Search found 13 matches

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Search found 13 matches Page 1 of 2
by Gav
Mon Nov 09, 2015 2:27 am
Forum: Content
Topic: Question about area construction...
Replies: 9
Views: 2315
Not sure but I think that rendering a lot of smaller objects increases drawcalls which can make your game more cpu bound (torque currently depends a lot on single core performance for rendering) so it's better to have larger objects. EDIT: Torque implements some kind of instancing but it can make th...
by Gav
Thu Oct 29, 2015 8:10 pm
Forum: Rendering
Topic: Water foam texture?
Replies: 11
Views: 2279
I found a modified water shader i was experimenting in the past which adds a second foam layer to water. It has the default fields for direction and speed and I think it's easy to add sequence animation or at least fade it in-out. About the shoreline foam maybe we could do something similar but i re...
by Gav
Thu Oct 29, 2015 6:47 pm
Forum: Rendering
Topic: Water foam texture?
Replies: 11
Views: 2279
I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested.
by Gav
Mon Oct 12, 2015 12:02 am
Forum: Beginner
Topic: Disabling basetexture generation
Replies: 4
Views: 907
You just need to copy an existing variable like this . You can create a new protected boolean variable mUpdateTexture to the class, initialize it with true here and add the field here . Then change this line to: if ( Platform::compareModifiedTimes( baseCachePath, mTerrFileName ) < 0 && mUpda...
by Gav
Sun Oct 11, 2015 10:40 pm
Forum: Beginner
Topic: Disabling basetexture generation
Replies: 4
Views: 907
I think the proper way is to add a new field to the terrain object (a boolean flag). Then you can modify this function to check the flag and enable or disable the basetexture generation.
by Gav
Sun Oct 04, 2015 6:36 pm
Forum: Torque 6
Topic: New Editor
Replies: 42
Views: 7256
Nice! A suggestion would be to view the current material changes (or auto-save them) without the need to press the button every time you modify something (i think its more productive)
by Gav
Sat Sep 19, 2015 11:17 pm
Forum: Torque 6
Topic: DX12, Windows 10, and Visual Studio 2015
Replies: 11
Views: 2686
It works now:
Image
GJ!

EDIT: With D3D9 though it still has the issue with the RGBE compression on the AMD card, but everything else looks ok.
by Gav
Fri Sep 18, 2015 11:40 pm
Forum: Torque 6
Topic: DX12, Windows 10, and Visual Studio 2015
Replies: 11
Views: 2686
Ofc //-------------------------- 9/19/2015 -- 00:39:02 ----- Console trace is off. Adding path expando of 'AppCore' as 'C:/dev/Torque6/projects/06-Materials/../shared-modules/AppCore/1'. Asset Manager: Failed to scan declared assets in directory 'C:/dev/Torque6/projects/06-Materials/../shared-module...
by Gav
Fri Sep 18, 2015 11:06 pm
Forum: Torque 6
Topic: DX12, Windows 10, and Visual Studio 2015
Replies: 11
Views: 2686
With bgfx::RendererType::Direct3D9 shaders are compiling but i get this http://s16.postimg.org/71zkhvtxh/test.jpg I tested this also on a 9800GT (on D3D9 too) and the scene renders correctly but without the material shapes (the spheres). But i guess this issue is unrelated with the first one since t...
by Gav
Fri Sep 18, 2015 6:23 pm
Forum: Torque 6
Topic: DX12, Windows 10, and Visual Studio 2015
Replies: 11
Views: 2686
Sorry for posting this here but I am not sure if this is an issue or my card (an old HD5770) is not supported. The 18/9 build crashes complaining about an error at shader compilation (0x80004002 = No such interface supported?) Available Renderers: Direct3D 9 Direct3D 11 Direct3D 12 OpenGL 2.1 Curren...
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Search found 13 matches Page 1 of 2