Interior render, portals and texture units
by Kevin Johnson · in Torque Game Engine · 08/08/2004 (5:18 pm) · 2 replies
I'm working on adding bumpmap/normal maps to tge's interiors..
Maybe some one who knows the inards of interior render help me with a lttle problem ..
lightmap TU0
diffusemap TU1
normalmap TU2

heres the snag..
when a portal comes into view everything goes to hell and the lightmap even shows up tiled across the interior..

buildings without portals do not exibit this behavior..
whats different with a portal in view. does it still use flushprimatives?
the plot thickens..
on edges (Portal occuled - or whatever on one side non portal oculled - or whatever on the other) :)

Maybe some one who knows the inards of interior render help me with a lttle problem ..
lightmap TU0
diffusemap TU1
normalmap TU2

heres the snag..
when a portal comes into view everything goes to hell and the lightmap even shows up tiled across the interior..

buildings without portals do not exibit this behavior..
whats different with a portal in view. does it still use flushprimatives?
the plot thickens..
on edges (Portal occuled - or whatever on one side non portal oculled - or whatever on the other) :)

#2
I was disabling the texture unit too soon! DOH!
I moved this :
glActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
to interiorinstance RenderObject.. I feel like a complete idiot..
next stop the texture manager...
08/09/2004 (4:19 pm)
Hey i got it !!!!I was disabling the texture unit too soon! DOH!
I moved this :
glActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
to interiorinstance RenderObject.. I feel like a complete idiot..
next stop the texture manager...
Torque Owner Redacted