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Weapon render in a different layer / camera?
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Topic: Weapon render in a different layer / camera? (Read 394 times)
bbence
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Posts: 944
Weapon render in a different layer / camera?
«
on:
November 28, 2011, 12:33:39 PM »
Hi,
I'm struggling with an issue, namely player weapons culling in the wall and other objects.
Is it possible to circumvent this by rendering the weapon model independently from the other objects, e.g. in a different camera? In this way the weapon would be always on top?
Thanks in advance!
Best regards,
Bence
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Mithrandir_
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Re: Weapon render in a different layer / camera?
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Reply #1 on:
November 28, 2011, 04:35:16 PM »
Well, the weapon would be rendered last. I think you have to disable the Z-buffer or something so that it ends up rendered on top.
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bbence
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Posts: 944
Re: Weapon render in a different layer / camera?
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Reply #2 on:
November 30, 2011, 01:58:45 PM »
Thanks for the pointers!
I found that Actor.SetOverlay does that trick very conviniently.
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bbence
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Posts: 944
Re: Weapon render in a different layer / camera?
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Reply #3 on:
December 01, 2011, 02:05:13 AM »
I have to revise my statement a bit: SetOverlay does not work that well. The groups inside the mesh are also not Z sorted, therefore there are quite a lot of glitches.
The real solution (instead of enabling the SetOverlay) is to clear the z buffer right before rendering the weapon with Engine.ClearDepthBuffer
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