Splash Ring rendering assistance
by Ronald J Nelson · in Torque Game Engine Advanced · 04/30/2008 (11:10 pm) · 4 replies
I have been working to get the splash rings working again. I have been trying two different methods to achieve this.
First, was just to revive the original code. I have had some successes with it but alot of problems as well.
Second, was to replace the ssytem with a resizing decal system. However, even though I got the decals to render they had several problems too.
So what I have decided to do is this, I am going to host both versions. I am going to list the issues I have seen in each with a small video illustrating these issues for each of them.
First, the files can be downloaded from here.
Click Here
Next, for my work to revive the orginal code. It has a issues for vertice rendering locations and probably coloring. I also doubt that I have the correct setup for the alpha settings.
Here is a video that will show what I mean:

Finally, the decal system I have been trying to make. It does not resize, it is too far below the surface of the water, and it does not properly clear the cache. Almost forgot, it likes to render twice.
Here is the video to show what I mean this time:

I am not partial to either method, but I would like to get at least one to work correctly. Any help you could provide would be greatly appreciated.
First, was just to revive the original code. I have had some successes with it but alot of problems as well.
Second, was to replace the ssytem with a resizing decal system. However, even though I got the decals to render they had several problems too.
So what I have decided to do is this, I am going to host both versions. I am going to list the issues I have seen in each with a small video illustrating these issues for each of them.
First, the files can be downloaded from here.
Click Here
Next, for my work to revive the orginal code. It has a issues for vertice rendering locations and probably coloring. I also doubt that I have the correct setup for the alpha settings.
Here is a video that will show what I mean:

Finally, the decal system I have been trying to make. It does not resize, it is too far below the surface of the water, and it does not properly clear the cache. Almost forgot, it likes to render twice.
Here is the video to show what I mean this time:

I am not partial to either method, but I would like to get at least one to work correctly. Any help you could provide would be greatly appreciated.
#2
Thanks in advance
05/05/2008 (3:51 pm)
I went one or two better. There are a couple of links up there now. Both types of code are included with an explanation of my problems. A small video is there as well to show it better. Not sure why the first video picture is not there though but the link is good.Thanks in advance
#3
But I thought I'd mention that these things are much better done in a shader. It would be much, much faster. Or, if you prefer, it'd look much better for the same performance cost.
If the user has got a decent graphics card you could have some animated normal mapping on those rings too, calculating exact normals per-pixel instead of using textures, which would look fantastic imo.
05/06/2008 (5:58 am)
I'm sorry I can't be very helpful, the last time I did anything with TGEA was a long time ago.But I thought I'd mention that these things are much better done in a shader. It would be much, much faster. Or, if you prefer, it'd look much better for the same performance cost.
If the user has got a decent graphics card you could have some animated normal mapping on those rings too, calculating exact normals per-pixel instead of using textures, which would look fantastic imo.
#4
05/06/2008 (3:15 pm)
Thanks, but this is just a nicety that I was trying to do a quick fix on, not a priority. Maybe if I catch up on all of the other work I have to do, I will come back to this.
Torque Owner Bobby Leighton
Imagn' Games