Invisible collision meshes flickering
Blitz3D Forums/Blitz3D Programming/Invisible collision meshes flickering
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I set the entityalpha level to zero for my invisible meshes that I am checking for collisions but they are flickering. is there another way to get them invisible? hideentity is no good because it disables collisions |
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I'm quite sure this is a problem with render tweening. Check your code for errors. |
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I just copied the code from the castle demo,Ill check that demo to see if the alpha levels mess up, I removed captureworld() because it causes graphical errors when positioning entities\ EDIT- I tried applying entityalpha to the model and a copy but they didnt respond, they just stayed opaque Has anyone got any rendertweening code to share? |
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Well, make sure your captureworld command is being called ;) Alpha gets disabled when you rendertween 0 without calling it ;) Theres no point in tweening if you dont want to call Captureworld. Just use frame limiting :). Captureworld is the command that stores the point to start tweening from. |
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oh..... Well I was using it before and my entities would go back and forth when I was only telling them to go forwards,(graphical error) maybe I was doing something wrong... Well thanks CYG and GFK you have probably set me on the right path to finding the problem If I just use Frame limiting will I still get the same benefits? |
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Well, the game will be a constant framerate and if your cpu/gfx usage isnt rediculous you should be able to keep at 60fps. i do simple routines to skip a frame if too much time passed... An earlier idea of mine, you might be able to upgrade. timer=1000/fps# repeat for gameupdate=1 to skipframes ;do stuff. updateworld ;This must be in here to stop collision errors. next Renderworld 0 flip repeat:skipframes=(millisecs()-lasttimer)/timer:until skipframes>1 until keydown(1) basically, figure out how many milliseconds you need to use for the game to run at <n> FPS. Wrap your game loop in a for/next loop, Find out how many frames have passed after, or wait for one frame to pass... then go back up to the for/next loop again. I personally just this week finally got my head around tweening. I wrote a simple renderworldtween(fps) function but it was buggy. Now i know what i am doing i will re-write it soon. |
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I cant seem to get render-tweening ,but I noticed that if I put captureworld in there it solved the problem I was having originally, (Thanks) but the graphicaL errors with positioning entities still occur, if I remove tweening the problem is also solved, but I dont know if I will need it later on |