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#337940 - 08/14/10 20:02 ENABLE_TREE not working with view.material ?
BoH_Havoc Offline
User

Registered: 06/02/04
Posts: 655
Loc: to your left
Hi,
i'm currently in the process of boosting my shadowmapping, refraction and reflection shaders and tried to clip away unneeded objects by using ENABLE_TREE and returning 1 in the material event.

So far, i couldn't get ENABLE_TREE to work with view.materials.

ENABLE_RENDER works fine, but in an older post you mentioned that using ENABLE_RENDER only gives a 75% performance boost, while ENABLE_TREE givs almost 100% (like NOFLAG1 does). So i'd rather use ENABLE_TREE instead of ENABLE_RENDER.
I also don't want to use NOFLAG1, so flag1 can be used for other things.

Am i trying to achieve something stupid here? Is ENABLE_TREE actually not working with view.materials due to a technical restriction?
When assigning the material directly to an entity, it's working just fine.

Here's my code:
Code:
#include <litec.h>
#include <acknex.h>
#include <default.c>

void v_camera()
{
	set(my,INVISIBLE);
	set(my,PASSABLE);
	while(1)
	{
		c_move(my,vector(key_force.y*50*time_step,-key_force.x*50*time_step,0),nullvector,IGNORE_PASSABLE);
		my.pan -= mickey.x;
		my.tilt -= mickey.y;
		
		vec_set(camera.x,my.x);
		vec_set(camera.pan,my.pan);
	
		
		wait(1);
	}
}


var mtl_dontRender_event()
{
	return(1);
}

MATERIAL* mtl_dontRender =
{
	flags = ENABLE_TREE;
	event = mtl_dontRender_event;
}

void main()
{
	level_load("");
	wait(3);
	
	you = ent_create(NULL,vector(0,310,746), v_camera);
	you.tilt = -90;
	
	you = ent_create(CUBE_MDL, vector(0,0,0), NULL);
	you = ent_create(CUBE_MDL, vector(0,100,0), NULL);
	you = ent_create(CUBE_MDL, vector(0,200,0), NULL);
	
	//this entity will not be rendered, works nicely
	you = ent_create(CUBE_MDL, vector(0,300,0), NULL);
	you.material = mtl_dontRender;
	
	you = ent_create(CUBE_MDL, vector(0,400,0), NULL);
	you = ent_create(CUBE_MDL, vector(0,500,0), NULL);
	you = ent_create(CUBE_MDL, vector(0,600,0), NULL);
	
	
	//create a second view which uses the dontRender material
	//this doesn't work
	VIEW* secondView;
	secondView = view_create(2);
	set(secondView,SHOW);
	set(secondView,NOCULL);
	secondView.size_x = screen_size.x/2;
	secondView.size_y = screen_size.y/2;
	secondView.material = mtl_dontRender;
	secondView.x = 0;
	secondView.y = 300;
	secondView.z = 760;
	secondView.tilt = -90;
}



I'm currently using NOFLAG1 as a workaround and it gives a nice boost for shadows. It would be nice if i could "port" my code to ENABLE_TREE laugh

I'm using the latest A7 pro (also tried it with the A8 trial)

Thanks in advance! And sorry if this isn't a bug wink
_________________________
Shade-C EVO Lite-C Shader Framework

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#338219 - 08/16/10 19:12 Re: ENABLE_TREE not working with view.material ? [Re: BoH_Havoc]
jcl Offline

Chief Engineer

Registered: 07/22/00
Posts: 26341
Loc: Frankfurt
Yes, that's correct. ENABLE_TREE is for entity materials only, not for view materials. I'll check if it can be implemented also for view materials - otherwise we'll mention this in the manual.

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#338235 - 08/16/10 19:55 Re: ENABLE_TREE not working with view.material ? [Re: jcl]
BoH_Havoc Offline
User

Registered: 06/02/04
Posts: 655
Loc: to your left
Good to know laugh

I'll cross my fingers then that it'll work with view materials in the future wink
_________________________
Shade-C EVO Lite-C Shader Framework

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#463517 - 12/09/16 18:15 Re: ENABLE_TREE not working with view.material ? [Re: jcl]
Superku Offline
Senior Expert

Registered: 09/13/03
Posts: 6692
Loc: Kiel (Germany)
Apparently this wasn't possible to implement sadly, yet it's not mentioned in the manual either.
_________________________
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Superku The Game

Severely outdated footage: http://store.steampowered.com/app/407570

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