Masterxilo
Member
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RE: My Questions
Very nice.
A follow up on:
Quote:(in WE) Why do material overrides have to be "compatible with default mesh material"?
Can't I assign a material to a mesh which actually has none (by default/in mesh editor)? Why not? Can you change this?
Quote:Because they must use the same shaders
Does this limitation come from some (drawing/rendering) optimization? Because if not, I'd really like to be able to change the material through this object setting without having to create a new mesh for just this.
(This post was last modified: 12-30-2010 06:04 PM by Masterxilo.)
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12-30-2010 04:42 PM |
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Driklyn
Member
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12-31-2010 08:56 AM |
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Masterxilo
Member
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RE: My Questions
But 2) is not possible in the editor?
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12-31-2010 10:53 PM |
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Driklyn
Member
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RE: My Questions
You could try adjusting the mass of the platform in Mesh Editor although I can't say this will get you the results you desire. According to Esenthel, joint creation is dependent upon an object's mass, so I presume increasing the mass of an object will stop it from breaking apart as easily. http://www.esenthel.com/community/showth...3#pid14843
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01-01-2011 05:26 AM |
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Masterxilo
Member
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RE: My Questions
Well that would only make it break apart not so easily then, but I want it to be static/kinematic until it is touched.
More:
6. See http://www.esenthel.com/community/showth...7#pid19667 ...
How would I use a box model/body for realtime physics but a detailed mesh representation of that car for raycasting? Because I would want to be able to run exact hit tests when the player is shooting, yet still want to keep the physx body simple for performance reasons (and to keep the car moveable).
7. Can mesh bodies be kinematic (I know they can't be dynamic)?
(This post was last modified: 01-01-2011 11:19 PM by Masterxilo.)
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01-01-2011 11:04 PM |
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Esenthel
Administrator
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RE: My Questions
1. they are sub-objects, for example items for player object
6. maybe convex mesh?
7. no, cant be kinematic
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01-02-2011 01:42 AM |
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Masterxilo
Member
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RE: My Questions
1. How are those retrieved in code? Why aren't they visible in the WE? Or can I give weapons to the character in WE like this?
6. That's far from accurate enough. Can't I use different meshes for raycasting and physics?
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01-02-2011 02:15 AM |
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Masterxilo
Member
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RE: My Questions
Is it possible to draw images without any filtering? Right now, whenever I draw an image larger than it's pixel size, it has linear filtering.
Also why are Color arguments passed by value ("Color") and not by reference ("C Color&")? Wouldn't that be more efficient?
And what are the "Color color, Color color_add" arguments in the image drawing methods used for?
And can I draw an image in a pixel perfect manner (I always get rounding errors that are different for different positions when using D.pixelToScreenSize(VecI2(1,1)))? It would be nice to have an Int x, y, w, h version of the draw image command...
(This post was last modified: 01-06-2011 08:23 PM by Masterxilo.)
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01-06-2011 02:27 PM |
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