GuiObjectView Update: Lighting Support
by John Kabus (BobTheCBuilder) · 05/08/2004 (7:44 pm) · 11 comments
Unfortunately this resource's contents were nuked in one of the site updates. Luckily a follow up resource already exists that supersedes this one:
Torque Lighting Kit - GuiObjectView
Torque Lighting Kit - GuiObjectView
#2
on a more serious note, i have added this to the advanced guiobjectview resource and beffy's guiobjectview and it works just fine. on both.
Ori.
05/09/2004 (10:11 am)
thanke john, atleast i am getting some lighting inside my game ;)on a more serious note, i have added this to the advanced guiobjectview resource and beffy's guiobjectview and it works just fine. on both.
Ori.
#3
-John
05/10/2004 (7:04 pm)
Thanks guys, just adding a little onto a resource thats already outstanding.-John
#4
Everything seemed fine until I merged the changes in the player.cc/.h files made on 8-30-04. Now the objects don't appear.
Edit: Never Mind. There's a thread in the forums about it that takes care of the problem.
09/13/2004 (12:12 pm)
Anyone else have a problem with objects showing up after merging with the TGE 1.3 changes? Everything seemed fine until I merged the changes in the player.cc/.h files made on 8-30-04. Now the objects don't appear.
Edit: Never Mind. There's a thread in the forums about it that takes care of the problem.
#6
I did see your new plan for the Lighting Pack (cool btw). It turned out it's not a lighting problem anyway. It was something in a different recent update for 1.3. Here's a link to the problem and fix.
guiObjectProblem
09/15/2004 (4:54 am)
Thanks John. I did see your new plan for the Lighting Pack (cool btw). It turned out it's not a lighting problem anyway. It was something in a different recent update for 1.3. Here's a link to the problem and fix.
guiObjectProblem
#7
At the end, under "lightManager->removeLight(&light);" you need to add this line:
lightManager->resetGL();
02/09/2005 (3:34 pm)
This is okay if you're using it before you load any missions but we're popping it up mid-game... and it blows all the lights out if you use it as-is.At the end, under "lightManager->removeLight(&light);" you need to add this line:
lightManager->resetGL();
#8
Thanx for the patch!
/Bjarne
* EDIT *
Naturally it broke :S
Any control started after the first one has overbright settings...
* EDIT AGAIN *
Hmm... after finding some parts of the LP that was not properly migrated: All works nice with lightManager->setMaxGLLights(1); and the lightManager->resetGL(); addition.
04/22/2005 (8:34 am)
This works nicely. Just a small comment: We use 2 of these controls, one in the startup GUI, and one in-game. The second of these controls will ignore its light settings and use the default settings. Changing the line lightManager->setMaxGLLights(1); into lightManager->setMaxGLLights(2); fixes this. Not sure if it breaks something else in the game, but it works good enough for us so far.Thanx for the patch!
/Bjarne
* EDIT *
Naturally it broke :S
Any control started after the first one has overbright settings...
* EDIT AGAIN *
Hmm... after finding some parts of the LP that was not properly migrated: All works nice with lightManager->setMaxGLLights(1); and the lightManager->resetGL(); addition.
#10
05/03/2007 (9:51 pm)
For some reason my lighting is all ambient light. There is no shading. Changing the lighting direction or light color doesn't have any effect. What's going on?
#11
Scott, how did you apply this? The content explaining the process is missing.
Also what version of the engine are you using?
05/03/2007 (10:09 pm)
Weird the resource content is missing - looks like one of the site updates nuked it. :/Scott, how did you apply this? The content explaining the process is missing.
Also what version of the engine are you using?
Torque 3D Owner Xavier "eXoDuS" Amado
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