I have a scene where a spaceship travels through a warp tunnel, similar to a map in Quake III Team Arena:
I would like the texture to swirl and move towards the player. I guess one could do it via a shader, but I am not familiar with CG or GLSL.
I’d like to move a texture by a lerp interval. Pro pointed me at LerpTexOffsetInterval (btw, how is one supposed to find this stuff?). Why do I get an assertion error for:
warpcolumn_movetexture_interval = LerpTexOffsetInterval(self.warpcolumn1, 4, texOffset = Vec2(-0.4,0), startTexOffset = None, other = None, blendType="noblend", textureStage=None, bakeInStart = 1, name = None, override = None)
There’s an older thread on running PStats on a Mac. I don’t want to mess with my system by installing all kinds of GUIs or fight with compiling anything myself. Is there some click&install solution?
I had no success in customizing the look of the DirectGrid class beyond stuff from the init function, like
DG = DirectGrid(gridSize=5.0, gridSpacing=2, planeColor=(0, 0, 0, 0), parent=render)
To set parameters like line thickness or color and deactivating the center bubble I copy&paste’d the whole DirectGrid, renamed it, edited it and imported it. Works fine. That wouldn’t get me into legal trouble, would it?
In the Infinite Tunnel sample, line 161, there is:
I understand segment x-1 depends on x, starting with 3, going to 0. But where do these values come from? There must be some math behind it, instead of just trial&error?
In the Infinite Tunnel sample, fog was used to hide the end of the tunnel. I would need something similar, but in my scene the cam is off center. The manual says you cant specify where fog is spawned from, like in my case, the end of the tunnel. Furthermore, I use setShaderAuto on the spaceship and activating fog gives me a “fog and shader generator do not work together, yet” type error.
What is the stuff in lib/direct/controls/ for?
Well, that’s it for now.