The problem is, my enemies don't seem to react to light sources at all.
The enemy model was created in MAX and uses default diffuse colours (I don't manually texture them after importing with the load3ds method). Have I missed something obvious?
Sorry for the late response..been hard at work :cry:
Not sure I understand - it's seems very complex! I wasn't sure how the problem manifests itself - are you saying that the collision detection becomes inaccurate when it exceeds a tick?
I haven't implemented any collision detection yet, but it'll have to go in soon so I'll keep an eye out for any unusual behaviour.
I tried replacing the texture on an object with a white texture, and that worked pretty well, but I then hit upon a novel idea and tried using the new post-processing feature to overlay a white-out effect, and that worked even better.
Yeah, I badly need to restructure the tokima code before I start adding anything really complex. It's on the to-do list.
Did you see the new target/lighting fx? I had some great fun with that..
The v0.98 release is cool Thanks for adding buffer.refresh()!
Is there a way to make an object appear to be 'super-white', regardless of the surrounding light-sources? I'd like to make the entire object appear completely white (RGB=FFFFFF) if possible.
Thanks for the info. I had overlooked the fact that under 1.1 the engine doesn't pick up pix-array changes, and ideally I'd like to maintain compatibility with 1.1. My browser uses 2.0 so I hadn't even noticed there was a problem.
Rather than pollute your engine with a one-off blur effect, is there another way to retrieve an array using MemoryImageSource that causes the engine to reflect changes made to that array? It would be handy for all kinds of image post-processing.