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Torque and Clipping

by Liu · in Artist Corner · 01/03/2004 (9:44 am) · 5 replies

Was wondering, does anyone know offhand how Torque handles intersecting polygons? I'm trying to cut down on poly counts and some minute intersecting will save me a few hundred polygons before I'm done.

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#1
01/03/2004 (10:22 am)
It depends on what you mean. Are you talking about the exporter tools or the real-time renderer?
#2
01/03/2004 (12:34 pm)
Well, it's in lightwave right now, so the question at this point is what happens to it by the time it gets to dts and then what happens in-engine after it becomes a dts file.
#3
01/03/2004 (1:02 pm)
If you're doing a DTS, intersecting polygons don't matter. Collision hulls must be convex, of course, but I don't think that that will be a problem...
#4
01/03/2004 (2:00 pm)
Right, but will the engine render the model properly? The FreeSpace 2 engine, for example, would render a shifting line along the intersection and then shift the edges of the intersection as you got closer and camera angle changed - not a pretty sight in most cases. Has anyone had experience with these situations in Torque?
#5
01/03/2004 (7:35 pm)
Torque will render the geometry properly within the tolerances of the zbuffer. Your mileage may vary. It does not go to any great lengths to make this case work "properly". If the intersecting is so minute, the intersection should only be visible up close, where the zbuffer will be relatively precise.

More than that, you'll have to give me more details to answer.