lingo-l what is happening with my fonts ?
can anyone please explain this to me. i have a stub movie which runs a main movie which then opens some other movies for certain functions. The problem is that all of a sudden with definitely no editing of some of the movies by me all examples of the arial font on a button or checkbox are displayed as illegible multilines ie P owe r Po int instead of powerpoint. This only happens when opened by another movie, its fine in DirMX authoring and if i make a standalone projector of the individual movies they are ok. If i change the font in director it is also ok. I've burnt a cd and run it on another machine with exactly the same results and i've replaced my arial font. I am now at my wits end - any suggestions much appreciated. Lee Blinco Multimedia Developer AVR Productions +44 (0)1462 819603 [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l giving information from DB
Hello. This is a movie that all the information comes from an access database. All the data are save on external casts and the records on access only have the path: videos.CST/aseguir.mov This code works fine to give one video: myDBValue = dGRSGetFieldValue(video rsvideo) str = the itemDelimiter the itemDelimiter = / myCast = myDBValue.item[1] myVideo= myDBValue.item[2] the itemDelimiter = . myCast = myCast.item[1] myVideo = myvideo.item[1] the itemDelimiter = str set the member of sprite 12 to member (myvideo,myCast) Now we want the same but giving 3 images. This is the sql query: set sqlString=SELECT imagem FROM (gesto INNER JOIN imgpicto ON gesto.IDgesto = imgpicto.IDgesto) WHERE gesto.Designacao Like ' pesquisa ' set rsImagem = DGCreateRecordset(sqlString, dbHandle) And the final code: myDBValue = dGRSGetFieldValue(imagem rsImagem) str = the itemDelimiter the itemDelimiter = / myCast = myDBValue.item[1] myImage = myDBValue.item[2] the itemDelimiter = . myCast = myCast.item[1] myImage = myImage.item[1] the itemDelimiter = str set the member of sprite 18 to member (myImage,myCast) set the member of sprite 19 to member (myImage,myCast) set the member of sprite 20 to member (myImage,myCast) This code gives 3 images but the same one. How can we tell lingo to retrives the 3 different images that are on DB? Thank you. _ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
I´ve been having the same exact problem in win 2k pro, can´t update the changes without puppetsprite or can´t move the sprite around using lingo without puppetsprite, so i think it´s no XP problem but something altoghether different. My solution was to use puppetsprite whenever the machine wanted me to and let investigation for some other time when i have the time to do it properly but so far i was not able to determine which is the origin of the problem, but its not random at least it is always the same. When i try to move sprites or change its properties i have to puppet them, otherwise they won´t work as they´re supposed to. At least i now know someone out there shares my problem, so i don´t feel as idiotic as before. - Original Message - From: Howdy-Tzi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, July 30, 2003 2:38 AM Subject: Re: lingo-l when/why is pupperSprite necessary? On Wednesday, Jul 30, 2003, at 00:19 America/Chicago, Slava Paperno wrote: The movie is kind of heavy and full of handlers and stuff (tens of thousands of lines of Lingo), maybe that has something to do with it. Uh. If you come across a bizarre situation like this, it is *always* a good plan to try to replicate it using a *bare bones* movie. That means: 1. Exit Director entirely to make sure all memory is purged. Clearglobals ain't enough. 2. Re-load Director, but NOT with the movie that's having troubles. Just a new blank movie. 3. Try to replicate the problem using the simplest means available. In this case that would mean using two cast members, one sprite and Message window code. It's almost certain, in fact darn near 100 percent certain, that one of the many many lines of code you're referring to is responsible for this. Can you run a trace on the Lingo and see if anything's interfering? BTW what exactly are you working on? (I'm curious. ;) Warren Ockrassa | President, nightwares LLC [EMAIL PROTECTED] nightwares LLC | Consulting Programming http://www.nightwares.com/ Developer | Structor, a presentation development/programming tool Info and demo | http://www.nightwares.com/structor/ Author | Director 8.5 Shockwave Studio: A Beginner's Guide Chapter samples | http://www.nightwares.com/director_beginners_guide/ [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l what is happening with my fonts ?
