Prominent's Recent Forum Activity

  • Okay, I can render different scenes, and add objects.

    I have the frame skip ratio to 0, and create actions to render each scene, but it clears the screen before rendering each scene.

    If there were an option to turn autoclear to false on the renderer, that would allow rendering multiple scenes together. Then I'd be able to create a skybox.

    also, sprites always render last, so they won't show up behind models with transparency. That's not something that can be fixed.

  • , I actually have some experience working with three.js. I'm not completely familiar with the workings of q3d though. I just want to control the rendering of multiple three,js scenes and render them ontop of each other, but I'm not sure if q3d allows a way to do that- to control which scene is rendered, manually clearing them, depth buffer, and things like that. Adding models/objects to specific scenes, removing them from scenes, etc..

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  • Basically, this..

    http://stackoverflow.com/questions/1904 ... ansparency

    Also, another need for this is the ability to create skyboxes. If I have two scenes, I could have the skybox rendered first in one scene, and then render the other scene.

  • Can anyone explain to me how to create multiple scenes, pick them, add objects to a specific scene and render them manually? I'm looking to render one scene over another.

  • Maybe I can manage without such features. I'll just need to separate all my transparent bits off of the level and I'll have to create sprites out of them. Kind of a pain though.

    EDIT :

    BUG.. cropping the sprite causes the hotspot to be off-center. There's no way to reposition the hotspot/center, so the object looks incorrecly positioned in editor.

  • Also need a way to choose which scene to put the objects in.

    There doesn't appear to be a way to clear the renderer manually. Also, when rendering a scene, it appears to clear it as well, which makes it impossible to render two scenes?..

  • Okay, so apparently sprite objects are rendered last, and they can't be visible behind transparent materials. This makes using sprite objects useless without the ability to control the rendering.

    I need to know how to control rendering with multiple scenes. Manually rendering each scene and clearing the depth buffer manually, manually clearing the scene..

  • There's an issue with z-ordering. q3dSprites that are behind q3dmodels with transparency won't be shown through the transparent sections. So it looks like sprites are getting cut off or hidden.

    How do I fix this?

  • Okay new version has been approved and is now available!

  • nice work! I like those types of mechanics.

  • R0J0hound , Thanks! that seems to help. The positions are more synced now, so now my events are working more like how I expect them to. I'll let you know if I run into any side-effects.

  • R0J0hound , I managed to create a behavior to get nearest polygon point coordinates. The problem I have now is that it isn't correct position if it is retrieved during on post collision in the chipmunk behavior. If I have an object rotating and moving the coordinate is off (maybe it is from the previous game cycle?)..

    Any suggestions on how to apply the correct offsets to get the correct position when a collision happens?

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Prominent

Member since 28 Apr, 2012

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