Re: [CsMain] Uses the Wrong Mesh

2009-04-18 Thread infinity
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 fixed it.
>
> On Sat, 2009-04-18 at 00:39 -0400, Braden Walters wrote:
>   
>> I'm having a problem with my game in Crystal Space. I have some code
>> which can be obtained with "bzr branch lp:grandwing". It appears that
>> when I load in maps with dynamics in them, it swaps my player character
>> with part of the map itself. Could anyone help me out?
>> 


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Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-04 Thread infinity
I see, I thought it was the other.
You have a child class of ColliderCollisionCallback right? Can you have 
a meshwrapper variable there? I don't see another way.


Alessandro Verona wrote:
> yea this can work for otherbody,
> but for *iDynamicsSystemCollider *thiscollider *cannot work... :(
>
>
> 2009/1/3 infinity  <mailto:infin...@infinityanalog.com>>
>
> *otherbody->*GetAttachedMesh
>  <mailto:cid%3apart1.07070505.08040...@infinityanalog.com>>
> ()->QueryObject()->GetName();
>
> that's just a guess, use cautiously?
>
>
>
>
> Alessandro Verona wrote:
> > Hi guys,
> > I implemented
> > *ColliderCollisionCallback::Execute(iDynamicsSystemCollider
> > *thiscollider, iRigidBody *otherbody) {}*
> > on my application, so now the execute method is called every time I
> > have a collision but there is a problem
> >
> > iDynamicsSystemCollider  doesn't have a method to get the name
> of the
> > mesh currently hitting :(
> >
> > How can be fixed this? Any Suggest? :(
> >
> > Thanks!
> >
> > Alessandro Verona
> >
> >
> 
> >
> >
> 
> --
> >
> >
> 
> >
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Re: [CsMain] iDynamicsSystemCollider and ODE

2009-01-03 Thread infinity
*otherbody->*GetAttachedMesh 
 
()->QueryObject()->GetName();

that's just a guess, use cautiously?




Alessandro Verona wrote:
> Hi guys,
> I implemented 
> *ColliderCollisionCallback::Execute(iDynamicsSystemCollider 
> *thiscollider, iRigidBody *otherbody) {}*
> on my application, so now the execute method is called every time I 
> have a collision but there is a problem
>
> iDynamicsSystemCollider  doesn't have a method to get the name of the 
> mesh currently hitting :(
>
> How can be fixed this? Any Suggest? :(
>
> Thanks!
>
> Alessandro Verona
>
> 
>
> --
>   
> 
>
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Re: [CsMain] tutorial/simple1 cs1.2.1 not working

2008-11-14 Thread infinity
 >>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: 
> http://www.crystalspace3d.org/docs/online/manual-1.2/Simple-Camera.html#0
>
> "Compile and run this example. For the first time you should see 
> something: A solid wall. Congratulations, you have created your first 
> almost useful Crystal Space application."'
>
> Since the documentation doesn't match the code, but the code has all 
> the elements that the documentation say that is needed to show 
> something, so something is wrong, the documentation or the code.
>
> Best regards,
> Carlos.
>
> 2008/11/14 <[EMAIL PROTECTED] >
>
> If I can recall correctly Simple1 should only be a black window
> because it really does nothing.
>
> Thanks,
> Katriska
> Sent from my BlackBerry® smartphone with SprintSpeed
>
> -Original Message-
> From: "Carlos Eduardo Rodrigues Diógenes"
><[EMAIL PROTECTED] >
>
> Date: Fri, 14 Nov 2008 21:23:59
> To:  >
> Subject: [CsMain] tutorial/simple1 cs1.2.1 not working
>
>
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[CsMain] errors from different CS versions

2008-11-07 Thread infinity
I'm moving an app to the latest CS version and am having trouble finding 
the "new" way to do some things, I did look at docs including api but am 
confused.

ISO C++ forbids declaration of `SCF_DECLARE_IBASE_EXT' with no type

I see the macro was removed, so what is the new way to derive from 
csobject instead of  SCF_DECLARE_IBASE_EXT (csObject); ?



`csevProcess' was not declared in this scope

is there something that replaces the old `csevProcess' and finalprocess?



`iShaderVarStack' was not declared in this scope

is there something that replaces this? csShaderVariableStack 
   or 
iSharedVariableList?

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[CsMain] svn update rapidsvn

