On Mon, 2011-08-08 at 20:55 +1000, Glenn Alexander wrote:
> At one point, I got (iirc the Win7 install at work) connected to a sample 
> world I now can't find - had boats and some deer wandering about - the moving 
> animal scripts worked fine. It was almost all in white and grey - a few 
> coloured bits of the boats. Quite surreal :-). That was on a Media-Laptop 
> with 
> a reasonably beefy Radeon chip in it. I have a Nvidia GTX296 in my home box.

That means that the shaders written with NVidias CG system (works with
other gfx cards too) didn't work for you -- those are used on almost
every object in that Chesapeake Bay demo (which is still not really
published, but you can find the WIP in the demo links the installer puts
to windows start menu).

Is strange that they didn't work on windows, I've only seen that problem
on Linux when have had Ogre without CG support .. has worked on Windows
with the prebuilt binaries with all gfx cards I've encountered.

On Linux you should check the plugins-unix.cfg ogre plugin config file
-- I think it has the CG plugin disabled by default .. works for me when
enable that.

> I am hoping that starting fresh with the prototype 2.0 might be easier (for 
> certain definitions of 'easier' :-D ). Certainly if I could get something 
> that 

2.0 is actually more about cleaning up the internals, getting rid of old
unneeded (pre-qt etc) dependencies etc .. doesn't really change things
for creators, the UI tools are the same etc.

> current poster-world for RealXtend (hi-tek floaty islands) looks prety 
> amazing 
> too - kudos to the creators!

Thanks, that one was actually made by us at Playsign for the TOY
project :) (Silja did the modeling and Tomi the texturing, Pekko the
basic idea of having those modular platforms which can be easily used
for different configurations which are then easy to extend with new
platforms for new apps etc).

> Glenn

~Toni



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