I wonder if the solution to problems regarding name reference is as simple
as removing the name in an API call (i.e., in the sample python files) 
and putting
in the asset UUID ?
-p

Lc wrote:
> just one tip:
> Ogre allows materials/contents referenced by name in their scripts.
> Unfortunatly OS is not able to do that, and won't be due to the nature 
> of our assets systems.
> You need to pay attention to use UUID of the textures/contents instead 
> of their name.
>
> Sacha
>
> On Thu, Feb 19, 2009 at 2:33 PM, [email protected] 
> <mailto:[email protected]> <[email protected] 
> <mailto:[email protected]>> wrote:
>
>
>     1) The way to make objects receive shadows is to use a material
>     script. I have not been able to figure out how it exactly works
>     though. In order to get a material script that should work, copy the
>     material that the building in the demo world uses and replace the UUID
>     of the base texture.
>
>     It would be quite nice if someone would take the time to properly
>     document how REX shadows in material scripts actually function.
>
>     Also, setting object shadows to true doesn't work and has never
>     worked. Next to that, you might not always want shadows to be cast on
>     literally everything for performance reasons.
>
>
>
> >


-- 
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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