New features, my suggestions and findings thus far.

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

(im not a DX user either, but try this tutorial?: http://www.codesampler.com/source/dx9_p ... _types.zip )

ack, code changes without recompile! lol, I generally recompile after each new addition. just my style though, not knocking yours. I too suggest you use DevCPP at work. Thats what I do (Im supposed to be doing monkey work right now, but I've scripted it all).
a screen cap is worth 0x100000 DWORDS
Guest

Post by Guest »

Well, normaly I am the same way, write 3 lines, compile, no errors good, write 3 lines compile 412 errors, AH CRAP. lol. But there is only about 5 changes I have made so far. Basicaly identical syntax, just in about 40 places. So if I have a major compile failure, I only need to change very minimal things. YAY. lol.

Oh I also found, that I needed to change most of the NODE files, because they all had a "drawindexedtriangles" function, well exept for the cameranodes, etc. Oh, one more thing I am looking at doing, but not sure if it will be feesible, is incorporating the tri_stripper w/the octree meshs. I havent looked hard enough at them to determin if they need to be changed etc.

But hopefully tonight, i will have a working system YAY. Well exept for the DX stuffs. D*mn you microsoft.
powerpop
Posts: 171
Joined: Thu Jan 08, 2004 1:39 am
Location: san francisco

Post by powerpop »

hey, go get Textpad - it has a find in files function that will tell you where all the calls are coming from - its a great text editor (one of many out there)!
Guest

So far so good....

Post by Guest »

Well, my trusty VC++ says so far so good. :lol:
What I did, was write the code today at work, then moved it one file piece at a time over to the source. So I could build and catch errors as I went. Only been able to do that for about a half hour sofar tonight, but as of right now, these files have been modified, and everything builds fine, well almost, one warning, but it is internal to irrlicht, so not my doing YAY.
Next on to the nodes. Cant wait to see this work. I realy want to see if it boosts the performance by how much I hope it will. Or it will crash and burn missirably, but hey, it was fun. lol.

ImeshBuffer.h
SmeshBuffer.h
SmeshBufferLightMap.h

CAnimatedMeshMD2.h
CAnimatedMeshMS3D.h
CAnimatedMeshMD2.cpp
CAnimatedMeshMS3D.cpp
dabeav
Posts: 47
Joined: Fri Jan 23, 2004 6:50 pm

Post by dabeav »

Sorry forgot to log in to post :x , but the above was from me.
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

how now brown cow?
a screen cap is worth 0x100000 DWORDS
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

got a diff??

Post by buhatkj »

are you adding a comment or tag of some kind to all these additions/changes? i have found that's a good way to track things you have added/changed in the engine. i have mucked around with th string lib and MD3 support in it a few times and have found that its easiest to figure out just what i changed that is or isnt working by marking any changes with a comment like //NEW-TED or some such. heh tho if nothing else we can run a diff on all the files to find what you changed, but its more work and naturally less desirable ;-)

-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

its all about araxis Merge -- but I leave "-PDZ" on my changes
a screen cap is worth 0x100000 DWORDS
dabeav
Posts: 47
Joined: Fri Jan 23, 2004 6:50 pm

Documentation is KEY.

Post by dabeav »

Ofcourse I am noting where I have changed things. Currently I do this.

When something is added I place this:

//Added by dabeav
//-------------------------------------------------
New Crap
//-------------------------------------------------

When I modify something I do this (I comment out the old NOT remove it, so you can see what was changed, if you like the changes simply remove the old crap, if not, delete the new crap and uncomment the old crap).

//Modified by dabeav
//-------------------------------------------------
/*Was:
Old Crap
*/

//Is Now:
New Crap
//-------------------------------------------------

And my code is always pushed to the far left, so it is easier to see the *new* stuffs.