At 04:07 2003-07-30, Lee Blinco wrote: The problem is that all of a sudden with definitely no editing of some of the movies by me all examples of the arial font on a button or checkbox are displayed as illegible multilines ie P owe r Po int instead of powerpoint. Check out the Quirks Lists at http://www.updatestage.com This quirk has been around for several versions, so if you don't see it described in the MX quirks, look in previous versions of the list. -- Mark A. Boyd Keep-On-Learnin' :) [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
At 19:06 2003-07-29, Slava Paperno wrote: This used to work without puppetting sprite(1).member = member(MyText, Texts) --you see the text of the member on the stage sprite(1).member = member(MyBitmap, Bitmaps) updateStage --you see the bitmap on the stage Does it work any better if you swap out members of the same type? I seem to recall that D7 would actually bug out if you swapped a sprite's member type out from under it. I avoid it so I don't know how newer versions behave. -- Mark A. Boyd Keep-On-Learnin' :) [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l correct tell syntax within MIAW
Hi list... My projector chokes within the following handler: on mTransition(me, whichTrans, whichMarker) if the runmode = Projector then tell (window theTOC) puppetTransition(whichTrans) go whichMarker end tell else -- author mode puppetTransition(whichTrans) go whichMarker end if end The problem is the method is in a global parent script and it's being called by a MIAW using external casts originally loaded from the stub projector movie. So, what's the right syntax? In author mode, it works fine. In projector mode, the go line crashes the projector. Thanks, - Michael M. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
RE: lingo-l correct tell syntax within MIAW
My projector chokes within the following handler: on mTransition(me, whichTrans, whichMarker) if the runmode = Projector then tell (window theTOC) puppetTransition(whichTrans) go whichMarker end tell else -- author mode puppetTransition(whichTrans) go whichMarker end if end The problem is the method is in a global parent script and it's being called by a MIAW using external casts originally loaded from the stub projector movie. So, what's the right syntax? In author mode, it works fine. In projector mode, the go line crashes the projector. Not quite sure I understand. Why do you have it behaving differently in authoring and in a projector? Are you testing the MIAW movie by itself in authoring? Could you explain what you mean by using external casts originally loaded from the stub? Are the casts linked to the MIAW? Did you create an object in the stub? If so, the object should be available from the MIAW, and you can call it directly from the MIAW, as you are doing in the author mode code. Did you try running the author mode version in a projector? Cordially, Kerry Thompson [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
Thanks, Mark, At 07:32 AM 7/30/03 -0700, you wrote: Does it work any better if you swap out members of the same type? I seem to recall that D7 would actually bug out if you swapped a sprite's member type out from under it. I avoid it so I don't know how newer versions behave. Yes, when the member is of the same type, on-the-fly swapping is no problem. It is also unproblematic in a small test movie. I thought that I may have some code somewhere that keeps reversing the member swap or the visibility setting, e. g. in an exitFrame handler, but there's none. The exitFrame calls are not responsible, and I don't have any idle handlers. S. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
RE: lingo-l correct tell syntax within MIAW
Forget that post. Problem solved. I didn't have the right syntax on the member param in puppetTransition. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
RE: lingo-l Xml parser xtra question
Nice observation, Troy! Thanks!! I really do dig that object inspector. - Michael M. When debugging, is there any way to see the structure of parsed xml under the variable tabs (DMX interface). Currently, all I see there is the instance of the xtra: Xtra child XmlParser 2 2c1bfe0. I'd like to be able to see a tree view of the data. Am I missing something? When you parse the data, you parse it into an object variable... drag that into the object inspector, and viola ... tree-viewed for debugging. [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l detecting whether projector is running from write protected drive
