thanks ¡¡¡¡agnas wrote:I want to inform the utility was updated 2 months ago, and it's working correctly in Blender 2.63 The correct location is this and the file's name is B3DExport.py.
Don´t forget to enable it after install using the panel in User Preferences-> Addons, it won´t work otherwise
Search found 155 matches
- Wed Sep 05, 2012 8:48 am
- Forum: Everything 2d/3d Graphics
- Topic: How to use Blender .b3d exporter?
- Replies: 16
- Views: 13974
Re: How to use Blender .b3d exporter?
- Wed Sep 05, 2012 8:44 am
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
Index: .
===================================================================
--- . (revision 4306)
+++ . (working copy)
@@ -170,6 +170,12 @@
//! Make a rotation matrix from Euler angles. The 4th row and column are unmodified.
inline CMatrix4<T>& setRotationRadians( const vector3d<T>& rotation ...
===================================================================
--- . (revision 4306)
+++ . (working copy)
@@ -170,6 +170,12 @@
//! Make a rotation matrix from Euler angles. The 4th row and column are unmodified.
inline CMatrix4<T>& setRotationRadians( const vector3d<T>& rotation ...
- Fri Jun 22, 2012 4:43 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
Actually there is no significant RAM usage inside Irrlicht for the VBOs, but it is probably the memory allocated by the gfx driver. You can delete hardware buffers after you're done with rendering these components with the proper driver call.
I have a list of models( big models, 32 bit vertex ...
I have a list of models( big models, 32 bit vertex ...
- Fri Jun 22, 2012 11:00 am
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
I have 200 mB in Ram, when arrive to render( next code ), ram grow up many.
driver->setMaterial( cr->getMaterial(0) );
for( int cont = 0; cont < cr->getMesh()->getMeshBufferCount(); cont++ )
driver->drawMeshBuffer( cr->getMesh()->getMeshBuffer(cont) );
And them I can't release the memory ...
driver->setMaterial( cr->getMaterial(0) );
for( int cont = 0; cont < cr->getMesh()->getMeshBufferCount(); cont++ )
driver->drawMeshBuffer( cr->getMesh()->getMeshBuffer(cont) );
And them I can't release the memory ...
- Fri Jun 22, 2012 9:56 am
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
I have 200 mB in Ram, when arrive to render( next code ), ram grow up many.
driver->setMaterial( cr->getMaterial(0) );
for( int cont = 0; cont < cr->getMesh()->getMeshBufferCount(); cont++ )
driver->drawMeshBuffer( cr->getMesh()->getMeshBuffer(cont) );
And them I can't release the memory ...
driver->setMaterial( cr->getMaterial(0) );
for( int cont = 0; cont < cr->getMesh()->getMeshBufferCount(); cont++ )
driver->drawMeshBuffer( cr->getMesh()->getMeshBuffer(cont) );
And them I can't release the memory ...
- Wed Apr 25, 2012 3:53 pm
- Forum: Advanced Help
- Topic: [solved]changing obj loader to 32bit index type
- Replies: 1
- Views: 627
Re: changing obj loader to 32bit index type[solve]
I found the problem.
fast_atof don't work if we have a big float values(like long double) in ascii files.
fast_atof don't work if we have a big float values(like long double) in ascii files.
- Wed Apr 25, 2012 3:34 pm
- Forum: Advanced Help
- Topic: [solved]changing obj loader to 32bit index type
- Replies: 1
- Views: 627
[solved]changing obj loader to 32bit index type
I have changed the constructor class.
struct SObjMtl
{
SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
RecalculateNormals(false)
{
Meshbuffer = new CDynamicMeshBuffer(video::EVT_STANDARD,video::EIT_32BIT);
//Meshbuffer = new SMeshBuffer();
Meshbuffer->Material.Shininess ...
struct SObjMtl
{
SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0),
RecalculateNormals(false)
{
Meshbuffer = new CDynamicMeshBuffer(video::EVT_STANDARD,video::EIT_32BIT);
//Meshbuffer = new SMeshBuffer();
Meshbuffer->Material.Shininess ...