NOTE: Not using CRAP as a bad term, I love irrlicht. But I also like the world crap, I dont know why, lol.
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

sorry, just checkin

Post by buhatkj »

sorry dude if i offended you, didnt mean to. its just a lot of files and from readin how you did it, you have a very different style of developing things than me, i wasnt sure how you did stuff. thats the hard part about when you meet people online, is you only know them by what they say, and since i've never seen code you've written before and never gotten the chance to meet you, i really had no clue how you did stuff. from what you said above it sounds like it will be easy as pie to see what you have changed and added and im glad for that, as we all want to see this work :-)
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
dabeav
Posts: 47
Joined: Fri Jan 23, 2004 6:50 pm

Post by dabeav »

No offense taken. Didnt even think of it that way. I just figured I would show you exactly how I do notate my changes.

Status report: Currently things are going well. Having a few minor issues finding all of the things that need to be changed over, but irrlicht is a much larger program than I am used to. I should be done with the basic stuff very soon. Basic stuff = strippifing the mesh buffers for use in animated meshs etc. Havent touched yet = doing the same thing for oct trees bsp trees etc, I figure I will play with them when the actual mesh buffers work right. Hidyho, off to code I go. (Sorry, in one of those overly chipper for NO good reason moods. lol).
dabeav
Posts: 47
Joined: Fri Jan 23, 2004 6:50 pm

COMPILING SUCCESS.

Post by dabeav »

YEAHHHHHHHHHHHHHHHHHH. I have now compleated all of the SMeshBuffer and SMeshBufferLightMap stuff, as well as the OpenGL Rendering path (which includes the new CVA extension loader). Best of all it all compiles error free YAYYYYYYYYYYYYY. Unfortunaly, I have a VERY useless computer here at work, and dont want to chance testing anything. So I will do that when I get home (If I get home, has anyone seen the weather channel for NorthEast US lately, well let me tell ya, I live in Upstate NY, and by looking out side right now, you would think ANTARTICA, we got like 3 ft of snow, etc, brrrrrrr). But anywho, now all thats left is creating a rendering path for DX (OY!), and further implentation w/ other nodes.
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

cool, good job. I cant wait to see some benchmarks!

btw, my GF's family lives in Queens.
a screen cap is worth 0x100000 DWORDS
dabeav
Posts: 47
Joined: Fri Jan 23, 2004 6:50 pm

Post by dabeav »

ITS ALIVE, ALIVE (Insert evil cackle here). lol. Well, its MOSTLY alive any how, I had ALOT of problems getting the OpenGL render path to.... well.... render. But I found my error, SOMETHING REALY STUPID too. But all is well now. There is now an "optional" bool value to the scenemanager->getMesh(); argument, that allows you to load the mesh buffers strippified. I have tried it with a few of the meshs, and it is loading/displaying just fine, but only one minor problem remains, for some reason it is just create ONE strip of all triangles (basicaly a duplicate of the indicies), I will figure out why tonight/tommarow, (probly just one of tri_strippers settings), and fix it. I will be sure to get this out to you guys as soon as its functional.
dabeav
Posts: 47
Joined: Fri Jan 23, 2004 6:50 pm

Post by dabeav »

First, thank you keless, the DX link you gave me helped ALOT. All the rendering for mesh buffers is now strippified. I am currenlty working on finding a way to strippify the octrees, but I am not sure if it will be possible with the way niko currently does his octree creation. Because it would end up creating strips on the fly, and that probly isnt very smart. But I will look into it more.

Other than that, I am pretty much DONE.... YAY.... I will be sure to let ya know when I am compleatly done though. I think the next 2 things I want to tackle after this is: 1. Creating a ToonNode (for rendering toon shaded objects). 2. Possibly instating some sort of CSG operations directly into the engine (So you could pass to NON animated meshs to it along with a value of boolean_subtract or boolean_add or boolean_remains, and it will return a CSG modified mesh).

Oh speaking of modified, there is one more thing I HAVE to do before I call the strippifier integration finished, I need to make it so when you call the mesh modification librarys (to flip polys etc) it flips the indicies as well. I cant believe I almost forgot.

Thanks all.
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