Re: 3D wheel patch revisited

SpeedyChonChon <[email protected]>
Newsgroups gmane.games.torcs.devel
Message-ID <[email protected]>
Hi

Thank you for working on that :-).
I noticed that you didn't use LOD for wheel any more. Have you tried 
with ten cars which had 3D wheel ? Didn't you loose some FPS ?
(The LOD for wheel make a gain of FPS even without 3D wheels, and the 
look is not too much affected).

Thanks again. I hope that we will find a solution liked by everyone ;-).
Cheers

Speedy


Andrew Sumner wrote:
>
> Eliam submitted a patch over a year ago to allow use of 3D wheel 
> models in TORCS.  I've
> revisited the code, reducing the changes to just one file and adding 
> some improvements.
>
> With this version, no changes need be made to car XML files - if a 3D 
> wheel model is present
> it'll be used, otherwise TORCS will revert to the standard generated 
> wheels.  As the 3D ones
> are .acc files, the wheels will darken when driving into shadows in 
> the same way as cars are
> darkened.  I've included screenshots and examples for the porsche-gt1 
> and sc-f1 in the zip,
> along with the sourcecode changes.
>
> Please let me know what you think - I'd really like to see this 
> feature make its way into TORCS
> if possible.
>
> http://www2.webng.com/locus/files/3dwheel.zip
>
> cheers
> Andrew
>

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