Support for "NULL" materials
Posted: Tue Dec 26, 2006 6:29 pm
Hey.
Im currently building collision support into my game and i noticed the
absense of a NULL material.
Ok, let me explain:
In certain games it's very common that you build solid collision primitives,
these are only part of collision detection/handling and shouldn't be rendered.
This is to keep the player from entering sections of maps which are
only there for visual aspects and also to not let the player fall.
Setting these polygons to fully transparent will still cause them to be rendered.
Another solution would be splitting the level into 2 meshes.
Both used for collision, but only one used for rendering.
Though easiest(and cheapest) would be to introduce a NULL materialtype,
which won't render anything as long as it's set.
Even if it might not be a large amount of tris it's still data that doesn't
have to be thrown at the GPU.
This is mostlikely the solution i'll make for myself.
Im currently building collision support into my game and i noticed the
absense of a NULL material.
Ok, let me explain:
In certain games it's very common that you build solid collision primitives,
these are only part of collision detection/handling and shouldn't be rendered.
This is to keep the player from entering sections of maps which are
only there for visual aspects and also to not let the player fall.
Setting these polygons to fully transparent will still cause them to be rendered.
Another solution would be splitting the level into 2 meshes.
Both used for collision, but only one used for rendering.
Though easiest(and cheapest) would be to introduce a NULL materialtype,
which won't render anything as long as it's set.
Even if it might not be a large amount of tris it's still data that doesn't
have to be thrown at the GPU.
This is mostlikely the solution i'll make for myself.