Alrighty. Thanks
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Show posts MenuQuote from: EgonOlsen on October 10, 2012, 12:20:34 PM
Just omit that call. For complex objects, it runs really long for almost no gain on current hardware. If you are compiled object, it's pointless anyway.
What do you mean with "only supports 100 Object3D instances"? There's no limit...what happens if you use more than that?
Quote from: EgonOlsen on October 10, 2012, 09:49:10 AM
That's what the wiki is for. It has a code snippets section on the main page. If you want to contribute, i can create an account for you.
Quote from: EgonOlsen on October 08, 2012, 11:29:41 PM
The merging doesn't care about rotations and translation until you make them permanent. Try to add tiles[y].rotateMesh() and tiles[y].translateMesh() in your loop to make them permanent.
Quote from: EgonOlsen on October 08, 2012, 09:58:57 PM
The easiest thing might be to take your already existing tiles and merge into one large object by using Object3D.mergeAll(..). You can't modify them individually after that, of course...
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Quote from: Disastorm on August 15, 2012, 08:13:45 PM
You can just read through the map file and for each entry create a tile in the appropriate location. For example you can decide to have the first tile at 0,0(with arbitrary z value) then when you read the next tile you can place it at like 50,0 then 100,0 and make them have a width of 50. At some point then you also want to make the rows start going down so then you reset the x to 0 and increment the y and then continue incrementing the x again.
Quote from: Disastorm on August 15, 2012, 04:50:52 AM
e3d, are you asking how to make a 96X96 tile board with each tile represented by a plane with a custom texture based on a map file?
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