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Double sided material #378337
07/22/11 16:17
07/22/11 16:17

M
Malice
Unregistered
Malice
Unregistered
M



Can we get a double sided material flag for the engine and skin settings in MED? 3ds max has a flag that makes any plane using the material double sided.
I am using the Tree generator posted on the forum the other day. Instead of using individual leafs planes I'm using the group leaf planes option. But the planes are single sided geometry. I would have to go into the model and hand copy all those polys and flip the normals to have a 2 sided set of leafs. Since the leaf planes use the same texture it would be nice if I could just check a "double sided" flag in the skin settings and not have do all the model work. I know the engine does this with sprites sometimes so it should be possible right?

Re: Double sided material [Re: ] #378340
07/22/11 16:59
07/22/11 16:59
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Code:
effect_load(yourmaterial, "technique somename{pass someothername{CullMode = None;}}");


Something like that should do it.

Re: Double sided material [Re: Slin] #378343
07/22/11 17:01
07/22/11 17:01

M
Malice
Unregistered
Malice
Unregistered
M



I guess I'm gonna have to read that shaded tutorial? Right?
It's achievable simple by doing the first 3 lesson in the shader tutorial and adding the CullMode line in the end. Then assigning the .fx to the skin in MED.
*BUT* I still think a simple check box flag in MED would be easier for newbies and people who are not so sure about shader programming.

Last edited by Malice; 07/22/11 20:15.
Re: Double sided material [Re: ] #378872
07/27/11 13:29
07/27/11 13:29
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
I don't think we'll need a flag in WED or MED for this, but we'll add such a material.

Re: Double sided material [Re: jcl] #378885
07/27/11 14:46
07/27/11 14:46
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
dont you think a flag would make more sense since it could be combined with other materials ? i mean, i'd think it silly that i'd have to trade a normal mapping /tree wind shader for something like this ?

Re: Double sided material [Re: darkinferno] #378889
07/27/11 15:16
07/27/11 15:16
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
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Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
I am guessing a flag would result in same thing too. 2 sided rendering is 1 line of code, you can just add it to your shaders.


3333333333
Re: Double sided material [Re: Quad] #378890
07/27/11 15:25
07/27/11 15:25
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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bart_the_13th  Offline
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Joined: Aug 2008
Posts: 482
Adding a flag to choose 2 sided or 1 sided could mean engine rewrite I guess. But, still, disabling culling on the whole model means all poliys in the tree will be rendered, can result in slowdown if there are a lot of the tree must be rendered.

Re: Double sided material [Re: bart_the_13th] #378954
07/28/11 09:52
07/28/11 09:52
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
true but it doesnt necessarily mean that this would be limited to trees , also @QUAD: we need to stop assuming that noobs can always add that one line of code

Re: Double sided material [Re: darkinferno] #378956
07/28/11 10:30
07/28/11 10:30
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,211
İstanbul, Turkey
These assumptions have already been made on larger scale. I mean, you are not noob, just go ahead and add it. Main wrong assumption on the engine's part is that "by the time user really needs such thing, they would not be so noob anymore". My point is, before we stop assuming that users will be able add 1 line of code to a shader, we need to change a lot of stuff about the engine.


3333333333
Re: Double sided material [Re: Quad] #378964
07/28/11 12:14
07/28/11 12:14
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Still, I would actually like to see a double sided material flag. As otherwise I would always need two different shaders for double and single sided stuff, while the difference is just a stupid renderstate, which you anyways also set for other stuff like alphablending and depthtesting and stuff (which then may is overwritten by the one specified in my fx file, but that is good the way it is).

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