Steve_Yorkshire Posted January 24, 2017 Posted January 24, 2017 Back to whining about animated materials and their horrible loss of precision.Except I noticed this does not happen when the same animated texture is used in an animated particle. Different rendering or different algorithm for computing cells? I did have a look into the C++ but rendering is gibberish to me.http://i.imgur.com/uyCGOo6.jpg Quote
JeffR Posted January 24, 2017 Posted January 24, 2017 So you plunked down the decal, let it sit there for a few hours, and when you came back, it had the precision loss? Interesting. Any chance you have an example texture/material I can use to try replicating? Quote
Steve_Yorkshire Posted January 24, 2017 Author Posted January 24, 2017 @JeffR yeah this used to be an issue when T3D was first done but then got a fix at some point - I just noticed it was back recently and loses precision quite quickly and does not clear-up/reset when loading new missions. But as I say, only with animated materials but not with animated texture particles.Also the material animation is kinda crappy as it's a film strip (1 column X-axis) rather than an X-Y cell system which particles use.Here's a link, includes decal and particlehttp://yorkshirerifles.com/downloads/texAnim_issue.zip Quote
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