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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