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sky dome/horizon rendering broken
03-01-2014, 11:19 PM,
#7
RE: sky dome/horizon rendering broken
(03-01-2014, 04:32 PM)NaN Wrote: The old renderer had extra code to center meshes relative to the camera (vertical tracking case) when drawn. The new code ported from gl3 renderer avoids this, but requires the (vertical) center of the mesh to be at origin (z=0). The workaround is doing this when loading the track. It would be cleaner to adjust it in the data though.

this is what i was afraid of. if you search through the archives you'll find out the posts where i requested this feature and the reasons why i requested it and the discussion joe and i had. in short, these are tracks imported from other formats and the origin is all over the place (i don't think any are centered at zero, but i could be wrong). aren't you the guy who suggested we should get rid of the bump coeffcients because bumps should be implemented in the mesh? :-( whatever...

--alex--
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Messages In This Thread
sky dome/horizon rendering broken - by alex25 - 10-13-2013, 12:38 AM
RE: sky dome/horizon rendering broken - by NaN - 10-13-2013, 04:29 PM
RE: sky dome/horizon rendering broken - by alex25 - 02-16-2014, 03:14 PM
RE: sky dome/horizon rendering broken - by NaN - 02-17-2014, 05:01 PM
RE: sky dome/horizon rendering broken - by alex25 - 02-28-2014, 11:39 AM
RE: sky dome/horizon rendering broken - by NaN - 03-01-2014, 04:32 PM
RE: sky dome/horizon rendering broken - by alex25 - 03-01-2014, 11:19 PM
RE: sky dome/horizon rendering broken - by NaN - 03-04-2014, 07:22 PM

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