T3D 1.1 final - $pref::TS::smallestVisiblePixelSize doesn't work - LOGGED (THREED-3160)
by Guy Allard · in Torque 3D Professional · 10/03/2011 (8:48 am) · 8 replies
Build: T3D 1.1 final
Platform: Windows
Target: game, editors
Issues: $pref::TS::smallestVisiblePixelSize is supposed to stop shapes from rendering when they become smaller than the specified size. This isn't happening.
Steps to repeat:
1) launch the FPS example and load deathball desert.
2) pull down the console and type $pref::TS::smallestVisiblePixelSize = 500
3) Look around and note that all the shapes are still rendering
4) Try another value and observe the same result
more info
From the engine documentation:
Platform: Windows
Target: game, editors
Issues: $pref::TS::smallestVisiblePixelSize is supposed to stop shapes from rendering when they become smaller than the specified size. This isn't happening.
Steps to repeat:
1) launch the FPS example and load deathball desert.
2) pull down the console and type $pref::TS::smallestVisiblePixelSize = 500
3) Look around and note that all the shapes are still rendering
4) Try another value and observe the same result
more info
From the engine documentation:
Con::addVariable("$pref::TS::smallestVisiblePixelSize", TypeF32, &TSShapeInstance::smSmallestVisiblePixelSize,
"@brief User perference which sets the smallest pixel size at which TSShapes will skip rendering.n"
"This will force all shapes to stop rendering when they get smaller than this size. "
"The default value is -1 which disables it.n"
"@ingroup Renderingn" );About the author
Recent Threads
#3
03/14/2013 (11:51 am)
I do this manually on every model with a nulldetail level, but an overall solution would be cool, because on some things like imposters you cannot add a nulldetail behind it, 2 polys may not be much, but on very large terrains they will all add up, but I have no idea how this is handled exactly.
#4
The community can feel free to jump in on any issues posted to GitHub. :)
- Dave
03/14/2013 (12:54 pm)
Created an issue for it so we can track it: github.com/GarageGames/Torque3D/issues/256.The community can feel free to jump in on any issues posted to GitHub. :)
- Dave
#5
To be honest a "LOD out" option in shapeEditor (written to the tsShapeConstructor_mesh.cs file) to disable rendering of mesh and imposters at a certain size might be preferable - though mentioning this is as far as I'm taking it ...
05/28/2013 (5:36 am)
Never even knew such a variable existed (working or not :P ) - like Duion I LOD out via an empty detail.To be honest a "LOD out" option in shapeEditor (written to the tsShapeConstructor_mesh.cs file) to disable rendering of mesh and imposters at a certain size might be preferable - though mentioning this is as far as I'm taking it ...
#6
05/28/2013 (7:03 am)
I think nulldetail after imposter does not work, since imposter is hard coded to be the last detail or so, but disable rendering of imposters will only take into account if you have thousands of trees on a 50 square kilometer terrain or so, since it is just 2 polys.
#8
Hopefully we can find a way to include the imposters as well some day.
01/26/2014 (2:04 am)
Great Andrey, thanks for the fix!Hopefully we can find a way to include the imposters as well some day.
Torque 3D Owner Christopher Tauscher
Default Studio