On Thu, 1 May 2014 20:27:05 +1000 David Seikel <[email protected]>
wrote:

> On Thu, 1 May 2014 12:11:29 +0200 Cedric BAIL <[email protected]>
> wrote:
> 
> > On Thu, May 1, 2014 at 8:52 AM, David Seikel <[email protected]>
> > wrote:
> > > On Mon, 28 Apr 2014 17:31:55 +1000 David Seikel
> > > <[email protected]> wrote:
> > >> On Mon, 28 Apr 2014 16:21:00 +0900 (KST) ChunEon Park
> > >> <[email protected]> wrote:
> > >> > example and texture  should work. it worked while i tested.
> > >> > Myabe after cedric removed legacy apis, it's broken at all.
> > >>
> > >> That's what we are saying, things broke after the legacy API
> > >> removal.
> > >>
> > >> > ------------------------------------
> > >> > -Regards, Hermet-
> > >> >
> > >> > -----Original Message-----
> > >> > From: "Cedric BAIL"<[email protected]>
> > >> > To: "Enlightenment developer
> > >> > list"<[email protected]>; Cc:
> > >> > Sent: 2014-04-28 (월) 02:15:55
> > >> > Subject: Re: [E-devel] [EGIT] [core/efl] master 01/02: Evas:
> > >> > 3D: Introducing 3D scene rendering features
> > >> >
> > >> > On Sun, Apr 27, 2014 at 4:19 PM, David Seikel
> > >> > <onefang>@gmail.com> wrote:
> > >> > > On Sun, 27 Apr 2014 14:48:19 +1000 David Seikel
> > >> > > <onefang>@gmail.com> wrote:
> > >> > >> Ah they did bit rot.  The examples use the legacy API, but
> > >> > >> where not updated when the legacy API was removed.
> > >> > >
> > >> > > Was the legacy API removal even tested?  After pulling my
> > >> > > hair out all day I've come to the conclusion that you can't
> > >> > > call evas_obj_image_scene_set() and evas_obj_size_set() on
> > >> > > the image you are rendering the 3D to, without segfaulting.
> > >> > > And if you don't do the resize call, you can't see the
> > >> > > image.  I spent most of the day trying to figure out how to
> > >> > > get it all to work in my own test application, with no joy,
> > >> > > but then just converted the md2 example to EO, and had the
> > >> > > same result.
> > >> >
> > >> > Not much tests indeed. I plan to convert the example tomorrow
> > >> > and will fix bug as I find them.
> > >
> > > Now that a couple of the examples are converted to the new EO
> > > based API in GIT, I'm getting less compile warnings, but the same
> > > run errors, and still segfaults before showing a window.
> > >
> > > evas-3d-cube.c: In function ‘_camera_setup’:
> > > evas-3d-cube.c:134:4: warning: implicit declaration of function
> > > ‘evas_3d_node_add’ [-Wimplicit-function-declaration]
> > 
> > That warning is fixed for now. You need to manually specify a GL
> > backend for Ecore_Evas (like ECORE_EVAS_ENGINE=opengl_x11) to have
> > it working as we have no integration for software backend, yet.
> 
> Once the examples compile and run here I can see about getting my test
> app to do the same.  It's an Elm app, but I already have another test
> Elm app doing 3D stuff via Irrlicht, so I know how to turn on GL for
> that.  I'll update and try them out again now.
> 
> As I mentioned before, I suggest looking at the Irrlicht software
> renderer for software backend support.  Or at least to see if they
> have any good ideas we can use that we have not thought of yet.  B-)

Compiles fine now, only one warning about a shadowed global in
evas-3d-pick.c.  Manually setting a GL backend lets them run
to.  Perhaps that should be documented in the examples, or even set it
explicitly?

evas_3d_proxy got into a seemingly endless loop of -

ERR<31887>:eo lib/eo/eo_ptr_indirection.x:287 _eo_obj_pointer_get()
obj_id 0x188fe20 is not pointing to a valid object. Maybe it has
already been freed.

and had to be killed the hard way when closing it down.

Thanks for making this.

/me goes off to happily play with his new toy.  B-)

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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