Yeah, I was going to tell you that might be it. Materials can do that
kind of thing too.
Braden Walters wrote:
Problem solved. I had a suspicion it might have been related to this.
The mesh in the charchter was named genCube and so was a mesh in the
map. Changing the character to genFiro
/1/3 infinity infin...@infinityanalog.com
mailto:infin...@infinityanalog.com
*otherbody-*GetAttachedMesh
cid:part1.07070505.0804@infinityanalog.com
mailto:cid%3apart1.07070505.08040...@infinityanalog.com
()-QueryObject()-GetName();
that's just a guess, use cautiously
*otherbody-*GetAttachedMesh
cid:part1.07070505.0804@infinityanalog.com
()-QueryObject()-GetName();
that's just a guess, use cautiously?
Alessandro Verona wrote:
Hi guys,
I implemented
*ColliderCollisionCallback::Execute(iDynamicsSystemCollider
*thiscollider, iRigidBody *otherbody)
I downloaded crystal-space 1.2.1 and compiled it.
When you compiled it did it create simple1.exe and did that work
correctly? (by showing a mesh)
Carlos Eduardo Rodrigues Diógenes wrote:
Hmmm... this is not what the tutorial say:
When trying to update from latest CS I get this error (at the very
bottom), in win Vista, Rapid SVN. I don't understand what the error
means can anyone tell me how to fix it or give me more information?
Updated: c:/cs_full/CSY/plugins/physics/loader
Updated: c:/cs_full/CSY/plugins/physics
()-SetTriangleData(id,0);
Greetings,
On Sat, Jul 5, 2008 at 11:24 PM, infinity [EMAIL PROTECTED]
wrote:
ok, so I can set a flag for the meshwrapper, with SetFlagsRecursive? I
don't
know which flag I tried to look it up in the API/ manual, CS 1.2
thank you
- Original Message -
From: Jorrit
: Saturday, July 05, 2008 9:46 AM
Subject: Re: [CsMain] how to prevent culling behind walls
On Thu, Jul 3, 2008 at 9:52 PM, infinity [EMAIL PROTECTED]
wrote:
I don't quite know how to word this, how do I set an object so it cannot
block others (and make them invisible) in the dynavis type
I don't quite know how to word this, how do I set an object so it cannot block
others (and make them invisible) in the dynavis type culling? This is c++
source code I mean not a map file.
- Original Message -
From: Amir Taaki
To: CS developers and users list
Sent: Thursday,
it says meshtype lines and only has 2 verts... what does that mean? That
it draws just an edge like blender's viewport can?
- Original Message -
From: Scott Johnson [EMAIL PROTECTED]
To: CS developers and users list crystal-main@lists.sourceforge.net
Sent: Saturday, June 14, 2008 5:31
I'm interested in getting the render manager branch of crystal space, I see it
says on the Apricot site
Lighting things is pretty well covered in Crystal Space* right now; multiple
lights can be rendered in one pass, and materials
So does this mean that that is in the rendermanager branch
Our idea is to write a pure CS networking plugin
Oh good, people talked about cell net plugins so much I gave up hope of a CS
one.
- Original Message -
From: Christopher Case
To: CS developers and users list
Sent: Thursday, March 27, 2008 2:44 PM
Subject: Re: [CsMain]
In the CS manual it says, or seems to say, that multiple lights can be
available to a shader program, (cg language shaders in my case) like light 1
color for example
Lighting
‘N’ denotes the light number. The first light is light number 0. The upper
limit for the value of ‘N’ depends on the
2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
On 27.02.2008 16:23, infinity wrote:
In the CS manual it says, or seems to say, that multiple lights can be
available to a shader program, (cg language shaders in my case) like light
1
color for example
Well, can does not mean is :P
I'm having a problem with running shaders, it seems like using a shader on a
cal3d object is the problem, genmesh looks as expected. Basically the shader
is working but there are white areas, or faces, blended with it, almost like
the shader is blended with a non-blank buffer. If the shader is not
Quoting infinity [EMAIL PROTECTED]:
http://crystalspace3d.org/cvs-snapshots/gzip/cs-current-snapshot.tgz
I just tried it and had no problem downloading the file. What error
message do you get?
