reepblue Posted January 24, 2024 Posted January 24, 2024 Seems you can see some artificing with the cluster rendering when having the camera preform a zoom, The best way to demonstrate this is to install this component in a CPP project and replace the character in the start map with a simple camera that has this component. Use Z and X to toggle zoom. The zoom out code isn't right, but that's not important. I just recycled code I already had. Also, I might add that the starting zoom value needs to be stored on start because Zoom affects the camera's FOV value. Zoomer.zip 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
reepblue Posted January 24, 2024 Author Posted January 24, 2024 33 minutes ago, Josh said: Because I wanted zooming in my game. 😭 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Josh Posted May 19, 2024 Posted May 19, 2024 I did not test the code above with the latest build, but this might be solved. I removed some "tight intersection testing" that was not working correctly. The results are more likely to include false positives but it might resolve this problem. Quote Let's build cool stuff and have fun.
Josh Posted May 22, 2024 Posted May 22, 2024 Maybe not: https://discord.com/channels/1175951843118031049/1175951843612954786/1242663005158772756 1 Quote Let's build cool stuff and have fun.
Solution Josh Posted February 28 Solution Posted February 28 This seems to be working fine in my tests: start.zip Closing this now. If there is any problem please create a new thread and include a sample that demonstrates the issue. But it seems to be fixed. Quote Let's build cool stuff and have fun.
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