You could also use FileXtra4 to do this same method (writing a file and then deleting it), and you can delete the file without opening it. Charlie Fiskeaux II Media Designer The Creative Group www.cre8tivegroup.com 859/858-9054x29 cell: 859/608-9194 - Original Message - From: Brennan [EMAIL PROTECTED] To: Lingo-L Digest [EMAIL PROTECTED] Sent: Thursday, July 24, 2003 7:34 AM Subject: lingo-l detecting whether projector is running from write protected drive Hi folks, I want to find out whether my projector is running from a write protected drive. I don't want to rely on Windows drive letters because I want a cross platform solution and in any case, an increasing number of people have more than one write protected drive on their windows box. (e.g. both a DVD and CD drive). This turned out to be trickier than I thought. I felt sure there would be some system property, or that buddyAPI or fileio would do it for me. In the end, I've opted for fileIO, but it's a bit messy. FileIO will not report an error if I try to open a file with the 'write' flag set to true, which strikes me as a bug. It will, however, cause an error if I try to create a file on a non-writable drive, although if the drive is writable, I then have to 'clean up' and remove the dummy file that got created, which requires also that I open it. (You can only delete a file that is open with fileIO). This seems like a lot of messing about, but it works. Here's my code, does anyone have a slicker approach? Suggestions for freeware xtras are welcome. on moviePathWritable f = new(xtra fileio) dummyFilePath = the moviepath zxxz.txt f.createFile(dummyFilePath) errCode = f.status() if errCode 0 then -- some error, assume that disk can not be written to return false end if f.openfile(dummyFilePath, 0) f.delete() return true end Brennan [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l giving information from DB
On Wednesday, Jul 30, 2003, at 06:47 America/Chicago, margarida g i r ã o wrote: This code works fine to give one video: myDBValue = dGRSGetFieldValue(video rsvideo) str = the itemDelimiter the itemDelimiter = / myCast = myDBValue.item[1] myVideo= myDBValue.item[2] the itemDelimiter = . myCast = myCast.item[1] myVideo = myvideo.item[1] the itemDelimiter = str set the member of sprite 12 to member (myvideo,myCast) Now we want the same but giving 3 images. This is the sql query: set sqlString=SELECT imagem FROM (gesto INNER JOIN imgpicto ON gesto.IDgesto = imgpicto.IDgesto) WHERE gesto.Designacao Like ' pesquisa ' set rsImagem = DGCreateRecordset(sqlString, dbHandle) It would be EXTRAORDINARILY helpful if you could give an example of the actual string you're parsing. All we've got now is a variable that contains Mystery Text. Since my crystal ball is currently in the shop for repairs I can't guess what 'rsImagem' contains, nor can anyone else, which makes it pretty difficult for anyone to offer you assistance. And the final code: [...] This code gives 3 images but the same one. How can we tell lingo to retrives the 3 different images that are on DB? Have you looked into repeat loops? Have you looked into ways to load lists or property lists with variables? Have you looked into rudimentary text parsing with Lingo via 'offset' or more advanced parsing using an Xtra such as PRegEx? Warren Ockrassa | President, nightwares LLC [EMAIL PROTECTED] nightwares LLC | Consulting Programming http://www.nightwares.com/ Developer | Structor, a presentation development/programming tool Info and demo | http://www.nightwares.com/structor/ Author | Director 8.5 Shockwave Studio: A Beginner's Guide Chapter samples | http://www.nightwares.com/director_beginners_guide/ [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
RE: lingo-l correct tell syntax within MIAW
Hi Kerry... The problem is solved, and it's like a big sandbag off my shoulders, as it was the culmination of a *much* larger issue. So, I'll explain. I'm parsing xml into meaningful text in a field to be read on the fly by an OS Control v2 xtra menu sprite. The menu wasn't working, so I tried to narrow down why, and I saw that the text was parsed fine but choosing menu items didn't do anything. The menu items are essentially: choice | gData.mTransition(wipeLeft,goSomewhere) Where gData is my controlling object and mTransition makes a transition happen and goes to a new marker. The hideous problem was that in author mode, it would work, but crash in the projector. Well, the XML was right, so therefore the OS control should have worked, so I guessed it had to be in the parent method. I then realized I needed a tell because this is happening in a MIAW that was spawned by the as now hidden stage/stub projector. I realized that without the tell, the parent object method was trying to execute these commands on the stage. Yuck, hence the tell. In author mode, I don't need a tell, but that movie is a MIAW in