- Posts: 16
- Joined: Sat Aug 23, 2014 10:15 pm
Hi
So I have looked and looked and I do not see where the imposter model is created, I can see there is one loaded in, there are 6 limbs of 12k listed verts all at 0,0,0 , followed by 6k list of faces, then 12k normals but then oddly another 6k list of faces - the exact same list i think!?? the beginnings and ends match... this is followed by 12k uv coords and finally the fvf data. In the includes/source files I don't seem to be able to find how to scale individual imposters per batch or find where the planes are generated, I am probably being dumb - udt/arrays using pointers tend to throw me off because even though ordinary words should help to make things clearer/easier to follow I tend to forget things as I follow them because i need relatively large text on my screen which is low res and not exactly a big screen, so I don't get a lot of the text on the screen in one go, I spend more time scrolling than anything else(this is due to health issue, my sight gets poorer as the day goes on due to extreme fatigue).
The reason I want to scale imposters per batch is because for some reason when I set up dated palm tree's, they turn out at about 2/3 of the size so the transition is extremely obvious and out of place - the pine example is fine though and I was able to get maple sorted out but the lighting/shadows make it stand out when the transition takes place, still playing around with it though, altering the plane height makes it look 10x better but it is still quite an obvious transition. The transform function for imposters actually affects the lower lod scales which I don't want.
The performance on this by the way is sweet. My machine only struggles with the transitions when I use too high a poly count or scale up too big though the latter is likely the transparency cost as I get low fps on higher scales(ok obvious), but then transitions kill the fps. Not that it is an issue of course, I am using a dual core APU, 750 gtx, so it is to be expected, but that aside I have seen some great performance so far.
So if anyone knows how to sort my issue out directly/point me in the right direction, or a workaround, then I would love to hear about it
(I have thought about not using imposters and creating my own through an extra lod level, but I would much rather use Evolved's solution).
Cheers
So I have looked and looked and I do not see where the imposter model is created, I can see there is one loaded in, there are 6 limbs of 12k listed verts all at 0,0,0 , followed by 6k list of faces, then 12k normals but then oddly another 6k list of faces - the exact same list i think!?? the beginnings and ends match... this is followed by 12k uv coords and finally the fvf data. In the includes/source files I don't seem to be able to find how to scale individual imposters per batch or find where the planes are generated, I am probably being dumb - udt/arrays using pointers tend to throw me off because even though ordinary words should help to make things clearer/easier to follow I tend to forget things as I follow them because i need relatively large text on my screen which is low res and not exactly a big screen, so I don't get a lot of the text on the screen in one go, I spend more time scrolling than anything else(this is due to health issue, my sight gets poorer as the day goes on due to extreme fatigue).
The reason I want to scale imposters per batch is because for some reason when I set up dated palm tree's, they turn out at about 2/3 of the size so the transition is extremely obvious and out of place - the pine example is fine though and I was able to get maple sorted out but the lighting/shadows make it stand out when the transition takes place, still playing around with it though, altering the plane height makes it look 10x better but it is still quite an obvious transition. The transform function for imposters actually affects the lower lod scales which I don't want.
The performance on this by the way is sweet. My machine only struggles with the transitions when I use too high a poly count or scale up too big though the latter is likely the transparency cost as I get low fps on higher scales(ok obvious), but then transitions kill the fps. Not that it is an issue of course, I am using a dual core APU, 750 gtx, so it is to be expected, but that aside I have seen some great performance so far.
So if anyone knows how to sort my issue out directly/point me in the right direction, or a workaround, then I would love to hear about it

Cheers