Sacha
 Thanks - I will go through the rest of your tutorial, but I did notice
the link that you had on rtt (remember: I am using modrex, if that
makes any difference w/ regard to your tutorial explanations):

http://www.rexdeveloper.org/wiki/index.php?title=RealTimeCamera

 Here is my procedure (flawed in some way):

 1. I am using the default samplertt.py, which I edited to comment out
     the brick texture and put in the UUID of GreenSkin (a 256x256 texture
     in my inventory, uploaded from the OGRE demos file area).
 2. I create one camera object and call it "sample_cam" since this is the
     name in the samplertt.py file
 3. I place the following Class call in the ReX->Misc tab: samplertt.RttCam
 4. I create a monitor and name it "monitor"
 5. I texture the monitor (with the main texture tab GreenSkin)
 6. I click on sample_cam, which says: Creating render to texture camera
     (shouldn't this be "Creating render to texture monitor" since the 
camera
     is the thing taking the video or image and the monitor is the thing 
displaying
     what the camera sees)?

Can you tell me which step I am missing since I am not seeing anything 
except
the green texture on the monitor object.

-p

Lc wrote:
> Paul
>
> I suggest you to read that wiki :
>
> http://www.rexdeveloper.org/wiki/index.php?title=Tutorial_%22the_Atoll%22_based_on_%22under_the_sea%22
>
> I detailed some tricks used to make the demo.
>
> Sacha
>
> On Wed, Feb 11, 2009 at 3:05 PM, Paul Fishwick <[email protected] 
> <mailto:[email protected]>> wrote:
>
>
>     Jeroen
>      Thanks - one would think "rex_python = true" would go under
>     [RealXtend]. Anyway,
>     I think this was the key. two related questions:
>
>      1) now that I see python scripts are found in "Lib" and in
>     "PythonScript", if there is
>      a file reference inside one of those scripts, where is the file to be
>     located? For example
>      there is a sampleflashanimation script  that refers to
>     "cakedance.swf". Where is
>      "cakedance.swf" supposed to be found in the file hierarchy where
>     modrex is used?
>
>      2) have you gotten samplertt.RttCam to work? I realize that there
>     is a
>     camera called
>      sample_cam and that there is a display surface that must have the
>     UUID
>     of a texture,
>      which is where the camera will be displayed. So, I created a prim,
>     called it
>      "sample_cam" and in the Class name, entered samplertt.RttCam. Then, I
>     created
>      another prim and put "GreenSkin" texture on it. I also edited
>     samplertt.py in the
>      PythonScript\Samples directory so that
>      it refers to the green_skin UUID (from the OGRE demos)  instead
>     of the
>     brick texture.
>      Am I missing a step? The GreenSkin is in my Textures inventory.
>     Clicking on
>      sample_cam does show that the python is working:
>
>      sample_cam Shouts creating render to texture camera
>
>     -p
>
>
>     Jeroen van Veen wrote:
>     > On Wednesday 11 February 2009 04:31:33 Paul Fishwick wrote:
>     >
>     >> In surfing around in the modrex source tree, there is a readme file
>     >> in ModularRex\RexParts\RexPython\Resources that says to
>     >> copy both folders (Lib and PythonScript) to the
>     opensim\bin\ScriptEngines
>     >> directory.
>     >>
>     >> I presume that this is a necessary step to making Python work w/
>     >> modrex. However, it isn't clear how. For example, let's say I do
>     >> the above, start up opensim, and then create an object and for
>     >> class under the ReX tab, I put in  samplertt.RttCam . Clicking on
>     >> the object does not invoke the touch event, so is there something
>     >> else that must be done to enable Python? I'd like to try building
>     >> a mirror, but not sure how to do it.
>     >>
>     >> -p
>     >>
>     > hey Paul,
>     >
>     > you need a 'rex_python = true' option under [startup] in OpenSim.ini
>     > There is also some documentation at:
>     http://opensimulator.org/wiki/ModRex
>     >
>     > cheers,
>     >
>     > Jeroen
>     >
>     > >
>     >
>
>
>     --
>     Paul Fishwick, PhD
>     Professor and Director, Digital Arts and Sciences Programs
>     University of Florida
>     Computer & Information Science and Eng. Dept.
>     Bldg. CSE, Room 301
>     P.O. Box 116120
>     Gainesville, FL 32611
>     Email: [email protected] <mailto:[email protected]>
>     Phone: (352) 392-1414
>     Fax: (352) 392-1220
>     Web: http://www.cise.ufl.edu/~fishwick
>     <http://www.cise.ufl.edu/%7Efishwick>
>
>
>
>
>
> >


-- 
Paul Fishwick, PhD
Professor and Director, Digital Arts and Sciences Programs
University of Florida
Computer & Information Science and Eng. Dept.
Bldg. CSE, Room 301
P.O. Box 116120
Gainesville, FL 32611
Email: [email protected]
Phone: (352) 392-1414
Fax: (352) 392-1220
Web: http://www.cise.ufl.edu/~fishwick


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