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Re: trimesh particles demo, version 2

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: trimesh particles demo, version 2
From: Frank Condello <developer at chaoticbox dot com>
Date: Thu, 16 Nov 2006 02:51:19 -0500
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <b3ab0d9af03959d92b986934915aabbe at 98115 dot net>
On 16-Nov-06, at 12:11 AM, Craig Macomber wrote:

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

Yes that does look like camera-align code is broken, though aligning them to the viewplane isn't the right fix ;)

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.

That sounds like a bug in Quesa, but I thought this was fixed - make sure you've got the latest release.

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.

Setting HasVertexNormals probably works for the wrong reasons (if the normals are all zero then the reflection vector will be wrong so the highlight goes away - but it might still appear when viewed from other angles). If the Null shader is broken then your only other option is to set the specular colour to black. That will either require declares or hacking the 3DMF data before it gets to RB3D.

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.

The Quesa Wrappers can handle both of these tweaks but all they are in the end is a bunch of declares, so you're welcome to pick through and use what ya like. The declares in the wrappers are a little convoluted however (lots and lots of subclassing) so finding all the appropriate bits might be a pain - some Quesa API's force this complexity so don't blame me ;)

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>


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