then the object need a different update type. usually cryengine tries to delete objects from renderer immediately if the pivot is outside from screen. if you now have to big objects or objects with pivot on side instead of middle, the oject will not be drawn. maybe thats the cause for flickering. to prevent this: convert it to simple entity, the renderconition must be then set from self : SetUpdateType( eUT_Visible ); to self: SetUpdateType( eUT_Unconditional ). best is to implement this switch in basicentity, like i have done in devkid: thats how i do it: i used it to have shadowcaster stable in player cam's back position
copy that in the last line of BasicEntity:OnReset() so its done after the usual reset procedure:
----------pvcf--------------
if self.Properties.Clearing.bAlwaysUpdate and self.Properties.Clearing.bAlwaysUpdate == 1 then
self:EnableUpdate(1);
self:SetUpdateType( eUT_Unconditional );
end
----------pvcf--------------
now insert in Properties this constructor
Clearing = { bAlwaysUpdate = 0, }, --pvcf
then its not a pivot problem. could you test a different texture? maybe one with 2kx2k max and needed mipmaps ? AND dx1 packed ? (just use a original farcry texture)
spacecrafts are cgf models ? looks awesome, show the video :)
Jjup, cgf models.
This is a pure awesomness!
Background texture flickers some times, when i fix that annoying *** bug then i can capture it.
is it a sky texture or a big textured mesh ?
Big texture
then the object need a different update type. usually cryengine tries to delete objects from renderer immediately if the pivot is outside from screen. if you now have to big objects or objects with pivot on side instead of middle, the oject will not be drawn. maybe thats the cause for flickering. to prevent this: convert it to simple entity, the renderconition must be then set from self : SetUpdateType( eUT_Visible ); to self: SetUpdateType( eUT_Unconditional ). best is to implement this switch in basicentity, like i have done in devkid: thats how i do it: i used it to have shadowcaster stable in player cam's back position
copy that in the last line of BasicEntity:OnReset() so its done after the usual reset procedure:
----------pvcf--------------
if self.Properties.Clearing.bAlwaysUpdate and self.Properties.Clearing.bAlwaysUpdate == 1 then
self:EnableUpdate(1);
self:SetUpdateType( eUT_Unconditional );
end
----------pvcf--------------
now insert in Properties this constructor
Clearing = { bAlwaysUpdate = 0, }, --pvcf
Still flickers...
then its not a pivot problem. could you test a different texture? maybe one with 2kx2k max and needed mipmaps ? AND dx1 packed ? (just use a original farcry texture)
Great looking background!