Author Topic: Enable two-sided rendering for effects  (Read 2683 times)

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Offline DaBrain

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Enable two-sided rendering for effects
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.
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Online Colonol Dekker

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Re: Enable two-sided rendering for effects
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)
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Offline DaBrain

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Re: Enable two-sided rendering for effects
So this is already a planned feature?


What is a nub-space node?
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Online Colonol Dekker

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Re: Enable two-sided rendering for effects
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.
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President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
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Offline Aardwolf

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Re: Enable two-sided rendering for effects
You mean it's not a typo, and it's not a joke either?

 

Online Colonol Dekker

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Re: Enable two-sided rendering for effects
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.
 
Your friendly Orestes tactical controller
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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Offline Woolie Wool

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Re: Enable two-sided rendering for effects
That sounds more like a Spaceballs homage. Someone should make a tartan ship trail.

"They've gone to plaid!"
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
Re: Enable two-sided rendering for effects
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)

 

Offline Rga_Noris

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Re: Enable two-sided rendering for effects
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...
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Offline FUBAR-BDHR

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Re: Enable two-sided rendering for effects
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.
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