disappearing imported texture
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disappearing imported texture
Why, when I use "R" to raise camera(player), does the crate disappear? imported texture - yes / any other kind of texture - no !?
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- targetGone.zgeproj
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i think the ZBuffer property is the key: on the material that uses the imported texture it is set to off, while the material using the generated texture has it set to on. the texture itself has no influence on the ZBuffer setting of the material.y offs et wrote:Yeah, I meant material. So why not with generated texture material?
- jph_wacheski
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Yup, it sounds to me like just a zbuffer issue you are seeing,. loaded or generated, should not make a difference once the texture is in memory.
Also try setting RenderOrder to DephSorted for the target and the projectile. Works as well,. however I hav enot tested that much,. .
I am just curious, why do you like y-up better?
edit; just noticed that if collision is set to 'stop' the projectile will auto bounce,. but ONLY if the hit-ER is a higher collision cattagory than the hit-IE (your example Vs my old fps example) is this a bug Ville? it does make building things confusing,. I would perfere it worked predictably regardless of order and there was a separeate setting i.e. collisioin, stop, bounce
Also try setting RenderOrder to DephSorted for the target and the projectile. Works as well,. however I hav enot tested that much,. .
I am just curious, why do you like y-up better?
edit; just noticed that if collision is set to 'stop' the projectile will auto bounce,. but ONLY if the hit-ER is a higher collision cattagory than the hit-IE (your example Vs my old fps example) is this a bug Ville? it does make building things confusing,. I would perfere it worked predictably regardless of order and there was a separeate setting i.e. collisioin, stop, bounce
iterationGAMES.com
I understand that you have learned 3D graphics from an openGL perspective, but.., pre-openGL the world revolved around DirectX, and I'm forever being confused dealing with two different viewpoints. By the way, I've turned that example 180 degrees now so that x is negative going left and z is negative moving forward. That is the world pre openGL, and it works for my history.I am just curious, why do you like y-up better?
Not quite sure about your collision order re-arrangement finding yet, but... somehow I managed to stop the creep of the targeting sight.
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Hi guys,
Didn't both OpenGL and Direct3D spawn into existence in 1992? Aside from that, wasn't Glide the dominant API in the early-days of 3D?
Anyway, OpenGL has the same default view direction as Direct3D ( X:Horizontal, Y:Vertical, Z:Depth ) .. so it primarily depends on how you'd like to face your Models in ZGE by default. When this is face-on, use Y as up-axis .. when this is top-down, use Z.
K
Didn't both OpenGL and Direct3D spawn into existence in 1992? Aside from that, wasn't Glide the dominant API in the early-days of 3D?
Anyway, OpenGL has the same default view direction as Direct3D ( X:Horizontal, Y:Vertical, Z:Depth ) .. so it primarily depends on how you'd like to face your Models in ZGE by default. When this is face-on, use Y as up-axis .. when this is top-down, use Z.
K
Perhaps you have the spawn date correct, but as usual, the MS backed system raced ahead and captured the attention of most of the known graphics world, while openGL limped along.
It kinda mirrors the Cobol/Pascal hare and turtle race that began in the '80's.
Now most are equal, but the first off the line still holds the lions share.
It kinda mirrors the Cobol/Pascal hare and turtle race that began in the '80's.
Now most are equal, but the first off the line still holds the lions share.
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
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Ah yes, I suppose that is another good reason. Sorry, I didn't recall about that,. I just went with the sdandared ZGE camera I guess. You should add it to the documentation! "Standard Behaviors are setup for the x-y plain" or some such,. . Note; if you use the expression behavior you CAN write in Z direction stuff as well, so the component can function in 3d too.
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