2008-10-17 Thread infinity
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
Updated: c:/cs_full/CSY/plugins/engseq
Updated: c:/cs_full/CSY/plugins/sndsys/renderer/software/drivers/alsa
Updated: c:/cs_full/CSY/plugins/sndsys/renderer/software/drivers
Updated: c:/cs_full/CSY/plugins/sndsys/renderer/software
Updated: c:/cs_full/CSY/plugins/sndsys/renderer
Updated: c:/cs_full/CSY/plugins/sndsys
Updated: c:/cs_full/CSY/plugins/documentsystem/xmlread
Updated: c:/cs_full/CSY/plugins/documentsystem
Updated: c:/cs_full/CSY/plugins/proctex/ptpdlight
Updated: c:/cs_full/CSY/plugins/proctex/standard
Updated: c:/cs_full/CSY/plugins/proctex/ptanimimg
Updated: c:/cs_full/CSY/plugins/proctex/tlfunc
Updated: c:/cs_full/CSY/plugins/proctex
Updated: c:/cs_full/CSY/plugins/gui/cegui
Updated: c:/cs_full/CSY/plugins/gui
Updated: c:/cs_full/CSY/plugins/terraformer/pagingformer/loader
Updated: c:/cs_full/CSY/plugins/terraformer/pagingformer
Updated: c:/cs_full/CSY/plugins/terraformer/simpleformer/loader
Updated: c:/cs_full/CSY/plugins/terraformer/simpleformer
Updated: c:/cs_full/CSY/plugins/terraformer
Updated: c:/cs_full/CSY/plugins/translator/standard
Updated: c:/cs_full/CSY/plugins/translator
Updated: c:/cs_full/CSY/plugins/misc/pathloader
Updated: c:/cs_full/CSY/plugins/misc
Updated: c:/cs_full/CSY/plugins/mesh/protomesh/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/protomesh/persist
Updated: c:/cs_full/CSY/plugins/mesh/protomesh
Updated: c:/cs_full/CSY/plugins/mesh/lghtng/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/lghtng/persist
Updated: c:/cs_full/CSY/plugins/mesh/lghtng
Updated: c:/cs_full/CSY/plugins/mesh/skeleton/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/skeleton/persist
Updated: c:/cs_full/CSY/plugins/mesh/skeleton
Updated: c:/cs_full/CSY/plugins/mesh/animesh/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/animesh/persist/skeleton2
Updated: c:/cs_full/CSY/plugins/mesh/animesh/persist
Updated: c:/cs_full/CSY/plugins/mesh/animesh
Updated: c:/cs_full/CSY/plugins/mesh/terrain/brute
Updated: c:/cs_full/CSY/plugins/mesh/terrain/terrain2
Updated: c:/cs_full/CSY/plugins/mesh/terrain/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/terrain/persist/terrain2
Updated: c:/cs_full/CSY/plugins/mesh/terrain/persist
Updated: c:/cs_full/CSY/plugins/mesh/terrain
Updated: c:/cs_full/CSY/plugins/mesh/particles/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/particles/persist
Updated: c:/cs_full/CSY/plugins/mesh/particles
Updated: c:/cs_full/CSY/plugins/mesh/genmesh/animpdl
Updated: c:/cs_full/CSY/plugins/mesh/genmesh/object
Updated: c:/cs_full/CSY/plugins/mesh/genmesh/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/genmesh/persist/gmesh3ds
Updated: c:/cs_full/CSY/plugins/mesh/genmesh/persist
Updated: c:/cs_full/CSY/plugins/mesh/genmesh
Updated: c:/cs_full/CSY/plugins/mesh/haze/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/haze/persist
Updated: c:/cs_full/CSY/plugins/mesh/haze
Updated: c:/cs_full/CSY/plugins/mesh/spr2d/object
Updated: c:/cs_full/CSY/plugins/mesh/spr2d/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/spr2d/persist
Updated: c:/cs_full/CSY/plugins/mesh/spr2d
Updated: c:/cs_full/CSY/plugins/mesh/null/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/null/persist
Updated: c:/cs_full/CSY/plugins/mesh/null
Updated: c:/cs_full/CSY/plugins/mesh/spr3d/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/spr3d/persist/binary
Updated: c:/cs_full/CSY/plugins/mesh/spr3d/persist/spr3md2
Updated: c:/cs_full/CSY/plugins/mesh/spr3d/persist
Updated: c:/cs_full/CSY/plugins/mesh/spr3d
Updated: c:/cs_full/CSY/plugins/mesh/sprcal3d/object
Updated: c:/cs_full/CSY/plugins/mesh/sprcal3d/persist
Updated: c:/cs_full/CSY/plugins/mesh/sprcal3d
Updated: c:/cs_full/CSY/plugins/mesh/emit/persist/standard
Updated: c:/cs_full/CSY/plugins/mesh/emit/persist
Updated: c:/cs_full/CSY/plugins/mesh/emit
Updated: c:/cs_full/CSY/plugins/mesh
Updated: c:/cs_full/CSY/plugins/culling/frustvis
Updated: c:/cs_full/CSY/plugins/culling/dynavis
Updated: c:/cs_full/CSY/plugins/culling
Updated: c:/cs_full/CSY/plugins/stdrep
Updated: c:/cs_full/CSY/plugins/engine/3d
Updated: c:/cs_full/CSY/plugins/engine/renderloop/shadow/stencil
Updated: c:/cs_full/CSY/plugins/engine/renderloop/shadow/stencil2
Updated: c:/cs_full/CSY/plugins/engine/renderloop/shadow
Updated: c:/cs_full/CSY/plugins/engine/renderloop/loader
Updated: c:/cs_full/CSY/plugins/engine/renderloop/stdsteps
Updated: c:/cs_full/CSY/plugins/engine/renderloop
Updated: c:/cs_full/CSY/plugins/engine
Updated: c:/cs_full/CSY/plugins/cssaver
Updated: c:/cs_full/CSY/plugins/video/loader/bmp
Updated: c:/cs_full/CSY/plugins/video/loader
Updated: c:/cs_full/CSY/plugins/video/render3d/opengl
Updated: 
c:/cs_full/CSY/plugins/video/render3d/shader/sh

[CsMain] win .dlls incorrect configuration

2008-07-23 Thread infinity
I was trying to run a cs application on a different computer than I 
usually use and it was crashing before it did anything with the message 
/The application failed to initialize properly/ (0xc0150002) This 
application works on the other computer even with no extra dlls that I 
know of.
I ran a dependancies debug program and it seemed to say everything was 
fine except zlib-

error: the side by side configuration information for "libz-cs.dll" 
contains errors.

I don't know what the side by side configuration is.
So I tried a "fake" zlib and it continued to load but I think it had the 
same problem with freetype, ode, possibly everything that comes from 
cs-win32 libs which is what I'm using and have in the same folder as the 
app.

I'll try to list the proper stats here:
both are win xp 32
crystal space version 1.2
built with mingw 5.0 and jam
the exe was with devc++

So the external libs were built differently than the .dlls I built, and 
only the ones I built work on this computer, does that mean anything? 
Why would this computer act so differently for dlls?

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Re: [CsMain] how to prevent culling behind walls

2008-07-07 Thread infinity
thanks,
after trying the only way I got it to work is to do
GetObjectModel()->SetTriangleData(id,0) in the meshfactory before any
meshwrapper is created. Otherwise it acts like the old setting is still
there.

You asked why I was using it, it's transparency and also anything that can't
update like vertex shader animation, maybe efficency too.

Anyway problem solved for now, thanks Jorrit

- Original Message -
From: "Jorrit Tyberghein" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Saturday, July 05, 2008 10:21 PM
Subject: Re: [CsMain] how to prevent culling behind walls


> You have to do it like this:
>
> csRef strset = csQueryRegistryTagInterface (
> object_reg, "crystalspace.shared.stringset");
> csStringID id = strset->Request ("viscull");
> iMeshWrapper* mesh = ...;
> mesh->GetMeshObject()->GetObjectModel()->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 Tyberghein" <[EMAIL PROTECTED]>
> > To: "CS developers and users list" 
> > Sent: 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 culling?
This
> > is
> >> > c++ source code I mean not a map file.
> >>
> >> You can set a flag for the culler to disable culling. But why exactly
do
> > you
> >> want this? The only reason ever to need this is if that object uses
> >> transparency.
> >> Otherwise there is no advantage.
> >>
> >> Greetings,
> >>
> >> >
> >>
> >>
> >> --
> >> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> >> and CEL (http://cel.crystalspace3d.org)
> >> Support Crystal Space. Donate at
> >> https://sourceforge.net/donate/index.php?group_id=649
> >> Visit my town at http://waldir.myminicity.com/
> >>
>
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Re: [CsMain] how to prevent culling behind walls

2008-07-05 Thread infinity
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 Tyberghein" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: 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 culling? This
is
> > c++ source code I mean not a map file.
>
> You can set a flag for the culler to disable culling. But why exactly do
you
> want this? The only reason ever to need this is if that object uses
> transparency.
> Otherwise there is no advantage.
>
> Greetings,
>
> >
>
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
> https://sourceforge.net/donate/index.php?group_id=649
> Visit my town at http://waldir.myminicity.com/
>
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[CsMain] how to prevent culling behind walls

2008-07-03 Thread infinity
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, July 03, 2008 3:23 AM
  Subject: Re: [CsMain] Support for swept sphere collision testing


  Well with camera it does point collisions and sometimes if it doesn't collide 
with the wall then it can still intersect halfway in. Therefore you do several 
raycasts but it still doesn't play nice because it's discrete hit detections 
that you interpolate with.

  Atm, it has an offset value from wall depending on distance to player but 
this is a bit weird since the camera has to protect from flipping along the 
trajectory... Lot's of suboptimal solutions to give the camera volume, swept 
sphere is most similar shaped/fastest for a camera. And maybe swept sphere can 
also be squashed :D

  
http://cel.svn.sourceforge.net/viewvc/cel/cel/trunk/plugins/propclass/cameras/tracking/tracking.cpp?view=markup

  Under FindCorrectedTransform ()


  On Wed, Jul 2, 2008 at 6:20 PM, Piotr Obrzut <[EMAIL PROTECTED]> wrote:

So you want to use something like caped cylinder collider for your camera?  

If you don't use physics engine in your app then unfortunately you'll 
probably need add yourself some interface in cs physics wrapper to use its 
collision queries directly (it was not there when I've last looked on it). 

If you use physics engine and then you can use DynamicsSystemCollider 
interface for objects that present coliderrs only. 

BTW. why do you need that for camera? I thought that typicly you will use 
it for character controller.

-- 
greetings,
Piotr


2008/7/2 Amir Taaki <[EMAIL PROTECTED]>:

  It is best way to give a camera volume I think because point 
representation is just crappy and a box doesn't represent a viewing volume as 
good as a half sphere (as wide as view angle) for which a swept sphere is best.


  On Tue, Jul 1, 2008 at 8:13 AM, Piotr Obrzut <[EMAIL PROTECTED]> wrote:

hi,

  why do you need that?

-- 
greetings,
Piotr


2008/7/1 Amir Taaki <[EMAIL PROTECTED]>:


  Ok, but I'm not sure how this works to use bullet to do non dynamics 
based collision detection.



  On 6/30/08, Vincent Knecht <[EMAIL PROTECTED]> wrote:
> bump- any ideas please?

Just wondering, did you check if Bullet supports that ?
A quick search hints that this notion exists in Bullet...


> On Wed, Jun 25, 2008 at 12:53 PM, Amir Taaki <[EMAIL PROTECTED]> 
wrote:
>
>> Hi!
>>
>> Is there a function in the api to do swept sphere collision 
testing in cs?
>> If not, what is the best way to implement this test for 
collision detection?
>> Thanks.
>>
>> http://www.peroxide.dk/papers/collision/collision.pdf (skip to 
section 3)
>>

> 
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Re: [CsMain] Use of csTriangleMesh

2008-06-14 Thread infinity
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" 
Sent: Saturday, June 14, 2008 5:31 PM
Subject: Re: [CsMain] Use of csTriangleMesh


> Amir:
>
> I don't seem to be getting anything on the screen with this code. I
> placed it in my Frame() function, in between a call to:
>
> g3d->BeginDraw(engine->GetBeginDrawFlags() | CSDRAW_3DGRAPHICS);
>
> and
>
> g3d->FinishDraw();
>
> Is there anything else I need to do?
>
> Thanks,
>
> ~Scott
>
>
> Amir Taaki wrote:
> > Don't know about that. But you can use csSimpleRenderMesh instead
> >
> >   csSimpleRenderMesh mesh;
> >   mesh.object2world.Identity();
> >
> >   csVector3 verts[2];
> >   verts[0].Set (-1, 0, -1);
> >   verts[1].Set (1, 0, 1);
> >
> >   mesh.vertices = verts;
> >   mesh.vertexCount = 2;
> >   mesh.meshtype = CS_MESHTYPE_LINES;
> >   g3d->DrawSimpleMesh (mesh, 0);
> >
> > For example.
> >
> > On Thursday 12 June 2008 04:57:58 Scott Johnson wrote:
> >
> >> Hi Everyone:
> >>
> >> I'm working with csTriangleMeshes, and I am just trying to find the
> >> correct way to draw a mesh once it's been developed.  So, I was just
> >> wondering if there is a simple snippet of code someone might be able to
> >> give me that will draw a csTriangleMesh.
> >>
> >> Thanks,
> >>
> >> ~Scott
> >>
> >>
>
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[CsMain] render manager branch question

2008-05-13 Thread infinity
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 only?
Does it work with multiple lights in one shader program?
I thought there was something about 2D filters, is that in there?

Another thing, I tried to follow the instructions to get the rendermanager 
branch, but the svn seems to download it all uncompressed file by file. I don't 
think I can stay connected that long. Is there a posibility that a compressed 
file of it could be uploaded? (I'm used to the normal crystal space SVN 
snapshot) I was hoping someone could help with that.-
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Re: [CsMain] Networking plugin design questions

2008-03-27 Thread infinity
>>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] Networking plugin design questions


  On 3/27/08, Amir Taaki <[EMAIL PROTECTED]> wrote: 
You aren't using CEL? Because CEL has all this goodness.

  I think it would help if I was a bit more clear then Dave was. Our idea is to 
write a pure CS networking plugin that is pretty lowlevel; it has enough 
functionality to be useful, but not all the bells and whistles of a high level 
networking plugin.

  Only after we've got this low level plugin working will we write a CEL based 
highlevel plugin. Think of it as the difference between cs's physics plugin vs 
the cel mechanics system.

  --Chris


  -- 
  ~~~
  Christopher S. Case
  President, Founder
  G33X Nexus Entertainment
  http://www.g33xnexus.com
  ~~~ 


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Re: [CsMain] light n values for render

2008-02-27 Thread infinity
thanks, I didn't know about that.
One reason you would need that is the renderloops draw things multiple
times, and since it's not done for objects, the render priority etc isn't
having the right effect.



- Original Message -
From: "res" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Wednesday, February 27, 2008 7:57 AM
Subject: Re: [CsMain] light n values for render


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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 In fact, the lightiter step really

only provides one light per pass.

However, that shortcoming is fixed in the render manager branch. Not

sure if/why you need multiple lights, but if you're really adventurous

you could play around with the RM branch.






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[CsMain] light n values for render

2008-02-27 Thread infinity
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 shader as well as the render loop.

  ‘light ambient’
  Ambient lighting color.

  ‘light N position’
  Light position in camera space.

  ‘light N position world’
  Light position in world space.

  ‘light N transform’
  """
but I havn't been able to get this to work with any settings, only light 0
is set. I can see it set in the source code too, but no other lights are
set. How could I get this to work?


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[CsMain] shaders work but have error blending prob

2008-02-18 Thread infinity
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 in an
add mixmode it isn't noticable too. I can always see the effect of the
shader.
It looks like this, it should be all red ::
http://fadedearth.infinityanalog.com/3dshow/crystal_shaderprob.png
This happens with all shaders and renderloops, is there any info I can get
on how to fix this problem or where in the system to look for it?


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Re: [CsMain] download problem on cs site

2008-02-11 Thread infinity
The only message was "server error". The download worked for me today
though.

thanks.

- Original Message -
From: "Marten Svanfeldt (dev)" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 10, 2008 12:15 PM
Subject: Re: [CsMain] download problem on cs site


> 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 using IMP, the Internet Messaging Program.
>
>
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[CsMain] download problem on cs site

2008-02-10 Thread infinity
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 AM)

 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
 http://crystalspace3d.org/cvs-snapshots/gzip/cs-current-snapshot.tgz


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Re: [CsMain] Budget for Mmorpg

2008-02-08 Thread infinity
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
http://crystalspace3d.org/cvs-snapshots/gzip/cs-current-snapshot.tgz


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Re: [CsMain] non power of 2 for 2d

2008-01-16 Thread infinity
so isn't there a solution? Does cegui or whatever gui is supported have the
same properties and limitations?



- Original Message -
From: "Jorrit Tyberghein" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Wednesday, January 16, 2008 1:48 AM
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 with csSimplePixmap.Draw()? How do I get
that to
> > work correctly?
>
> The problem is that (without using NPOTS extension) 3D cards can only work
> with power of two textures. And even 2D textures are drawn with the 3D
card
> since it is actually just using a regular 3D polygon to draw on.
>
> Greetings,
>
> >
> >
>
> -
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>
> --
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[CsMain] non power of 2 for 2d

2008-01-15 Thread infinity
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 with csSimplePixmap.Draw()? How do I get that to
work correctly?


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Re: [CsMain] normal map with disconnected uvs issue

2007-12-31 Thread infinity


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 .

- Original Message -
From: "res" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Monday, December 31, 2007 8:47 AM
Subject: Re: [CsMain] normal map with disconnected uvs issue


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[CsMain] normal map with disconnected uvs issue

2007-12-31 Thread infinity
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 something
in the normal map. I also looked at the shader and it seemed correct.
Any ideas what could be the issue?


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Re: [CsMain] about Genjixs post : Re: second uv set for normalmaps

2007-12-19 Thread infinity
I see, if you name the uv set in blender it will make the buffers with the
same name, thanks.

Here is an example for it if anyone wants to use the method, just name the
normal map's UV set "other" and use the following

http://fadedearth.infinityanalog.com/project_tools/specular2uv.rar



- Original Message -
From: "Pablo Martin" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
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 to export the second UV?
> >
>
> not sure genjix used it, but b2cs can export a second (and more) uv set.
> (as of svn version)
>
> greetings
>
>  Pablo
>
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[CsMain] about Genjixs post : Re: second uv set for normalmaps

2007-12-18 Thread infinity
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 = renderbuffer2 emituv = renderbuffer3?






- Original Message -
From: "Genjix" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Saturday, September 22, 2007 5:24 PM
Subject: Re: [CsMain] second uv set for normalmaps


> OK,
>
> Pablo gave me http://delcorp.org/~caedes/character2uv/ and sueastside
showed
> me also the same (thanks and thanks). Will message here if I get a problem
> using them :)
>
> On Sunday 23 Sep 2007, Genjix wrote:
> > Hi!
> >
> > So now I have blender exporting my second uv layer as
> >
> > 
> > 
> > ...
> > 
> >
> > How exactly can I modify the shader
> >
> > 
> >   character2
> >   character_bump2
> >   rabbit
> >   plain.nor
> >   0.5, 0.5, 0.5,
> > 0.1 
> >
> > for this to use the second uv set for the normalmap instead of the usual
> > one?
> >
> > Thank you!
> >
> > On Friday 21 Sep 2007, res wrote:
> > > Sure, but you'd need a custom shader (one that doesn't use the normal
> > > TCs for the normal map).
> > >
> > > Or redo your texture mapping... the "more space for more detail" isn't
> > > that relevant for normal maps; they don't have to have the same
density
> > > everywhere (but obviously you'll also get less normal mapping detail
in
> > > the lower density mapping). The mirroring is the bigger issue.
> > >
> > > But there are also workarounds for mirroring. I think duplicating the
> > > vertices on a split border are one way ... tho not sure. Google a bit
> > > around.
> > >
> > > -f.r.
> > >
> > > > - Ursprüngliche Nachricht -
> > > > Von: Amir Taaki
> > > > Gesendet: 21.09.07 00:59 Uhr
> > > > An: CS developers and users list
> > > > Betreff: [CsMain] second uv set for normalmaps
> > > >
> > > > Hello,
> > > >
> > > > I have a mesh which is making very optimised usage of texture space.
> > > > Also certain polygons get more space where more detail is needed
> > > > meaning that 2
> > > > polygons of equal size don't necessarily get the same amount of
space
> > > > on the
> > > > uv map. Another quirk is that mirrored uvs are used.
> > > >
> > > > This is all very bad for normalmaps. Is it possible to specify a
second
> > > > uv set
> > > > with optimised fair uvs to use for my normalmap like what is done
with
> > > > lightmaps?
> > > >
> > > > Thanks.
> > > >
> > >
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Re: [CsMain] Code examples for dynamically blending 2 texture files?

2007-12-13 Thread infinity
Offhand I don't know, textures are more controlable, though I don't
understand the python problem you described, can't you use a number?


- Original Message -
From: "Patrick Ye" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Wednesday, December 12, 2007 7:11 PM
Subject: Re: [CsMain] Code examples for dynamically blending 2 texture
files?


> Hi,
>
> On Dec 13, 2007 12:27 PM, infinity <[EMAIL PROTECTED]> wrote:
> > I think it's the material that matters, not the just the factory.
There's
> > also a set objectcolor type effect which won't matter for factory or
> > material..
>
> That object color thing seems to work, but strangely only some polygons
> of the meshes are affected by the color. See the orangeish box in the
> following two images for example:
>
> before applying the color red:
>
> http://img205.imageshack.us/img205/4230/beforelf2.jpg
>
> after applying the color red:
>
> http://img209.imageshack.us/img209/2223/aftersc5.jpg
>
> Do you think it's a lighting issue or something else?
>
> Thanks a lot.
>
> Patrick
>
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Re: [CsMain] Code examples for dynamically blending 2 texture files?

