Gav
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Posts posted by Gav
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I found a modified water shader i was experimenting in the past which adds a second foam layer to water. It has the default fields for direction and speed and I think it's easy to add sequence animation or at least fade it in-out. About the shoreline foam maybe we could do something similar but i really think this is beyond my skills :(
http://s16.postimg.org/5cnrpfhr9/foam.jpg i can share this if you find it useful.
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I think the Pacific Demo has some kind of wave foam by placing decals with transparency & animation near the terrain. But if you want animated foam on the water without particles you could use a flat mesh with sequence animation material as previously suggested.
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You just need to copy an existing variable like this. You can create a new protected boolean variable mUpdateTexture to the class, initialize it with true here and add the field here. Then change this line to:
if ( Platform::compareModifiedTimes( baseCachePath, mTerrFileName ) < 0 && mUpdateTexture )
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EDIT: You also need to read/write the mUpdateTexture variable to the network stream (TerrainBlock::packUpdate() & TerrainBlock::unpackUpdate())
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I think the proper way is to add a new field to the terrain object (a boolean flag). Then you can modify this function to check the flag and enable or disable the basetexture generation.

Question about area construction...
in Content
Posted
Not sure but I think that rendering a lot of smaller objects increases drawcalls which can make your game more cpu bound (torque currently depends a lot on single core performance for rendering) so it's better to have larger objects.
EDIT: Torque implements some kind of instancing but it can make the situation even worse https://github.com/GarageGames/Torque3D/issues/678