If you spawn a CEG that includes a ground flash, you can't also spawn a GroundQuad with the same center. It won't draw. Why?
If you spawn a CEG with multiple ground flashes, if they aren't very disparate in size, they don't draw, they appear to be getting culled from the system, regardless of lifetime. Why?
If you use GroundQuad and a CEG at the same location, the CEG always wins whatever test is happening, and the GroundQuad won't draw, even if it's a lot larger. Even if the lifetime is set to a very long duration in LUPS, it doesn't ever draw. Why?
There is a strict limit of four textures for groundscars. They must be 256 pixels on a side. They must be BMP. They must use that funky red/green, because of the weird ARB shader they use. It won't use atlas textures.
Why? This is a really arbitrary thing- I've looked at the code, and it's just a fixed-function, totally-inflexible texture atlas. Why not use named groundfx textures from the same texture atlas used for that, and save texture RAM and a texture load per render frame?
Sorry to be a pain about this, but meh, I just got done having some "fun" with all of this. I'm a little grouchy about how arbitrary it appears to be. I wanted to add random groundscars with a lot of complexity to the P.O.P.S. suite, and it's apparently impossible atm.
Groundscars.
Groundscars.
Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.
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