[DiscordArchive] shelby, in you vmaps gen how you check isRenderFace now, if render flag miss?
[DiscordArchive] shelby, in you vmaps gen how you check isRenderFace now, if render flag miss?
Archived author: shelby • Posted: 2022-11-23T10:21:58.684000+00:00
Original source
bool isRenderFace = (MPY2[2 * i] & WMO_MATERIAL_RENDER) && !(MPY2[2 * i] & WMO_MATERIAL_DETAIL);
Archived author: shelby • Posted: 2022-11-23T10:22:02.427000+00:00
Original source
same check lul
Archived author: MaxtorCoder • Posted: 2022-11-23T10:22:08.055000+00:00
Original source
Fair <:KEKW:778341443156049930>
Archived author: shelby • Posted: 2022-11-23T10:22:31.452000+00:00
Original source
i didnt really bother to look at this in detail since the output was fine
Archived author: shelby • Posted: 2022-11-23T10:23:00.597000+00:00
Original source
it use WMO_MATERIAL_COLLISION regardless
Archived author: OutSide • Posted: 2022-11-23T10:23:08.902000+00:00
Original source
if render miss - bool isRenderFace always will be false^^
Archived author: shelby • Posted: 2022-11-23T10:23:48.412000+00:00
Original source
in the end isRenderFace is just one way to render it, its also check the collision flag
Archived author: shelby • Posted: 2022-11-23T10:24:08.547000+00:00
Original source
bool isCollision = MOPY[2 * i] & WMO_MATERIAL_COLLISION || isRenderFace;
if (!isCollision)
continue;