Possible batching problem? Objects borrowin material properties?
by Peter Haffenreffer · in Torque Game Engine Advanced · 08/05/2008 (9:00 am) · 2 replies
I'm working with a game with an isometric view. I have set up a box between the player and the camera and all objects within this box fade to a target alpha. This works beautifully with one object on screen and sometimes even a few objects; however problems start when there are a lot of objects.
Some objects that aren't anywhere close to the player will start fading. Other objects that are clearly in the box and have a confirmed correct mFadeVal do not fade.
This is leading me to the believe that there is a problem with a batching, but I'm not too sure. I was wondering if anyone has experienced anything similar to this. Also, could someone point me in the direction of the code that is responsible for batching objects?
Thanks
Some objects that aren't anywhere close to the player will start fading. Other objects that are clearly in the box and have a confirmed correct mFadeVal do not fade.
This is leading me to the believe that there is a problem with a batching, but I'm not too sure. I was wondering if anyone has experienced anything similar to this. Also, could someone point me in the direction of the code that is responsible for batching objects?
Thanks
#2
GFX->setPixelShaderConstF(PC_VISIBILITY, (float*)&(sgData.visibility), 1);
All set.
08/05/2008 (9:29 am)
Fixed the problem. Wasn't a batching issue but a shader issue. The current code doesn't pass the object visibility to the shader all the time. In sgLightManager::setLightInfo(), I added the following line of code:GFX->setPixelShaderConstF(PC_VISIBILITY, (float*)&(sgData.visibility), 1);
All set.
Torque Owner Peter Haffenreffer
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