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PacoMontanes

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Everything posted by PacoMontanes

  1. Thanks, Azaezel! Unfortunately, I'm using basic lightning... I'm currently using another different approach. Before swapping I copy the backbuffer to a texture, and then draw it mirrored. There are some artifacts but I tinkered to minimize them.
  2. The reason for normals flipped is because the order in which vertices are defined will not change when you invert the projection matrix. The GPU will incorrectly cull all meshes if the culling mode isn’t inverted after inverting the projection matrix. But this happens only when a mirror is done in one axis. But if you perform the mirror in 2 axes the effect will cancel each other. Actually, I need mirror in 2 axes... So, problem solved. worldToCamera.scale(Point3F(-1, -1, 1)); But it will be great if there is a method to invert the culling mode. (I've realized that using a negative FOV do the trick as well)
  3. Hi, When I add worldToCamera.scale(Point3F(-1, 1, 1)); on GuiTSCtrl::_internalRender(), it' works, the image is flipped but all normals in the whole scene are reversed as well. There is a way to flip all normals again and fix it? I've tried swapping left and right on frustum, but it flips the normals too... Should I have to go to the shaders way? (Sorry, I forget mentioning it, I'm using Torque3D 3.10)
  4. Hi, Where I have to add a minus in GuiTSCtrl to mirror the render image in vertical or horizontal? Does anyone know? Thank, Paco
  5. Hi, I need to add the following 2 smoking effects for Torque3D 3.10. [Effect 1: smoke screen] [Effect 2: smoke grenade] I'll pay by PayPal. [Effect 1: smoke screen] SLgOuQPNkkY nk7CfD0m8EA [Effect 2: smoke grenade] SsH-Z6LRv84 aHEw0i-KIkM
  6. To be more specific. If I switch from stock physics to PhysX, the physics calculations in vehicles in server will be done by PhysX? I have lots of vehicles in my application... Thank you!
  7. Hi there! PhysX or Bullet are intended to be used in a multi-client environment?
  8. It works like a charm. I've being doing tests in the stock Engine, and I've tested in OpenGL as well. Now, I´ll integrate into my project to see if everything works as in D3D9 used to do. Good work, and many thanks Timmy!
  9. Hi Timmy, I've already finish the test, and multi GuiCanvas works, but when you enter in editor (both worldeditor or guieditor) the render screen goes to black). in console write: > new GuiCanvas(CanvasB) > CanvasB.setContent( MainMenuGui ) And then press F11 or F10 (If you press F11 again remains in black.)
  10. Hi Jeff, Sorry I didn't try with OpenGL, because nowadays I'm only interested in D3D11. I'm always working with some windows at once, and I only work with the editor in the main window, I think it's no needed to work like you propose (adding content directly from the editor to other windows). I just edit the gui files in the editor, and in game simply add the gui file to the Canvas, like always: Canvas.setContent("PlayGui"); CanvasB.setContent("LoadingGui"); As I nearly understand, D3D9 creates a swapchain for every window, but D3D11 (and perhaps OpenGL) only instances one of them per device. Please, you can count on me to proceed with any test or anything! :D
  11. Thank Jeff! Yes, you are right. The issue can be reproduced instancing 2 GuiCanvas and adding content on both. Only one of the windows show something, but just flicking garbage... I have to remark that works properly on D3D9.
  12. Hi, Please, I need some advice... :? I'm migrating my protect to 3.9. I used to use some windows (few GuiCanvas). It works in D3D9, but not in D3D11. I tried to figure out why, and I found that there is a single SwapChain per device. I'm rigth? I think to mimic the architecture of the implementation of D3D9 will be too complicated. Don't you think? So I'm afraid that I'll have to merge all windows in a single one. This will be a painful task, because I have lots of GuiCanvas configured. What else can I do? What do you think guys? ;) Edit: What I really need, is to know how could I make an application in multi display using D3D11? In fact, I only need only 1 render target in just 1 of the displays. The others displays only shows gui elements. Should I have to make a big window and spread it through all the displays? I'm not very happy this this solution, but perhaps there are no more alternatives...
  13. In my protect, a have an object (a missile in fact), with a camera attached witch player can freely rotate. Perhaps you can use a pathCamera instead of a missile... I hope it helps! P.D (out off topic): If anyone is making a FPS game, misiles with attached camera would be a plus!
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