Game Development Community

How to stop Terrain Blocks from repeating

by Ken Finney · in Torque Game Engine · 02/03/2002 (9:50 pm) · 21 replies

Has been a hot topic in the past. Well, it's not so hard :)

razor.idlegames.com/acetw/images/screenshot_00001.png


What to do:

in terrRender.cc at the start of the method TerrainRender::emitTerrChunk (around line 411 or so)

add a check to see if this is the primary block or not:


void TerrainRender::emitTerrChunk(SquareStackNode *n, F32 squareDistance, U32 lightMask, bool farClip, bool drawDetails)
{
// KCF ******** add next two lines to stop terrain tile repeating
if(mBlockPos.x || mBlockPos.y)
return;


primary block's position is 0,0 so x & y both = 0.
note that there is a similar test already in there, but commented out - however that test is looking at the wrong object.
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#21
03/07/2008 (1:46 pm)
Yes anyone please? Or can this be fixed in the next release? Its been an issue ever since TGE1.3
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