Author Topic: FOW - Dynamic Objects  (Read 2836 times)

myleslambert

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FOW - Dynamic Objects
« on: June 08, 2014, 07:10:55 AM »
Hi!
We have a procedural generated level (new geometry is added as the player moves throughout).
As of right now the geometry does not appear to be effecting the fow at all! Do we need to make a specific method call to get it to work?

Cheers,
Myles

ArenMook

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Re: FOW - Dynamic Objects
« Reply #1 on: June 09, 2014, 03:43:35 AM »
The FOW creates a heightmap using existing geometry when it starts up. You'll need to let the FOW know that you've changed the geometry so that it re-evaluates the heightmap.

myleslambert

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Re: FOW - Dynamic Objects
« Reply #2 on: June 10, 2014, 06:56:07 PM »
Hey Aren,
Thanks for the reply - I did have a look through the source - the only method I could see related to the heightmap was CreateGrid() but this seems to not be all that needs to be called? Is there any other specific order of methods?

- Myles

ArenMook

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Re: FOW - Dynamic Objects
« Reply #3 on: June 11, 2014, 06:16:54 AM »
CreateGrid() is it. That's where all raycasts are performed and the height map gets generated. If you want the effect to be immediate, call the UpdateBuffer() function as well.