Switching from old recast resource to 3.5.1 engine version
by Chris Calef · in Torque 3D Professional · 10/02/2014 (5:05 pm) · 2 replies
Hey, I'm doing a port from an older copy of T3D using Daniel B's old recast resource, and I noticed a couple of changes from the old resource are not in the engine even though I am working on a Recast-enabled project.
The files are:
gfx/primBuilder.cpp
T3D/convexShape.cpp
Were these changes made obsolete by the time recast was brought into the engine, or would they still be useful to include?
Also, are there any other differences in terms of usage between the old resource and the current implementation, or should I be able to just run with my old code and not notice the difference?
Thanks a ton for all the hard work!
The files are:
gfx/primBuilder.cpp
T3D/convexShape.cpp
Were these changes made obsolete by the time recast was brought into the engine, or would they still be useful to include?
Also, are there any other differences in terms of usage between the old resource and the current implementation, or should I be able to just run with my old code and not notice the difference?
Thanks a ton for all the hard work!
About the author
Torque Owner Daniel Buckmaster
T3D Steering Committee