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 fi
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,
*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 exe
>>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/S
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
cso
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
Upd
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 d
->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
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 t
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, J
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
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 onl
>>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] Net
soft(R) Visual Studio 2008.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
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
> col
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 sh
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
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
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://crystalspac
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
> > d
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?
---
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" <[EMA
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 somethin
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:
> >
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 = renderbuf
ay, 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
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. I
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
- O
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: sta
es. 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
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
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
ux62.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
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 ;
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 t
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
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: Tue
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 PROTEC
nd 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
> > GetObj
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
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
tha
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 o
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