Game Development Community

DTS texture visibility

by Simon Goodchild · in Torque Developer Network · 10/20/2007 (3:11 am) · 1 replies

I'm following on from other posts, but have made some progress, so can ask more specifically now!

I'm using TGEA (latest version) to produce a *mostly* underwater game.

Fog is used to emulate visibility, sometimes very thick.

The problem, in thick fog, is that DTS shapes "pop" into view, the larger they are, the bigger the problem. It seems to be that they "pop" into view when the shape is considered totally in "view", although part of it still fades in to the fog.

The shape is there as collison mesh still works, but the texture is not shown.

Is it possible to force the texture to be displayed sooner?

The problem is most apparent when approaching a long DTS shape from the end, rather than the side.

I can cut the shape into smaller multiple shapes, but you still get the problem as each "pops" into view.

Thank you!

#1
10/20/2007 (9:38 am)
Do you have Levels of Detail set up on these objects? That might help.