Steve_Yorkshire Posted January 24, 2017 Share 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 Link to comment Share on other sites More sharing options...
JeffR Posted January 24, 2017 Share 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 Link to comment Share on other sites More sharing options...
Steve_Yorkshire Posted January 24, 2017 Author Share 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 Link to comment Share on other sites More sharing options...
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