burgelkat Posted January 21, 2017 Posted January 21, 2017 no, i tested it with no post effect too. The same effect then Quote
macklebee Posted January 21, 2017 Posted January 21, 2017 If you are using a trigger based on collision, the effect is being added more than once to the camera post effect stack. You need to add a boolean check to prevent the effect from being added more than once. example: Script.rain = false ... ... ... function Script:Change() if self.rain==false then self.rain = true self.camera:AddPostEffect("Shaders/PostEffects/Rain.shader") end end Edit - Same problem here: http://www.leadwerks.com/werkspace/topic/15421-clearposteffects-making-graphics-go-crazy/#entry103394 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
Marcousik Posted February 10, 2017 Posted February 10, 2017 Here is a try with inside rain collision, I made today: Edit To make this I just let about 200 or more box with Mass set to 1 with invisible material falling over the player in a randomized area: This will be used as shape for roof collision. Attach a sprite /billboard with the rain Material. Then an emitter at collision()/position for water splatsch. After colliding just put the same box over the player again and again..... The problem I found is that after 10 minutes or more it will be "Error: Run out of lua memory" I checked that the game RAM would be bigger and bigger with time. The material applied to the sprite seems to be essential in this. Seems that using a alpha texture is unfortunately too expensive. I used finally a very thin sprite with a default material shader Model/flat/default - Alpha setting + Z-sort. Seems to be the less expensive for best graphic results. Edit: Solved with collectgarbage() added in main() Now it looks like this: 1 3 Quote
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