ProcessAfter but not interpolateAfter?
by Daniel Buckmaster · in Torque Game Engine · 02/02/2008 (10:47 am) · 3 replies
In my project, one type of object is using a mountnig system separate to the usual mountObject. I need to mount directly to nodes, rather than to mounts. This is all working fine, but to get certain things to work, the mounted object needs to be flagged as mounted in the usual sense as well as in my special way. So I do a normal mountObject, but with a -1 node index.
Everything works, but the mounted object seems to be processing itself after the object it is mounted to - result, my special mounting gets cancelled out by the usual system. I fixed this by doing a processAfter on the mounting object, so that its mount always processed first.
This fixed it - now the little red handle in the editor shows up in the right place. However, the object is still rendering as if it is mounted normally (i.e., in the wrong place). This, I assume, is because the ghost of the mounted object is interpolated after the other ghost, meaning the interpolation from the normal mount system is overwriting my changes.
Is there a way around this? Or do I really have to integrate my changes with the mount system itself?
Everything works, but the mounted object seems to be processing itself after the object it is mounted to - result, my special mounting gets cancelled out by the usual system. I fixed this by doing a processAfter on the mounting object, so that its mount always processed first.
This fixed it - now the little red handle in the editor shows up in the right place. However, the object is still rendering as if it is mounted normally (i.e., in the wrong place). This, I assume, is because the ghost of the mounted object is interpolated after the other ghost, meaning the interpolation from the normal mount system is overwriting my changes.
Is there a way around this? Or do I really have to integrate my changes with the mount system itself?
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
02/10/2008 (7:48 am)
Yeah, I sort of realised that changing the mounting system is far preferable to hacking in a new mounting system that has to work around it. :P I want to make sure my system works, though, before submitting it. I'm having some problems... (*shameless hijacking* look at my Node Render Transform thread!)
#3
Maybe what you are seeing is that you changed the process order on the server but not the client. Typically for moutning, you will want to call processAfter and then flag the network that a mount has occured so that you can replicate the processAfter on the client.
I thought this was taken care of by shapeBase for you. If you aren't using shapeBase you may want to look there as an example of how to do this.
02/13/2008 (11:06 pm)
ProcessAfter should effect both the processTick and interpolateTick, if I am remembering correctly, as they both use the process list as the list of objects to tick.Maybe what you are seeing is that you changed the process order on the server but not the client. Typically for moutning, you will want to call processAfter and then flag the network that a mount has occured so that you can replicate the processAfter on the client.
I thought this was taken care of by shapeBase for you. If you aren't using shapeBase you may want to look there as an example of how to do this.
Torque Owner Lee Latham
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I'd be interested to know what answer you come up with!