- Mon Feb 27, 2012 3:47 pm
- Forum: Advanced Help
- Topic: Aply the same vertexbuffer to multi-meshbuffers
- Replies: 4
- Views: 947
Re: Aply the same vertexbuffer to multi-meshbuffers
Sorry I want to say
Code: Select all
dmb->setVertexBuffer( (scene::IVertexBuffer*)meshbuffer->getVertices() );
- Mon Feb 27, 2012 1:57 pm
- Forum: Advanced Help
- Topic: Aply the same vertexbuffer to multi-meshbuffers
- Replies: 4
- Views: 947
Aply the same vertexbuffer to multi-meshbuffers
for( unsigned int indexGroupVertex = 0; indexGroupVertex < numMeshBuffer; indexGroupVertex++ )
{
if( )
{
dmb->getVertexBuffer().reallocate( meshbuffer->getVertexCount() );
video::S3DVertex* vertex = (video::S3DVertex*)meshbuffer->getVertices();
for( unsigned int cont = 0; cont < meshbuffer ...
- Thu Feb 02, 2012 4:48 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
In windows, like example 14(window mode) with directx 9.0c there are problems with ZBUFFER.
Nvidia GeForce GTX 560 Ti have problems with ZBUFFER( I'm making one application with viewports in windows with directx sdk and visual express 2010), My program work great in Nvidia GeForce GT 550M (from ...
Nvidia GeForce GTX 560 Ti have problems with ZBUFFER( I'm making one application with viewports in windows with directx sdk and visual express 2010), My program work great in Nvidia GeForce GT 550M (from ...
- Wed Feb 01, 2012 9:46 am
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
In windows, like example 14(window mode) with directx 9.0c there are problems with ZBUFFER.
Nvidia GeForce GTX 560 Ti have problems with ZBUFFER( I'm making one application with viewports in windows with directx sdk and visual express 2010), My program work great in Nvidia GeForce GT 550M (from ...
Nvidia GeForce GTX 560 Ti have problems with ZBUFFER( I'm making one application with viewports in windows with directx sdk and visual express 2010), My program work great in Nvidia GeForce GT 550M (from ...
- Wed Jan 18, 2012 10:18 pm
- Forum: Bug reports
- Topic: The latest SVN bugs thread
- Replies: 407
- Views: 230300
Re: The latest SVN bugs thread
In windows, like example 14(window mode) with directx 9.0c there are problems with ZBUFFER.
- Fri Dec 16, 2011 12:46 pm
- Forum: Advanced Help
- Topic: render vertex without index
- Replies: 1
- Views: 455
render vertex without index
work if I send index_vertex
video::SMaterial mat;
mat.Lighting = false;
mat.DiffuseColor = SColor(255,255,255,255);
mat.PointCloud = true;
driver->setMaterial( mat );
driver->drawMeshBuffer( node->getMesh()->getMeshBuffer(0) );
/*
driver->drawVertexPrimitiveList(
node->getMesh ...
video::SMaterial mat;
mat.Lighting = false;
mat.DiffuseColor = SColor(255,255,255,255);
mat.PointCloud = true;
driver->setMaterial( mat );
driver->drawMeshBuffer( node->getMesh()->getMeshBuffer(0) );
/*
driver->drawVertexPrimitiveList(
node->getMesh ...
- Sun Dec 04, 2011 3:30 pm
- Forum: Advanced Help
- Topic: [fixed]Matrix question
- Replies: 3
- Views: 1053
Re: Matrix question
I found the problem, this functions would can put in matrix.h
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setRotationAxisLH( const T& angle, const vector3d<T>& axis )
{
const f64 c = cos( angle );
const f64 s = sin( angle );
const f64 t = 1.0 - c;
const f64 tx = t * axis.X;
M ...
template <class T>
inline CMatrix4<T>& CMatrix4<T>::setRotationAxisLH( const T& angle, const vector3d<T>& axis )
{
const f64 c = cos( angle );
const f64 s = sin( angle );
const f64 t = 1.0 - c;
const f64 tx = t * axis.X;
M ...
- Sun Dec 04, 2011 12:46 pm
- Forum: Advanced Help
- Topic: [fixed]Matrix question
- Replies: 3
- Views: 1053
Re: Matrix question
No, I think that no. Thanks,
But I have other question, matrix multiplication have diferents values than other librarie's matrix(small but exist). ¿there are any method of optimization in core ?
But I have other question, matrix multiplication have diferents values than other librarie's matrix(small but exist). ¿there are any method of optimization in core ?