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9081 Posts in 2051 Topics by 80593 Members
Latest Member: Adeleyegwuch317
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76  Crystal Space Development / Game Content Creation / clipping distance on: July 02, 2007, 06:09:00 pm
Hiya Smiley

I've added a second view with a second camera to create a 'minimap/compass' sort of thing. but it is being clipped off, normally behind the geometry of what ever terrain or objects are in the level i've loaded. I've messed around with trying to set the FarPlane to 0 in attempt to not have this 2nd view/camera clipped. Is there any way to set like a clipping priority or have one view always be 'on top' of another/edit the render priority for the camera/iView through code (not in a xml file)?

77  Crystal Space Development / Game Content Creation / Anything needed for x64-bit/Vista support? on: June 26, 2007, 05:18:40 pm

Initially when I had CS/my app running on 64-bit Vista it worked out great. But when I try to change a level and load a different one, like from my main menu level to the 1st level, it crashes in engine.cpp with something regarding if no default render loop i think. I haven't really debugged it just yet so I haven't narrowed it down enough to ask any specific questions; but are they any settings that I should use if I am running a 64-bit version of Windows/Vista.

*This all works fine in a XP 32-bit OS.

78  Crystal Space Development / Game Content Creation / Re: Multiple flashing/changing lights? on: June 22, 2007, 12:34:33 pm
Ah nice, I must have missed the timer in the documentation. I was toying with the idea of calling a rand(gloabal) and then doing something like FlashingOn(global /2) FlashingOff(global / 3), but i actually think the timer would suite me better.

Thank ya kindly Smiley
79  Crystal Space Development / Game Content Creation / Re: Multiple flashing/changing lights? on: June 21, 2007, 10:32:26 pm
Hey Jorrit,

Thanks for the quick reply Smiley, I answered my previous questions in the above post; but that still didn't lead me to something like a flashing or strobing light. Well without keyboard intervention anyways. I wrote a FlashOn function in which the attenuation was a positive csVector and then a FlashOff function with a attenuation of 0 but like I said I have to use the keyboard to get it to 'flash'.

Any idea?

Thanks Smiley
80  Crystal Space Development / Game Content Creation / Multiple flashing/changing lights? on: June 21, 2007, 06:51:28 pm
Hello all,

I'm using hardware lights for this.
I'm changing the attuenation of a few lights using light->SetAttenuationConstants((0,0,0)); but when I set one light (psuedo) to go completly dark, all other lights don't seem to shine light either afterwards. Also if I move a dynamic light with:


It just seems to zip out to nowhere.

Any ideas?

Eh, NM - I think I got it Smiley

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