Multiple 3d views / animated verts
by Richard Rodriguez · in Game Design and Creative Issues · 07/22/2004 (6:45 am) · 3 replies
I'm about to dive into the Torque engine to develop a small 3d app. I got the book that includes the engine to help me out. There are still questions I'd like answered, if somebody can help.
1) can you have multiple 3d views, instead of the 3d view in the entire window. Basicly I need (3) 3d windows side by side. 3 different cameras of the same scene. Is this possible?
2) how can vertexs be animated on the fly, iow, the animation is not in a file. the only on-the-fly animation i can find in the book is related to transformations, not individual vertexs.
any info on these topics would be very usefull.
1) can you have multiple 3d views, instead of the 3d view in the entire window. Basicly I need (3) 3d windows side by side. 3 different cameras of the same scene. Is this possible?
2) how can vertexs be animated on the fly, iow, the animation is not in a file. the only on-the-fly animation i can find in the book is related to transformations, not individual vertexs.
any info on these topics would be very usefull.
#2
So let me get this straight. GuiTSCtrls can be used for multiple windows. What command(s) is there to edit mesh vertex data directly (no bones)?
The book doesn't cover that type of stuff, but I'm sure it's in the SDK, which is quite large. any headstart info would be awesome. but basicly my main question was answered, which is "can it be done with the current sdk?"
07/23/2004 (7:14 am)
Exactly the answers I was looking for. Thank you Ben. I'm a very good coder, and was debating whether to do some OGL engine code myself, or use a tried and tested one like Torque, where I can get both OGL and DX9.So let me get this straight. GuiTSCtrls can be used for multiple windows. What command(s) is there to edit mesh vertex data directly (no bones)?
The book doesn't cover that type of stuff, but I'm sure it's in the SDK, which is quite large. any headstart info would be awesome. but basicly my main question was answered, which is "can it be done with the current sdk?"
#3
Look at the TSMesh, TSShape, and TSShapeInstance classes. They are responsible for rendering meshes. If you want to edit vertex data, go through them. Be aware that multiple TSShapeInstances act as a facade to a single TSShape.
There are no limits on what you can do with this product.
07/24/2004 (11:50 am)
There aren't really any commands. This is not an API, this is a game engine. :) Look at the TSMesh, TSShape, and TSShapeInstance classes. They are responsible for rendering meshes. If you want to edit vertex data, go through them. Be aware that multiple TSShapeInstances act as a facade to a single TSShape.
There are no limits on what you can do with this product.
Associate Ben Garney
2) You could tie different bones to different vertices. Or you could manually place/draw the vertices using code.
In both cases, C++ coding is a must.