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This issue is rather subjective probably, so we might have to discuss pros and cons, at least people having the same problem might find this issue to understand what's going on.
A little context: My hitboxes are simple spheres placed in Blender and having a wireframe modifier (to not occlude the whole model). I was expecting xbuf to set the "AdditionalMaterialState" to Wireframe, but it applied the modifier and hence my collisions went wrong.
Now the question is: What is the desired behavior for that. I think in theory jme supports the wire thickness as well:
This might not be true for other engines and the results might be slightly different than in blender. However using the wireframe shader might be more performant than rendering the baked geometry.
The text was updated successfully, but these errors were encountered:
Okay, this is solved in theory as I've found a "workaround":
If one does not want to have a certain modifier to be applied, just click the "camera" icon on the modifer, that way the modifier is not used during rendering (we use the xbuf render), but is still present in the scene view of blender.
iirc, to similar prupose (hitboxes, collision,...) I used empty object (no
shape) in blender with custom scale to define shape in jme (the collision
shape could be a box or a sphere in jme). If you want more details, I could
search in my archives.
On Mon, May 28, 2018 at 12:23 PM, MeFisto94 ***@***.***> wrote:
Okay, this is solved in theory as I've found a "workaround":
If one does not want to have a certain modifier to be applied, just click
the "camera" icon on the modifer, that way the modifier is not used during
rendering (we use the xbuf render), but is still present in the scene view
of blender.
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This issue is rather subjective probably, so we might have to discuss pros and cons, at least people having the same problem might find this issue to understand what's going on.
A little context: My hitboxes are simple spheres placed in Blender and having a wireframe modifier (to not occlude the whole model). I was expecting xbuf to set the "AdditionalMaterialState" to Wireframe, but it applied the modifier and hence my collisions went wrong.
Now the question is: What is the desired behavior for that. I think in theory jme supports the wire thickness as well:
This might not be true for other engines and the results might be slightly different than in blender. However using the wireframe shader might be more performant than rendering the baked geometry.
The text was updated successfully, but these errors were encountered: