Yet another LMTS-MeshFileLoader update (version1.5)
Yet another LMTS-MeshFileLoader update (version1.5)
Version 1.4 - 12 March 2005
- Fixed bug in texture and subset loading code that would possibly cause crash.
- Fixed memory cleanup to avoid leak when loading more then one mesh
- Used the irrlicht Logger instead of cerr to output warnings and errors.
The constructor has changed:
from:
CLMTSMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver)
to:
CLMTSMeshFileLoader(IrrlichtDevice* device)
Get it here:
http://development.mindfloaters.de/Downloads.12.0.html
jox
- Fixed bug in texture and subset loading code that would possibly cause crash.
- Fixed memory cleanup to avoid leak when loading more then one mesh
- Used the irrlicht Logger instead of cerr to output warnings and errors.
The constructor has changed:
from:
CLMTSMeshFileLoader(io::IFileSystem* fs, video::IVideoDriver* driver)
to:
CLMTSMeshFileLoader(IrrlichtDevice* device)
Get it here:
http://development.mindfloaters.de/Downloads.12.0.html
jox
Last edited by jox on Tue Mar 15, 2005 9:32 am, edited 1 time in total.
It is like it is. And because it is like it is, things are like they are.
Mant thanks for version 0.14 Jox; it works and looks sweet!!!
Finally LordTrancos' sample map is loading 1:1 in irrlicht!!!
I just got one error:
but I commented line 339 out and it compiles fine. If you know of a way to fix it plz let me know.
very nice job!!!
Finally LordTrancos' sample map is loading 1:1 in irrlicht!!!
I just got one error:
Code: Select all
CLMTSMeshFileLoader.cpp(339) : error C3861: 'sprintf': identifier not found, even with argument-dependent lookup
very nice job!!!
Hi, jox
I would like to update lmts-loader up to v1.4 right in my Irrlicht engine (as I don't like to add the files in each project), and I need to change file CSceneManager.cpp . Right now I've got the following line 190:
But with your changed initialization what should I use instead?
I would like to update lmts-loader up to v1.4 right in my Irrlicht engine (as I don't like to add the files in each project), and I need to change file CSceneManager.cpp . Right now I've got the following line 190:
Code: Select all
MeshLoaderList.push_back(new CLMTSMeshFileLoader(FileSystem, Driver));
Hey puh
you're right, that's a problem. I didn't think about this...
The problem is that outside of the engine the logger is only available via the IrrlichtDevice, but the device is not available in the SceneManger. Inside the engine you include "os.h" and use os::Printer::Log(). But "os.h" is not available outside the engine. So this really sucks... I think Niko should change something in the architecture that makes logging easier for mesh loader developers.
Maybe I can make a #define that switches between inside and outside engine mode...
you're right, that's a problem. I didn't think about this...
The problem is that outside of the engine the logger is only available via the IrrlichtDevice, but the device is not available in the SceneManger. Inside the engine you include "os.h" and use os::Printer::Log(). But "os.h" is not available outside the engine. So this really sucks... I think Niko should change something in the architecture that makes logging easier for mesh loader developers.
Maybe I can make a #define that switches between inside and outside engine mode...
It is like it is. And because it is like it is, things are like they are.
Ok, there's version 1.5 now:
- Added the switch LMTS_INTEGRATED_IN_IRRLICHT. This was needed because
of access problems to the irrlicht Logger.
- Did a better cleanup. No memory leaks in case of an loading error.
- Added "#include <stdio.h>" for sprintf.
If you want to add the loader to the engine you have to set LMTS_INTEGRATED_IN_IRRLICHT to 1 in CLMTSMeshFileLoader.h. You still have the texture path problem then, though...
http://development.mindfloaters.de/Downloads.12.0.html
jox
- Added the switch LMTS_INTEGRATED_IN_IRRLICHT. This was needed because
of access problems to the irrlicht Logger.
- Did a better cleanup. No memory leaks in case of an loading error.
- Added "#include <stdio.h>" for sprintf.
If you want to add the loader to the engine you have to set LMTS_INTEGRATED_IN_IRRLICHT to 1 in CLMTSMeshFileLoader.h. You still have the texture path problem then, though...
http://development.mindfloaters.de/Downloads.12.0.html
jox
It is like it is. And because it is like it is, things are like they are.
I'm glad it still works for you afecelis.
I havn't heard anything from Lord Trancos lately. The last life sign from him that I know about is from Tue Sep 14, 2004 10:07:
In that thread:
http://irrlicht.sourceforge.net/phpBB2/ ... &start=165
I havn't heard anything from Lord Trancos lately. The last life sign from him that I know about is from Tue Sep 14, 2004 10:07:
Lord Trancos wrote:Hi guys!
I'm sorry but I couldn't finish the new (and last) version of LMTools since i was too lazy on holidays, and when I came back to job i was sent to bussines trip.... so still didn't do so much.
I've just bugfixed the colored lightmaps issue.
In that thread:
http://irrlicht.sourceforge.net/phpBB2/ ... &start=165
It is like it is. And because it is like it is, things are like they are.
Colored lightmaps are working!!
Hi Jox, your latest version of the loader rocks!!!
I'm not sure, but when using the ScrGen script in Gmax colored lightmaps get screwed up. But now that I'm exporting everything from 3dsmax (3ds, and scr) they load up very nice in Irrlicht.
check it:
and
thnx for your work! please let us know of any new versions
I'm not sure, but when using the ScrGen script in Gmax colored lightmaps get screwed up. But now that I'm exporting everything from 3dsmax (3ds, and scr) they load up very nice in Irrlicht.
check it:
and
thnx for your work! please let us know of any new versions
just uploaded the bin version in case you want to try it:
http://www.danielpatton.com/afecelis/files/mylmts.zip
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http://www.danielpatton.com/afecelis/files/mylmts.zip
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