I wouldn't call this a bug - If you're making a 2D game then
viewplane alignment makes more sense, but for 3D particles you
usually want camera aligned billboards with full perspective
distortion. Here's a good illustrated article on the topic: <http://
www.flipcode.com/articles/article_rtr2billboards.shtml>
Thanks for the great link.
That's how they're supposed to be. They're sprites, which should
always face the camera. Otherwise, at extreme angles (e.g. near the
edges of the screen), you can see that they're actually flat.
For me if I leave them camera alined, not view-plain alined they turn
edge on and disappear when I get close and look clearly flat, but they
look much better if I have them View plain alined they look much
better. The opposite of what you said I believe. Maybe the code for
facing the camera is wrong. It seems it made them face something
in-front of the camera.
This is the best screen shot I have of the original effect with camera
facing sparks:
http://www.spincraftsoftware.com/files/Sparkbug.gif
I also have another problem, even-though I have NullShader = True the
particles still render with a highlight when at the correct angle if
flood light is on. Is there any way to turn the highlight off? If I set
HasVertexNormals=True the highlight goes away, but I would like to be
able to remove the highlight in another app too, where shading is used.
One last issue. As I said before the particles look bad with non-black
fog. I decided that I like non-black fog so I was wondering if there is
anything I can do to fix this issue. Maybe there is a way to turn
object fog off. There is a Quesa Wrappers demo that does it, but I
don't really want to use the Quesa Wrappers for everything.
I think the solutions to the last two problems here involve declares,
which I have never used, but if its not too hard maybe this is a good
time to start.
Thanks,
Craig.
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