thank you so much for this fast response and for your new build against 1.8.
I really dont know why only a few people posted here that you did a great job here, but that doesnt count.
My game doesent crashs with your new plugin - but I have a question about the documentation - where can I find it?
( I know you had only a few procedures and classes, but I prefer to read them in a doc - with some good explemenations in. )
And... I didnt found a scaling function yet, I know I can scale the view matrix from the camera, but when I scale it,
it screws the whole particle animation - it shows only parts of it (only smoke and distortion) and its not rotating anymore, like a flat 2D picture.
Is there somewhere a hidden function where I can scale all particle effects?
... But I guess its only doable via the view matrix - maybe I calculate it wrong:
Here is the code (which I took from your example):
Code: Select all
Matrix4 worldTransforms;
const Vector3& camPos = cam->getPosition();
const Quaternion& camOri = cam->getOrientation();
worldTransforms.makeTransform(camPos,Vector3(100), camOri);
worldTransforms = worldTransforms.transpose();
view.setHHFXScene(*mScene);
// this is the same calculation, also screws all effects
//Matrix4 camView = cam->getViewMatrix();
//camView.setScale(Vector3(100));
//view.setViewMatrix(camView );
view.setViewMatrix(worldTransforms);
view.setSceneManager(*mGameManager->mSceneManager);
mScene->Render(view, camPos);
So, do you have any ideas how to scale all particle effects, without having such errors ?
Here is a screenshot where you can see the "Big Explosion" effect from your sample - with the errors.
I hope you can help me
Regards.