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 > ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Torcs-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/torcs-devel