How to get mounted image glow in MS3
by Playware · in Torque Game Engine Advanced · 04/08/2006 (10:49 pm) · 4 replies
Hi all,
I read a suggestion somewhere to add SceneRenderImages with glow flagged for each mounted image.
ShapeBase::prepRenderImage() and ShapeBase::renderObject() contain some guide to what to do but
I do not know where to add the flag to.
Do I add it within the ShapeBaseImageData?
I do not know which part of it to add to.
I hope someone could give me some guidelines.
Thanks in advance.
I read a suggestion somewhere to add SceneRenderImages with glow flagged for each mounted image.
ShapeBase::prepRenderImage() and ShapeBase::renderObject() contain some guide to what to do but
I do not know where to add the flag to.
Do I add it within the ShapeBaseImageData?
I do not know which part of it to add to.
I hope someone could give me some guidelines.
Thanks in advance.
About the author
#2
It seems to render the image after the glow.
I added this in prepRenderImage under the mountimage
Is it normal for the glow effect to look different on mounted image and static object
or did I do something wrong?
04/09/2006 (7:22 pm)
Help ; ;
It seems to render the image after the glow.I added this in prepRenderImage under the mountimage
rimage->glow = true; rimage->sortType = SceneRenderImage::Glow;
Is it normal for the glow effect to look different on mounted image and static object
or did I do something wrong?
#3
04/11/2006 (8:45 am)
I think you need to add an extra render image thing rather than just flagging glow on the current one.
#4
In the prepRenderImage for shapebase, replace
with
-Mickey
05/03/2006 (6:23 pm)
I finally got it working thanks to Brian and Ben.In the prepRenderImage for shapebase, replace
if (mCloakLevel == 0.0f && image.shapeInstance->hasSolid() && mFadeVal == 1.0f)
{
ShapeImageRenderImage* rimage = new ShapeImageRenderImage;
rimage->obj = this;
rimage->mSBase = this;
rimage->mIndex = i;
rimage->isTranslucent = false;
rimage->textureSortKey = (U32)(dsize_t)(image.dataBlock);
state->insertRenderImage(rimage);
}with
if (mCloakLevel == 0.0f && image.shapeInstance->hasSolid() && mFadeVal == 1.0f)
{
ShapeImageRenderImage* rimage = new ShapeImageRenderImage;
rimage->obj = this;
rimage->mSBase = this;
rimage->mIndex = i;
rimage->glow = false;
rimage->isTranslucent = false;
rimage->sortType = SceneRenderImage::Normal;
rimage->textureSortKey = (U32)(dsize_t)(image.dataBlock);
state->insertRenderImage(rimage);
rimage = new ShapeImageRenderImage;
rimage->obj = this;
rimage->mSBase = this;
rimage->mIndex = i;
rimage->glow = true;
rimage->isTranslucent = false;
rimage->sortType = SceneRenderImage::Glow;
rimage->textureSortKey = (U32)(dsize_t)(image.dataBlock);
state->insertRenderImage(rimage);
}-Mickey
Torque Owner Brian Ramage
Black Jacket Games