Animated Material/Decal Loses Precision - Particles DO NOT

Materials, textures, lighting, postfx
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Steve_Yorkshire
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by Steve_Yorkshire » Tue Jan 24, 2017 9:17 pm
Back to whining about animated materials and their horrible loss of precision.

Except I noticed this does not happen when the same animated texture is used in an animated particle. Different rendering or different algorithm for computing cells? I did have a look into the C++ but rendering is gibberish to me.
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JeffR
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by JeffR » Tue Jan 24, 2017 9:50 pm
So you plunked down the decal, let it sit there for a few hours, and when you came back, it had the precision loss? Interesting. Any chance you have an example texture/material I can use to try replicating?
Steve_Yorkshire
Posts: 205
Joined: Tue Feb 03, 2015 10:30 pm
 
by Steve_Yorkshire » Tue Jan 24, 2017 10:55 pm
@
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JeffR
yeah this used to be an issue when T3D was first done but then got a fix at some point - I just noticed it was back recently and loses precision quite quickly and does not clear-up/reset when loading new missions. But as I say, only with animated materials but not with animated texture particles.

Also the material animation is kinda crappy as it's a film strip (1 column X-axis) rather than an X-Y cell system which particles use.

Here's a link, includes decal and particle
http://yorkshirerifles.com/downloads/texAnim_issue.zip
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