Just a quick update, to maybe still ring a bell somewhere: apparently my
muzzle flash for my view model has a bounding box that is being tested
against world geometry, if I turn on the debug I clearly see the muzzle
flash disappearing the moment the bounding box is completely in the world
geometry somewhere ( floors, walls, ceilings ). I assume it shouldn't, or
at the very least, the bounding box in view space is obviously
inconsistent with the world test.

Gonna try to prevent that somehow, but if anyone knows this problem, or
what might cause it, feel free to share :)

-- maarten

> Hi list!
>
> I'm debugging an issue with our muzzle flashes and wanted to check if one
> of you could give me an answer faster than I can debug it myself.
> Basically, our muzzle flash particles are invisible when you look down
> when you're on the ground or when you look up near a ceiling. I thought
> maybe some bounding box issue ( the particles are appearing/disappearing
> while you look up & down, eg when I set the lifetime to 10 seconds I can
> easily test this ).
>
> I've used some logging to debug the difference between both, and one
> difference is that, when the muzzle flash is created when looking down,
> it's calling CSimpleEmitter::SimulateParticles which decides it should
> remove certain particles when their lifetime has touched something between
> 0.25 and 1 sec. Lifetime of my muzzle flash particles is 10 sec, so I'm
> not even sure if these particles are the same, but even so, this does not
> happen at all when I fire the gun in a straight angle ( in this case the
> particles are removed properly by CLocalSpaceEmitter when their lifetime
> hits 10 seconds ).
>
> Does this ring any bells? Anyone properly understand how
> CLocalSpaceEmitter and CSimpleEmitter interact/function and why the
> visibility of such particles can be position/angle dependent?
>
> Thanks in advance,
>
> maarten
>
>
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