2007-12-12 Thread infinity
I think it's the material that matters, not the just the factory. There's
also a set objectcolor type effect which won't matter for factory or
material..

- Original Message -
From: "Patrick Ye" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Wednesday, December 12, 2007 5:19 PM
Subject: Re: [CsMain] Code examples for dynamically blending 2 texture
files?


> Hi infinity,
>
> > 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
>
> Suppose the canvas material is specified as part of a genmesh file,
> wouldn't your code cause all the instances of the same genmesh factory
> to be drawn with the same additional texture?
>
> Thanks  a lot.
>
> Patrick
>
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Re: [CsMain] Code examples for dynamically blending 2 texture files?

2007-12-12 Thread infinity
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

- Original Message -
From: "Patrick Ye" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Wednesday, December 12, 2007 5:25 AM
Subject: [CsMain] Code examples for dynamically blending 2 texture files?


> Hi guys,
>
> I'm wondering if there are any C++/python code examples for
> dynamically blending multiple texture files together?
>
> Here is what I'd like to do for my little game. Each character in the
> game has a default color, which is basically a 128x128 RGBA image with
> its alpha being 128 (semi-transparent). I have some buildings in the
> game, each building is a genmesh object that contains a single texture
> file. I'd like to dynamically combine the default texture file of the
> buildings with the color texture files of the characters so that I
> know which building is owned by which character. I'm just not quite
> sure how to do this and the documentation doesn't seem to have any
> examples I can use.
>
> Any help would be greatly appreciated.
>
> Thanks a lot.
>
> Patrick
>
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[CsMain] spr-cal3d features available

2007-10-30 Thread infinity
For a few years I have worked with Crystal Space, using Cal3d, and since the
cal3d CS plugin wasn't totally to my liking and lacked some things I
customised it to do what I wanted. The features I have worked on :
-mixmode: set and get mixmode work, tests with alpha fading seem ok
-slowdown bug: start a level and the first time the camera looks at a cal3d
model it slows or freezes for a bit. I seem to have eliminated the bug. To
me it was an important fix.
-LOD cal3d's built in LOD works. Example image, to me this is actually a
good result: http://fadedearth.infinityanalog.com/crystal/bookeaterex1.png
One thing you can do with this type of lod is let the user set how detailed
the meshes are, depending on their hardware.

-idle animations: I decided to change the idle animation system. It randomly
generates which animation to use for all mesh objects. This isn't very
logical, but neither was the previous system, and this is the only way I
tried that gave different random things for different meshes instead of the
same for all meshes. There is still more to tweek on this feature.
-clearallanims() also clears actions now, and sets is_idling to false, in
the future it would be good to be able to remove each action individually

Future: I intend to add face sorting for alpha faces which works with
animation and lod, I have some ideas but am not experienced with it. Feel
free to give me some suggestions.
Another thing I may do is some easy feature to get and set bone rotations,
this can be used for motion trails, rag-doll, various things...

So far I havn't changed the interface or anything, or any other parts of CS,
so there are some issues.
Problems:  It's possible that some debug asserts will trigger with LOD -
Assertion failed: (indexCompsBytes * mymesh->indexend) <=
iIndexbuf->GetSize() Location:
plugins/video/render3d/opengl/gl_render3d.cpp:1677
There should be work arounds for that, if someone can tell me how to be
compatible with that I can fix it.

With LOD it may not seem to work if the model was exported with a poor LOD
system. My exporter has a high degree of face reduction though it's a bit
unpredictable  :
http://fadedearth.infinityanalog.com/project_tools/bookblender2cal3d_2.5.py.
txt : Another thing, if your models look like their winding order/normals
are wrong, you can try uncommenting the line in sprcal3d.cpp that has
setAxisFactorX(). If it is still off, it seems to be related to several
problems, I'm looking in to it.

This is a zip with my sprcal3d source code
http://fadedearth.infinityanalog.com/crystal/sprcal3dm.zip

use at your own risk, let me know if you have problems or want help. Also if
you have your own improvments or want to tell me how to improve something
that would be great.



Bookeater



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Re: [CsMain] mesh face sorting problem

2007-10-03 Thread infinity
Thanks Jorrit and Amir for responding, so if a renderloop change was needed
I assume it isn't as simple as putting the faces in the right order before
drawing? Why is it that whenever I use ZTEST, no matter what the other
settings are, it draws all the faces of the mesh in the wrong order? Without
ZTEST it only messes up with some alpha blending.




- Original Message -
From: "Amir Taaki" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Wednesday, October 03, 2007 10:58 AM
Subject: Re: [CsMain] mesh face sorting problem


> http://www.crystalspace3d.org/trac/CS/ticket/385
>
> I think darek was able to get it working though by using a custom
renderloop
> or something. :P
>
> On Wednesday 03 Oct 2007, Jorrit Tyberghein wrote:
> > You have to keep in mind that the back2front feature does NOT split
> > faces. So make sure you have no intersecting faces in your model.
> >
> > Greetings,
> >
> > On 10/2/07, infinity <[EMAIL PROTECTED]> wrote:
> > > I have been trying to use sorted faces with an alpha texture, in
> > > walktest. I am talking about sorting the faces inside one mesh object.
I
> > > have the settings on like back2front (this is a genmesh) and ztest.
The
> > > faces of objects are not drawn on top of eachother corerrectly. Is it
> > > possible that it simply doesn't work correctly in CS?
> > > I have not seen any version of CS where the alpha faces seem to be
sorted
> > > correctly inside an object.
> > > Also, I was actually trying to copy the sorting feature (using
BSPTree)
> > > from the source code to use for something else, but now I an
questioning
> > > does it work in the first place? Anything I could test?
> > >
> > > The version of CS is from a month ago, Win XP
> >
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[CsMain] mesh face sorting problem

