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  #1  
Old 11-25-2009, 07:36 AM
DustyPorViva DustyPorViva is offline
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TShowImg.clipping = false

Let us force disable the clipping(hiding when 'out of view') of a showimg. Right now many images will get hidden even though they're technically in sight of the player. For example, if I have a showpoly it will be hidden even though half of it is still viewable by the player, because a portion of it is not. This can break many things that rely on showing images to hide things because they will disappear(and thus reveal what they are hiding) even when the player can still see them.

Either that, or fix clipping to consider the width/height of an image.
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  #2  
Old 11-25-2009, 03:36 PM
Admins Admins is offline
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You mean for GUI or for stuff that belongs to a player or npc but is disappearing once the player or npc leaves the screen?
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Old 11-25-2009, 08:17 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stefan View Post
You mean for GUI or for stuff that belongs to a player or npc but is disappearing once the player or npc leaves the screen?
I mean for players/npcs/level showimgs.
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Old 11-26-2009, 03:30 PM
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Hmmm
This is not a simple problem. The game is optimizing things a lot to not animate or draw objects which are not visible. When using a gani it is calculating the size used by the whole gani, so may be that can help you a little bit.
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  #5  
Old 11-26-2009, 03:35 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stefan View Post
Hmmm
This is not a simple problem. The game is optimizing things a lot to not animate or draw objects which are not visible. When using a gani it is calculating the size used by the whole gani, so may be that can help you a little bit.
Nope the main problem tends to be polygons that are hidden even when nearly half of them are in view.
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  #6  
Old 11-26-2009, 03:50 PM
Crow Crow is offline
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What you could do for a workaround is set the shape of the NPC showing the image/polygon. If it shows the image at its own position, that is. If you set it the size of the image/polygon, that'll do.
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