projector mode. Then, the punchline is that I had the syntax on the puppetTransition wrong. Instead of puppetTransition(whichTrans), it *should have been* puppetTransition(member(whichTrans, sharedAssets)), because that transition is in an external cast. So that's the reason for branching the code differently from author to projector modes. Hope that was written clearly. And thanks for the response. I always appreciate the feedback. - Michael M. My projector chokes within the following handler: on mTransition(me, whichTrans, whichMarker) if the runmode = Projector then tell (window theTOC) puppetTransition(whichTrans) go whichMarker end tell else -- author mode puppetTransition(whichTrans) go whichMarker end if end The problem is the method is in a global parent script and it's being called by a MIAW using external casts originally loaded from the stub projector movie. So, what's the right syntax? In author mode, it works fine. In projector mode, the go line crashes the projector. Not quite sure I understand. Why do you have it behaving differently in authoring and in a projector? Are you testing the MIAW movie by itself in authoring? Could you explain what you mean by using external casts originally loaded from the stub? Are the casts linked to the MIAW? Did you create an object in the stub? If so, the object should be available from the MIAW, and you can call it directly from the MIAW, as you are doing in the author mode code. Did you try running the author mode version in a projector? Cordially, Kerry Thompson [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
At 08:41 2003-07-30, Slava Paperno wrote: I thought that I may have some code somewhere that keeps reversing the member swap or the visibility setting, e. g. in an exitFrame handler, but there's none. The exitFrame calls are not responsible, and I don't have any idle handlers. I hate to ask the obvious, but is there a chance that you puppeted that sprite channel earlier and forgot to unpuppet it? Another thought. Since #text members are Direct-to-stage by default, I wonder if replacing 'updateStage' with the old 'the stageColor = the stageColor' trick might work? -- Mark A. Boyd Keep-On-Learnin' :) [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
On Wednesday, Jul 30, 2003, at 13:01 America/Chicago, Mark A. Boyd wrote: Another thought. Since #text members are Direct-to-stage by default They are? Um, then why do ink effects work on them? -- WthmO [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
Nope, no other puppetting. And I just tried tirning the member DTS off, and also the stageColor trick. That doesn;t help. But the puppetting trick always does. Thanks. S. At 11:01 AM 7/30/03 -0700, Mark A. Boyd wrote: At 08:41 2003-07-30, Slava Paperno wrote: I thought that I may have some code somewhere that keeps reversing the member swap or the visibility setting, e. g. in an exitFrame handler, but there's none. The exitFrame calls are not responsible, and I don't have any idle handlers. I hate to ask the obvious, but is there a chance that you puppeted that sprite channel earlier and forgot to unpuppet it? Another thought. Since #text members are Direct-to-stage by default, I wonder if replacing 'updateStage' with the old 'the stageColor = the stageColor' trick might work? [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
At 11:41 Uhr -0400 30.07.2003, Slava Paperno wrote: Thanks, Mark, At 07:32 AM 7/30/03 -0700, you wrote: Does it work any better if you swap out members of the same type? I seem to recall that D7 would actually bug out if you swapped a sprite's member type out from under it. I avoid it so I don't know how newer versions behave. Yes, when the member is of the same type, on-the-fly swapping is no problem. It is also unproblematic in a small test movie. I thought that I may have some code somewhere that keeps reversing the member swap or the visibility setting, e. g. in an exitFrame handler, but there's none. The exitFrame calls are not responsible, and I don't have any idle handlers. something seems definately going wrong with text members and auto puppeting. currently I am trying to track down the following one, which mnay be related to what you are seeing: - create a new movie - create a #text member with some content - create a #bitmap member with some content - drag the #text to the stage - create a frameloop script in a frame within the range of sprite(1) = the sprite with the #text - start the movie - type in the message window: sprite(1).member = member(2) what you see now, is that the #bitmap is resized to fit the sprite rect, the #text sprite formerly had (which should only happen, if the sprite rect was changed from its default (= member.rect) to another value) first I thought, OK, the #text member forces the sprite rect also according to the framing settings of the #text member. but wait ! now stop the movie, select sprite 1 in the score, select member 2 in the castlib (the #bitmap) and exchange members (- Cmd + E) select the #text member again and exchange castmembers another time (- Cmd + E) back to the initial #text member. now run the movie again and execute again the line you typed into the message window. what I see on DiMX running on OSX 10.2.6 is, that it now works like I expected it to work... I am not sure what causes this to happen, but meanwhile you could try the same with your movie: exchange the #text member to any #bitmap member and back to the #textmember again and see if that fixes your problem. also try different settings for the #text member itself. could it be by any chance, that it is set to DTS ? -- ||| a¿ex -- [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
At 11:35 2003-07-30, Howdy-Tzi wrote: On Wednesday, Jul 30, 2003, at 13:01 America/Chicago, Mark A. Boyd wrote: Another thought. Since #text members are Direct-to-stage by default They are? Um, then why do ink effects work on them? Uh oh. I can't get to Director right now to verify, so I could be wrong about the default. Am I thinking of text member's scroll bars? Or maybe Slava has set the member's DTS property anyway? Easiest thing for me is to simply avoid such oddities by swapping like member types. -- Mark A. Boyd Keep-On-Learnin' :) [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
Re: lingo-l when/why is pupperSprite necessary?
On Wednesday, Jul 30, 2003, at 14:22 America/Chicago, Mark A. Boyd wrote: Another thought. Since #text members are Direct-to-stage by default They are? Um, then why do ink effects work on them? Uh oh. I can't get to Director right now to verify, so I could be wrong about the default. Am I thinking of text member's scroll bars? Quite possibly. The scrollbars on both #text and #field members are DTS (and that can't be changed), and that's a pretty annoying habit of Director, as anyone knows who's tried to dynamically set or move those member types around on the stage -- you have to refresh the stageColor to get the scrollbars to disappear. But I've not yet come across a #text member with DTS on by default. That would seem to belie the value of the antialiasing they offer, particularly over textured backgrounds. -- WthmO [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l 3d in miaw, models disappeared
Hello, I've an odd problem that I've spent about 2 days debugging. Hopefully it is just something really stupid on my part, but here goes. :) I have a Shockwave 3D world in an LDM. This LDM is used (successfully) in our application, which runs as an MIAW, without problems. This same LDM, with a copy of the 3D world is embedded into an additional MIAW (while the LDM is or isn't present in the main MIAW, it doesn't seem to matter). (And, if it were visible, they'd be using separate 3D world members in this case. In other cases, I share the same 3D world amongst many LDMs, each of which has its own camera into the shared world/space. But that's a tangent and hopefully not important.) The fun part is that I can get a model to show up in this 3D world in the additional MIAW, but after I interact with it and cause it to be replaced by a number of other models, they don't show up correctly. The camera *and* the models appear to be in the correct positions in the underlying data. One way that I judge that is that I can use camera.modelUnderLoc and modelsUnderLoc and get back the correct models. I can also interact with them a bit via the mouse (An MIAW-based drop down menu shows up if I right click where the model would be. Also, if I turn on my MIAW-based drag/drop code, then I can drag from where the model should be as well. But all this means is that modelUnderLoc is working.). The models just don't render. Via the mouseUnderLoc routine, I print out data about the models and the following all look correct: theModel.visibility = #front theModel.shader = shader(a valid shader) theModel.shader.texture = texture(a valid texture) theModel.transform.position = vector(0., 0., 80.) theModel.transform.rotation = vector(0., 0., 0.) theModel.transform.scale = vector(3.5714, 3.5174, 1.) When I turn on debug on the model, I see the debug visualization _only_ when the model is visible. Once the initial model is removed and the new ones added that don't show up on screen, I then see _no_ debug visualization. And, just to make this really fun, this only happens under a projector. In Director, all is well and life is (relatively) happy. Any thoughts/suggestions/advice? - Bruce [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