2007-10-02 Thread infinity
I have been trying to use sorted faces with an alpha texture, in walktest. I am 
talking about sorting the faces inside one mesh object. I have the settings on 
like back2front (this is a genmesh) and ztest. The faces of objects are not 
drawn on top of eachother corerrectly. Is it possible that it simply doesn't 
work correctly in CS?
I have not seen any version of CS where the alpha faces seem to be sorted 
correctly inside an object.
Also, I was actually trying to copy the sorting feature (using BSPTree) from 
the source code to use for something else, but now I an questioning does it 
work in the first place? Anything I could test?

The version of CS is from a month ago, Win XP-
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Re: [CsMain] export cal3d from blender (script url)

2007-06-14 Thread infinity


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 -
From: "res" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Thursday, June 14, 2007 11:15 AM
Subject: Re: [CsMain] export cal3d from blender (script url)

If you have a version of sprcal3d that supports cal3d model LOD ... well

... we surely wouldn't mind to have it as well ;)



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Re: [CsMain] export cal3d from blender (script url)

2007-06-14 Thread infinity
http://fadedearth.infinityanalog.com/project_tools/bookblender2Cal3D.txt

This script is basically customised for me (and my modified version of
sprcal3d which has LOD and so on ). You don't have to know detailed python
but you will have to understand some settings by looking at the script. Last
version it's tested with is 2.43
If you have problems with the bones you may try clearing the rotation of
mesh and armature seperatly.


- Original Message -
From: "Aurélien PROVIN" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Thursday, June 14, 2007 6:29 AM
Subject: Re: [CsMain] export cal3d from blender


I am interested in your exporter. I have a good understanding in blender
(user only not programming) but I don't know neither python language nor
blender API. I join my first test of exporting to cal3d at :

http://aprovin.linux62.org/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 want to
> use it it may take experimentation and learning some in depth things.
>



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Re: [CsMain] Where is a cal3d exporter/converter for 3ds?

2007-01-11 Thread infinity
Possibly here : http://download.gna.org/cal3d/sources/




Subject: [CsMain] Where is a cal3d exporter/converter for 3ds?


> I want to use 3ds to create cal3d sprites for my app.
> But .. where do I get the exporter or converter from?
>
> I searched in the project forums, mailing list ... google ;) ... but
> couldn't find something that fits ... in my eyes.
>
> Could you please tell me where exactly can find it?
>
> Thank you
>
>
>
>
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Re: [CsMain] How to load teapot.lib?

2006-12-28 Thread infinity
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 to load teapot.lib (the mesh factory) from the archive 
teapot.zip which is within the directory: [cs]/data


  Here is the c++ code, that I used to load the mesh factory:
  csPtr pot = 
this->loader->LoadMeshObjectFactory("/lib/teapot/teapot.lib");




  Compiling this works fine. But at executing the application this error 
appears:
  crystalspace.maploader.parse.map: File '/lib/thdata/teapot.lib' does not seem 
to contain a 'meshfact'!




  BUT! ... If you look at the content of teapot.lib in teapot.zip ... there is 
a tag called 




  Could you be so kind and teach me, where my problem is?




  Thank you in advance!


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[CsMain] pixmap draw, makes a 3d plane

2006-12-28 Thread infinity
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 like the code below.
However, covering most of the screen is the same thing in 3d, and theres no
apparent code to put it there, no object or texture. I'm sure I could get
rid of it somehow, but I'm wondering what it is and what the cause is so I
can understand it better.
On windows, a svn CS version about 2 months old.

if(background.GetTextureHandle())
{
   background.Draw(g3d, tx, ty, 0);
   retu = background.Height();
}
if(selector.GetTextureHandle())
{
int tw = selector.Width() * ratio;
selector.DrawTiled(g3d, tx+5, ty+29, tw, selector.Height(), tx+5,
ty+29, 0);
}




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Re: [CsMain] How to have an arrow-like mesh pointing to a givendirection

2006-11-29 Thread infinity


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: Tuesday, November 28, 2006 6:19 PM
  Subject: [CsMain] How to have an arrow-like mesh pointing to a givendirection


  Hi all,

   

  I'm putting the question back to the top of the list, in the hope that 
someone else might read it. I'm trying hard to solve it, though unsuccessfully. 
TIA.

  --

   

  I'm coding a visual representation of an arrow-like vector that would make it 
possible for the user to actually see a direction in 3D space, for educational 
purposes. First, it would be possible for the user to move (rotate) the arrow, 
turning it to a new direction, returned as a world-space csVector3. Second, the 
user might also supply a world-space csVector3, and then the arrow should point 
to it. The 3D vector representation was modeled on Blender as an arrow starting 
at (0,0,0) and pointing to (0,1,0), in CS coordinate system, and then a 
MeshWrapper is instantiated from the iMeshFactoryWrapper loaded from file.

