Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on July 04, 2010, 07:58:10 am

Title: Enable two-sided rendering for effects
Post by: DaBrain on July 04, 2010, 07:58:10 am
I often use non-billboard/particle effects and run into the problem that they are only being rendered from one side.
It sure is great to have backface culling, but I don't like the way I had to get around it so far.

I've simply copied each face of the mesh and inverted the normals, causing twice the trianglecount.


Today I was wondering if I really had to do that. So if enabling two-sided rendering can be done easily, I'd really like to get the option to use it. (I think enabling two-sided rendering should be done by setting a flag in the settings of the mesh, i.e. in PCS2.)


If this is very complicated, or something you would rather like the material system to handle you can ignore this request.
Title: Re: Enable two-sided rendering for effects
Post by: Colonol Dekker on July 04, 2010, 08:25:51 am
I'll dig out my old traffic light set with Anachronox style, ready. steady, GO! banner


It was going to be used at nub-space nodes (yes that's not a typo)
Title: Re: Enable two-sided rendering for effects
Post by: DaBrain on July 04, 2010, 02:25:35 pm
So this is already a planned feature?


What is a nub-space node?
Title: Re: Enable two-sided rendering for effects
Post by: Colonol Dekker on July 04, 2010, 02:43:19 pm
As far as I knew this wasn't implemented, kind of why I left my bits on hold.
 
Nub space is a non-euclidian environment which featured in an old concept.
Title: Re: Enable two-sided rendering for effects
Post by: Aardwolf on July 04, 2010, 03:15:51 pm
You mean it's not a typo, and it's not a joke either?
Title: Re: Enable two-sided rendering for effects
Post by: Colonol Dekker on July 04, 2010, 03:46:47 pm
I retextured the subspace skybox with tartan and replaced the ambient sound with the hamster song years back with an aim to making a Jad homage.
 
Title: Re: Enable two-sided rendering for effects
Post by: Woolie Wool on July 04, 2010, 05:59:18 pm
That sounds more like a Spaceballs homage. Someone should make a tartan ship trail.

"They've gone to plaid!"
Title: Re: Enable two-sided rendering for effects
Post by: Scourge of Ages on July 07, 2010, 03:23:31 pm
I retextured the subspace skybox with tartan and replaced the ambient sound with the hamster song years back with an aim to making a Jad homage.
Duuuuuuude you've been holding out on us! We must have this!
(And now back to your regularly scheduled topic)
Title: Re: Enable two-sided rendering for effects
Post by: Rga_Noris on July 08, 2010, 08:48:17 pm
So my questions is that if ships that are currently ingame were exported to .pof with two sided faces, would adding the option to render both sides of a poly suddenly double the poly count of ships that were the modeller did not bother to make sure that polys were single sided (because as of now, it doesnt make any difference; FS wont draw it)?

A TBM flag would solve this I think...
Title: Re: Enable two-sided rendering for effects
Post by: FUBAR-BDHR on July 09, 2010, 12:43:37 am
Right now if you export with 2 sided polys you get 2 polys in PCS2.  If you export with a poly with 2 sided textures well I don't even know if Collada supports that and PCS2 and the engine definitely don't.  So someone needs to clarify betweent 2 sided polys and textures on both sides of a poly before this conversation continues.