I posted a while ago with a problem whereby if there were too many plains close together, they interfered with each other and generally looked crap. I've come across the problem again, but I'm able to control it a little better now.
first image displays the odd blocky effect I'm suffering from, 2nd image shows they they're not too close together, z-wise
Initially, I'd say that you can't have one ghosted plain behind another, but that's silly because you can. More accurately, it seems you can't have a ghosted plain behind two other ghosted plains which are touching ...
What I really wanna know (other than perhaps fixing this) is what is so special about DBP's native particle systems? They don't seem to suffer from this problem!
incase you're wondering, here's teh codes!
setupParticles:
load image "./flare1.jpg", _particlesStart+1
load image "./flare2.jpg", _particlesStart+2
load image "./flare3.jpg", _particlesStart+3
load image "./flare4.jpg", _particlesStart+4
for i = 1 to 50
make object plain _particlesStart+i, 10,10
texture object _particlesStart+i, _particlesStart+rnd(3)+1
set object to camera orientation _particlesStart+i
ghost object on _particlesStart+i
set object light _particlesStart+i,0
next i
return
` ----- ...... ------
for i = 1 to 50
a# = x#+( rnd(_blockWidth#)-(_blockWidth#/2.0) )
b# = y#+( rnd(_blockHeight#)-(_blockHeight#/2.0) )
`c# = z#+( rnd(_blockDepth#)-(_blockDepth#/2.0) )
sign = (rnd(1)-0.5)*2
c# = me.pos.z#+( sign )*(_blockDepth#/2.0)
position object _particlesStart+i, a#, b#, c#
next i
Can I ask you a Question?
What is it?
It's an interrogative form of sentence, used to test knowledge. But that's not important right now.