Material instances broken in 1.1B2 - LOGGED
by Chris · in Torque 3D Professional · 08/23/2010 (12:45 pm) · 2 replies
I am setting materials on sub meshes of shapes with this resource and it all worked fine in T3D1.01 and 1.1B1 and it also somewhat works in B2 however there is a weird thing that is happening.
When two different actors have different materials on the same submesh part when the other actor is in your screens view port the material on your actor changes to their material, but when you look away it is correct. Its like its somehow using the first one that draws for all of them.
I've tried to disable hardware mesh instancing and it did not seem to help unless I did it wrong.
Original resource located here
www.torquepowered.com/community/resources/view/16807
When two different actors have different materials on the same submesh part when the other actor is in your screens view port the material on your actor changes to their material, but when you look away it is correct. Its like its somehow using the first one that draws for all of them.
I've tried to disable hardware mesh instancing and it did not seem to help unless I did it wrong.
Original resource located here
www.torquepowered.com/community/resources/view/16807
About the author
#2
08/30/2010 (10:39 pm)
I have this issue isolated down to the renderInstance defaultKey, there is probably a better way to fix it though that does not break the stateHint
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