-Marten
This message was sent
I posted the below message the other day, It probably didn't get through
since it had the wrong subject, but I still can't download the snapshot
packages. I think other downloads from the site work. If someone could fix
that up...
Thanks
(Sent: Friday, February 08, 2008 10:51
I am unable to download the snapshot shown below. It starts the download but
quickly says server error after a low number of KB.
I just tried cs-2008-02-07.035237.tgz and same problem.
Can anyone fix it or tell me what to do? Thanks.
cs-current-snapshot.tgz 08-Feb-2008 05:04 39M
Subject: Re: [CsMain] non power of 2 for 2d
On Jan 16, 2008 2:06 AM, infinity [EMAIL PROTECTED] wrote:
I just realized that using pixmaps that are non power of two are just
rescaled and come out blurry, even with the TEXTURE_2D flag. Can't it
just
draw them at any dimensions
I was using a normal map with light_spec_bump (the normal map shader) and I
saw that where uvs are seperated it was lighting the sides differently.
Darker on one side where it should be the same for example. I tested several
examples and found it was not related to bad UVs, flipped uvs, or
Thanks.
In this case the UVs are the only thing that effects it, , if they were all
connected there is no problem, but I can't use them connected.
The normals on the separated vertices may not match. This can happen if
e.g. the model uses autonormals /.
- Original Message -
From:
- Original Message -
From: Pablo Martin [EMAIL PROTECTED]
To: CS developers and users list crystal-main@lists.sourceforge.net
Sent: Wednesday, December 19, 2007 6:05 AM
Subject: Re: [CsMain] about Genjixs post : Re: second uv set for normalmaps
infinity escribió:
What script did Genjix use
I'm hoping I can get more information on this post below because I wanted to
use multiple UVs in a shader too, this time for emit maps.
What script did Genjix use to export the second UV?
And all you have to do is use or modify a shader to use the second set?
Something like normalmap uv =
Take a look at the manual where it talks about procedural textures.
Also, my font example is the same, if you want to look at it. It draws an
image onto another image which is then drawn on the walls.
http://fadedearth.infinityanalog.com/project_tools/blendstylebmfont/blendsty
lebmfont.zip
-
/others/forums/cal3d_test.tar.bz2
Le mardi 12 juin 2007 à 09:35 -0700, infinity a écrit :
I have a version of the old exporter that I have working, in a working
game, but to get it there I had to understand blender, and the script in
detail. Basicaly all fatures are working including LOD. So if you
Well at the time I used an unreliable method to trick it into working,
rather than making fundamental changes all over the place. I havn't looked
at the latest versions of CS anyway. I would of course, like to contribute
any work I can to CS, I will have to see.
- Original Message -
I am having a problem with a kind of 3d plane appearing when drawing a 2d
pixmap. I don't know why it happens when drawing some things and not others.
http://infinityanalog.com/epic/sterror.jpg
In this image you can see the pixmap i am drawing, the rectangle at the
bottom, like proress bars, drawn
Load it as a library if I'm not mistaken, there is some LoadLibrary function.
- Original Message -
From: Thomas Teufel
To: CS developers and users list
Sent: Thursday, December 28, 2006 3:07 PM
Subject: [CsMain] How to load teapot.lib?
Hello all !!
I was on the way
trans.LookAt(vector from object to point, normal object up direction);
this works for me most of the time. A camera has an up of 0,0,1 an object is
default 0, 1, 0 or thats what I see.
- Original Message -
From: Mario Lapin
To: crystal-main@lists.sourceforge.net
Sent:
LOD is basically not implemented so using it will cause graphical errors (in
CS). The renderer can't draw less than the total number of vertices, since
it gets the number by saying range_start - range_end . At least that is
what I see.
- Original Message -
From: Genjix [EMAIL
How exactly do I change my application made in the psudo stable release to
work with recent SVN versions? The problem is things like
GetObjectRigistry, GetButton, csevQuit seem to be undefined, my class is
like this:
class wstarter : public csApplicationFramework, public csBaseEventHandler
but
I think someone told me on this list, a long time ago, that one could
combine cal3d animations, such as 1 that moves the arms and one that moves
the legs. I have tried every combination of settings I can think of, but the
only combination is 2 AddAnimCycles, and the result is it blends them. By
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