and there's no longer a call in T3D to the gamerenderfilters() and that stub doesn't exist either... however all the whiteout and damageflash values are still calculated so would just the rendering bit adding
08/05/2010 (12:59 am)
lol Steve this didn't work in TGEA either, I traced it through the engine a while back www.torquepowered.com/community/forums/viewthread/81836 to find empty stub routines.As T3D is built from TGEA I'd imagine either the stub is still there or there's just no rendering part -- although probably a postfx shader is the way to go now as you guys have mentioned.
I'd clear it off as M.I.A. last seen some years ago ;)
EDIT: checked gameTSctrl and there's no longer a call in T3D to the gamerenderfilters() and that stub doesn't exist either... however all the whiteout and damageflash values are still calculated so would just the rendering bit adding
#6
04/12/2011 (8:23 pm)
Cool to see this working finally, once again. Can add my flash grenades back in :)
#7
- Dave
04/13/2011 (11:50 am)
While this does work in 1.1 Preview, I'd still like to revisit it to cut back on some drawing for 1.1 Final. I had to move on to some more critical items prior to the Preview's release.- Dave
#8
05/06/2011 (5:16 pm)
Fixed in 1.1 Final.
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