ShapeBaseImage light issue
by Sabrecyd · in Torque Game Engine · 11/19/2003 (9:27 am) · 6 replies
Has anyone noticed that if more then one shapeBaseImage of the same name (Rifle for example) uses a lightType, only the last ShapeBaseImage created uses it?
Is there a way to have more then one of the same ShapeBaseImages in the engine use lights at the same time?
I think the WeaponFireLight type is ok because that just flashes on and off. ConstantLight and PulsingLight types only work for one Image at a time. If there's different weapons it's ok for one of each weapon. So if there's a RifleImage and CrossbowImage with lightTypes they both can have a lightType working at the same time, there just can't be more then one of each Image in the game at the same time. This seems like a problem.
Thanks for any insight,
-Sabrecyd
Is there a way to have more then one of the same ShapeBaseImages in the engine use lights at the same time?
I think the WeaponFireLight type is ok because that just flashes on and off. ConstantLight and PulsingLight types only work for one Image at a time. If there's different weapons it's ok for one of each weapon. So if there's a RifleImage and CrossbowImage with lightTypes they both can have a lightType working at the same time, there just can't be more then one of each Image in the game at the same time. This seems like a problem.
Thanks for any insight,
-Sabrecyd
About the author
#2
11/20/2003 (5:34 am)
Was there a fix? I have my code merged with the current head but maybe I have something messed up. It is a strange problem. I was thinking maybe it was intential to keep the number of lights down for performance reasons. It would be nice to have the option of having multiple objects use the lights tho.
#3
I think originally there was one static light that was tied to ShapeBaseImages, and Hobbs fixed that, but I don't know the details.
11/20/2003 (8:57 am)
No, I don't think it's intentional, I think that the code is a bit wonky. :)I think originally there was one static light that was tied to ShapeBaseImages, and Hobbs fixed that, but I don't know the details.
#4
11/20/2003 (10:44 am)
Maybe it's one of those things that got unintentional rolled back? I know that's happened before. I'll see if I can find something in the CVS change log.
#6
EDIT:
Looks like the fix added to the HEAD (12-09-03) by Ben Garney does the job. I tried it out server and network connections and it works. Thank You!
11/20/2003 (11:58 am)
Looks like the fixes that Daniel Eden made aren't in the current HEAD. Not sure why.EDIT:
Looks like the fix added to the HEAD (12-09-03) by Ben Garney does the job. I tried it out server and network connections and it works. Thank You!
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