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Changing shader for tilemap (lighting)
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Topic: Changing shader for tilemap (lighting) (Read 6081 times)
Afro-Ninja
2D Toolkit
Jr. Member
Posts: 62
Changing shader for tilemap (lighting)
«
on:
July 25, 2013, 10:31:40 pm »
I searched and found this topic:
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1080.msg5241.html#msg5241
and just wanted to know if there was any follow up to it, or any changes/fixes since this release.
should I still do what maas suggests and just comment that line so the normals are always recalculated?
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unikronsoftware
Administrator
Hero Member
Posts: 9709
Re: Changing shader for tilemap (lighting)
«
Reply #1 on:
July 25, 2013, 11:09:40 pm »
You still need to call RecalculateNormals.
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Pfaeff
2D Toolkit
Newbie
Posts: 25
Re: Changing shader for tilemap (lighting)
«
Reply #2 on:
August 20, 2013, 11:06:08 am »
I wanted to enable lighting for my tilemaps. What I did, was simply add
Code:
[Select]
chunk.mesh.RecalculateNormals();
below
Code:
[Select]
chunk.mesh.RecalculateBounds();
in the BuildForChunkRoutine and it seems to work just fine.
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Changing shader for tilemap (lighting)