   

  Well, the first objective was achieved with the following code :

   

  csRef arrow;

  csVector3 direction;

  ...

  direction = 
(arrow->GetMovable()->GetTransform().This2OtherRelative(csVector3(0, 1, 0)));

   

  However, I can't realize how to do the contrary, i.e.,, having the arrow to 
point to a given "csVector3 direction" in world space. I supposed that the 
following code might work, but it doesn't:

   

  // Given direction

  csVector3 direction(...);

  ...

  csReversibleTransform trans;

  trans = arrow->GetMovable()->GetTransform();

  csVector3 trans_direction = trans.Other2ThisRelative(direction);

  trans.LookAt(trans_direction, trans.GetUp());

  arrow ->GetMovable()->SetTransform(trans);

   

  I ask you if someone could kindly suggest how to obtain the desired results, 
as I've ran out of ideas!!! I would be very glad to give any other required 
information.

   

  Thank you in advance!

   

  Best regards,

   

  Mario.

   



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Re: [CsMain] 3ds max cal3d exporting

2006-10-06 Thread infinity
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 PROTECTED]>
To: "Piotr Obrzut" <[EMAIL PROTECTED]>; "CS developers and users list"

Sent: Friday, October 06, 2006 4:42 AM
Subject: Re: [CsMain] 3ds max cal3d exporting


> Hello,
>
> I saw something a while back similar to this, but can't remember what it
is
> exactly... Have you tried adjusting the LOD?
>
> On Thursday 05 October 2006 20:41, Piotr Obrzut wrote:
> > hi,
> >
> >   I have problems with 3ds max cal3d model exporting. Our artist was
> >   trying many switches, but the results looked like this:
> >   http://www.ragecomm.com/obi/cal3d_bug.JPG
> >   http://www.ragecomm.com/obi/cal3d_bug2.JPG (after making max bones
> >   per vertex higher)
> >
> >   Anyone have experience with this exporter?
>
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[CsMain] Cal3d problems & Re: old version to svn version

2006-09-22 Thread infinity

The problem I was having was a mistake in my project, sorry.

Im using the latest win32 libs and I'm having some problems with Cal3d
models. This includes models  that were in crystal core and worked with
older versions of cs and the libs.
The normals are reversed on everything, actually I think it's that the mesh
is mirrored, light is appearing on the oposite side of where it normally
would, and you can see inside the mesh. This didn't happen in previous
versions of CS, or in the cal3d miniviewer.
When lod is not set to 1.0, some vertices will return to their original
state and not animate, as if no bones have any influence.
This happens in the current version and old version the same. It never
happens in the cal3d miniviewer I have, that shows it correctly.

I don't think it's something I'm doing incorrectly because the viewmesh has
the flipped problem too, and probably the other problem too but I don't know
if it can set the lod.

I can provide any information or images that might help. I hope someone has
some clue or idea at least of where the problem is, should I try to use a
different Cal3d version like 0.10.0.


thanks,

Bookeater


- Original Message -
From: "Jorrit Tyberghein" <[EMAIL PROTECTED]>
To: "CS developers and users list" 
Sent: Thursday, September 21, 2006 11:12 PM
Subject: Re: [CsMain] old version to svn version


> Can I see a bit more of the source that is causing errors and also the
> exact error you get?
>
> Greetings,
>
> On 9/21/06, infinity <[EMAIL PROTECTED]> wrote:
> > 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 in the new simple:
> >
> > class Simple
> > {
> > private:
> >   iObjectRegistry* object_reg;
> > ...
> >
> > Then in functions to load things like csRef
osys=
> > SCF_QUERY_INTERFACE (dynSys,
> > it says : `GetVersion' is not a member of `'
> >
> >
> >
> > Bookeater
> >
> >
> >
>
> -
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>
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
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[CsMain] old version to svn version

2006-09-21 Thread infinity
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 in the new simple:

class Simple
{
private:
  iObjectRegistry* object_reg;
...

Then in functions to load things like csRef osys=
SCF_QUERY_INTERFACE (dynSys,
it says : `GetVersion' is not a member of `'



Bookeater



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[CsMain] Cal3d combine animations

2006-08-08 Thread infinity
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
that I mean the arm animation would also change the legs even though it has
no leg keyframes.Using set action does not overlay but replaces the current
anim. Does anyone have any examples of these things working properly so I
can see where the problem may be.
Also I have tried many settings for the random overrides of idle animations
and I still see only the normal idle. Example of that would be usefull as
well.
On a positive note I did manage to set the mixmode on cal3d meshes to make
them fade out.

Bookeater



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[CsMain] error I don't understand

2006-07-05 Thread infinity
I've built CS a lot of times, but am getting this error with the latest CVS
snapshot from 7/4/06. I installed libs, configure ran, here is a part of the
error log below, and the full log at
http://infinityanalog.com/epic/error.txt. Does anyone know what this is
about? What is the required version of the mingw compiler? This is on MSYS.





In file included from include/csutil/blockallocator.h:28,

from libs/csutil/win32/callstack-dbghelp.h:25,

from libs/csutil/callstack.cpp:33:

include/csutil/bitarray.h: In instantiation of
`csComparatorBitArray':

include/csutil/bitarray.h:584: instantiated from here

include/csutil/bitarray.h:551: Internal compiler error in
lookup_template_class

, at cp/pt.c:4079

Please submit a full bug report,

with preprocessed source if appropriate.

See http://www.mingw.org/bugs.shtml> for instructions.








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