lingo-l Re: 3d in miaw, models disappeared
And a further bit of perhaps-useful information: The camera is doing an orthographic projection. Behind the whole scene is a parchment image with the various models above that in Z layers. The parchment is visible. The result of a modelsUnderLoc that picks up a model that isn't visible looks like: [ [#model: model(CardID_9U_BaseText), #distance: 23669.9980, #isectPosition: vector( 472.5000, -49., -2.36700e4 ), #isectNormal: vector( 0., 0., 1. ), #meshID: 1, #faceID: 47, #vertices: [vector( 471.3400, -46.7600, -2.36700e4 ), vector( 471.3400, -58.5100, -2.36700e4 ), vector( 482.5067, -58.5100, -2.36700e4 )], #uvCoord: [#u: 0.0868, #v: 0.1039]], [#model: model(CardID_9U_template), #distance: 23750., #isectPosition: vector( 472.5000, -49., -2.37500e4 ), #isectNormal: vector( 0., 0., 1. ), #meshID: 1, #faceID: 736, #vertices: [vector( 474.1617, -48.1812, -2.37500e4 ), vector( 471.2400, -48.1812, -2.37500e4 ), vector( 474.1617, -51.0236, -2.37500e4 )], #uvCoord: [#u: 0.5687, #v: 0.2881]], [#model: model(Items_parchment), #distance: 24000., #isectPosition: vector( 472.5000, -49., -2.4e4 ), #isectNormal: vector( 0., 0., 1. ), #meshID: 1, #faceID: 2, #vertices: [vector( 812., 310., -2.4e4 ), vector( -212., 310., -2.4e4 ), vector( 812., -714., -2.4e4 )], #uvCoord: [#u: 0.3315, #v: 0.3506]] ] So, it intersected 3 models, 2 of which were for the thing that I wanted to be visible. The vertices (in world space) appear to be correct for both of those models, as well as the background parchment. (The distance between the 1st and 2nd models is due to a different issue that I've been having with orthographic projection, where Z fighting seems to happen often. I'm not (as) worried about that at the moment though.) - Bruce [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
RE: lingo-l video panorama
What I want to do is a single node, but with the image animated. Take any of the samples and imagine the clouds and water moving, day becoming night. I don´t find any examples of something like this (yeah, I know is not going to be web friendly). Shouldn´t be difficult. Ideas: 1. Make a Director 3D based panorama, really a sphere with inward normals (using RealViz or by hand in Lingo), then animate the texture using code. I know you started out looking for something not too Lingo intensive, but this may help you with your goal. Using Lingo you can either (a) animate textures so that your day texture blends out and your night texture blends in, or (b) have a large texture, half of which is night half of which is day, and then animate the texture's transform so that it is literally moving in the background. Some careful authoring could have you working with a nice wrap-around (day -- night -- day -- ... rinse, lather, repeat). 2. Again, make a Director 3D based panorama and then apply a video texture. It's another tricky piece but you're in luck as I have an example of doing just this (more on that demo later). This way you have your panorama model (again, just a sphere with inward pointing normals) acting like a giant movie screen on which you are playing your video that shows day going to twilight, then to night, then to sunrise, then back to day, etc. Here is a link to the demo I referred to: http://poppy.macromedia.com/~thiggins/flash_integration/flashvideo/index.htm The above URL will take you to a page on which I discuss using a Flash sprite, where that Flash movie is a QuickTime file converted to a SWF using Sorenson's Squeeze utility, or using that QuickTime file directly, and then applying the _playing_video_with_audio_ as a texture to a 3D cube model. Your case would be quite similar except that you'd have to worry a bit about texture mapping (the video maps nicely on to a flat box surface, mapping it onto a sphere model may look funky). At the URL above you'll find a short write-up, demos to look at (at both high and low data rates) and *source*files* so you can look at my code. The initial intent of the demo was to compare Flash Video Textures against QuickTime Video Textures on a performance level. I dunno how either of those ideas will pan out for you, but I figured I'd throw them out there for you to consider. If you do begin to dabble with 3D in Director then I'd highly recommend taking a look at dir3d-l, a *great* mailing list about 3D in Director, for info go here: http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l Good luck with your project, I hope our information helps out. Rock on, Tom Higgins Product Specialist - Director Team Macromedia ... [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]