HELP: Where does the LOD control code of dts object exist?
by Jane Austen · in Torque Game Engine · 06/09/2002 (9:57 am) · 4 replies
Greetings!
I am adding curved surface algorithms to dts objects, however, during the process(not completed), I tried to execute the example file, it seems that the LOD control is lost but no errors or warnings are shown. So I am wondering if I broke the LOD control code.
I want to recover the problem and then continue my code, but where does the LOD control code of dts object exists?
Thank you in advance!!! Any suggestions are appreaciated!!!!
I am adding curved surface algorithms to dts objects, however, during the process(not completed), I tried to execute the example file, it seems that the LOD control is lost but no errors or warnings are shown. So I am wondering if I broke the LOD control code.
I want to recover the problem and then continue my code, but where does the LOD control code of dts object exists?
Thank you in advance!!! Any suggestions are appreaciated!!!!
#2
To find the files dealing with the detail manager look in sceneGraph/detailManger.cc and detailManager.h are in there.
06/09/2002 (10:30 am)
I would venture to guess that this would be handled in the DetailManager.To find the files dealing with the detail manager look in sceneGraph/detailManger.cc and detailManager.h are in there.
#3
Phil is probably right as well.
There is certainly going to be at least 2 or more classes interacting with and using the LOD pipeline, if it a pipeline?.
I wouldn't forget about the object saving and loading formats either.
Maybe you forgetting to send these curved surfaces to the LOD code completely via the dts loading mechanisms as well.
Or it could be the model you've created to demo your added functionality?
You just never know.
06/09/2002 (10:34 am)
This is a big beast too.Phil is probably right as well.
There is certainly going to be at least 2 or more classes interacting with and using the LOD pipeline, if it a pipeline?.
I wouldn't forget about the object saving and loading formats either.
Maybe you forgetting to send these curved surfaces to the LOD code completely via the dts loading mechanisms as well.
Or it could be the model you've created to demo your added functionality?
You just never know.
#4
My curved surface algorithm lies in the rendering pipeline of tq and it should applies to all dts objects, so I didn't make a particular object for the algorithm, though all objects with curved surfaces seems not that pretty :(
06/10/2002 (2:07 am)
Thank you all!!! I guess I modified some LOD code by mistake, I will carefully check the code and see what it happens.My curved surface algorithm lies in the rendering pipeline of tq and it should applies to all dts objects, so I didn't make a particular object for the algorithm, though all objects with curved surfaces seems not that pretty :(
Torque 3D Owner Phil Carlisle
Shapebase holds a ShapeInstance, this is the Shapebase specific instance of the specified model.
The ShapeInstance appears to contain pointers to MeshInstances, the meshinstances being the actual geometry.
The Shapeinstance seems to be the key here, as once the level of detail is selected, it calls the render function on the meshes selected for that LOD.
Basically, have a good look at the TSSHapeInstance class and see how it interacts with the rendering functions and it should give you some more to go on.
FWIW I may be wrong about this, certainly happy for anyone else to update me.
Phil.