Double-sided materials (in Torque)?
by David Wyand · in Artist Corner · 10/21/2002 (9:40 am) · 2 replies
Greetings!
I've heard talk of double-sided surfaces/materials being used in the TGE for DTS objects. I'd like to duplicate this with the LightWave to DTS exporter, so have been investigating this by looking through the engine code.
From what I can tell, it looks like there is no flag that specifically tells the Torque Engine that a material should be double-sided. If correct, this would mean that double-sided materials are not handled during run-time in the TGE. It would be up to the exporter to simulate the double-sided materials by essentially duplicating all appropriate polygons with mirrored normals.
Based on your experience, does this sound reasonable? Does the 3DS Max DTS exporter increase the number of exported polygons when using double-sided materials?
If this is the case, then it should be fairly straight-forward to add this to the LW exporter. I just don't want to duplicate something that is already being performed during run-time (which would likely be more optimized).
Thanks.
- LightWave Dave
I've heard talk of double-sided surfaces/materials being used in the TGE for DTS objects. I'd like to duplicate this with the LightWave to DTS exporter, so have been investigating this by looking through the engine code.
From what I can tell, it looks like there is no flag that specifically tells the Torque Engine that a material should be double-sided. If correct, this would mean that double-sided materials are not handled during run-time in the TGE. It would be up to the exporter to simulate the double-sided materials by essentially duplicating all appropriate polygons with mirrored normals.
Based on your experience, does this sound reasonable? Does the 3DS Max DTS exporter increase the number of exported polygons when using double-sided materials?
If this is the case, then it should be fairly straight-forward to add this to the LW exporter. I just don't want to duplicate something that is already being performed during run-time (which would likely be more optimized).
Thanks.
- LightWave Dave
About the author
A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!
#2
Thanks, Joe. I'll be able to proceed with my additions to the exporter now.
- LightWave Dave
10/21/2002 (10:43 am)
Greetings!Thanks, Joe. I'll be able to proceed with my additions to the exporter now.
- LightWave Dave
Torque Owner Joe Maruschak