Flexible Vertex Format - special SVN branch is ready!!!
Re: Flexible Vertex Format - special SVN branch is ready!!!
It looks like a bug in an Octtree Scene Node, I will look onto a bounding box creation process methods once again. Thanks for a report. I will add a doxygen style comments in a header files soon, because You're right that this is an important part of an each project.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Flexible Vertex Format - special SVN branch is ready!!!
when compiling for windows from c::b I get these errors (just launched compiling using the project file inside the source folder)
..\..\include\IMeshManipulator.h||In member function 'bool irr::scene::IMeshManipulator::createWelded(irr::scene::IMeshBuffer*, irr::f32, bool, bool, bool, bool) const':|
..\..\include\IMeshManipulator.h|396|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|411|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|426|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|441|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|456|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|471|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|486|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|501|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h||In member function 'bool irr::scene::IMeshManipulator::createWelded(irr::scene::IMeshBuffer*, irr::f32, bool, bool, bool, bool) const':|
..\..\include\IMeshManipulator.h|396|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|411|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|426|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|441|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|456|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|471|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|486|error: 'CheckComponents' was not declared in this scope|
..\..\include\IMeshManipulator.h|501|error: 'CheckComponents' was not declared in this scope|
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Re: Flexible Vertex Format - special SVN branch is ready!!!
I fixed compilation errors in a rev4113.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Flexible Vertex Format - special SVN branch is ready!!!
wao there are lots of extra lines of code and compiling is taking very long.
...
Finished to compile.
Got compressed textures working also with your branch in the last revision
(the loader code needed no changes, but the example required few changes )
Here's the custom scene node example with compressed textures support enjoy. (compressed textures + FVF )
Great patch Nadro everything worked like a charm (tried most of examples randomly)
...
Finished to compile.
Got compressed textures working also with your branch in the last revision
(the loader code needed no changes, but the example required few changes )
Here's the custom scene node example with compressed textures support enjoy. (compressed textures + FVF )
Code: Select all
#include <irrlicht.h>
#include <CKhronosTexture.h>
#include <cassert>
#include <iostream>
using namespace irr;
using namespace video;
class CSampleSceneNode : public scene::ISceneNode
{
core::aabbox3d<f32> Box;
scene::IVertexBuffer* VertexBuffer;
scene::IIndexBuffer* IndexBuffer;
video::SMaterial Material;
irr::video::CKhronosTexture * myTexture;
public:
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
VertexBuffer = new scene::CVertexBuffer<video::S3DVertex>(mgr->getVideoDriver()->getVertexDescriptor(0));
IndexBuffer = new scene::CIndexBuffer(video::EIT_16BIT);
Material.Wireframe = false;
Material.Lighting = false;
myTexture = new CKhronosTexture("example",mgr->getVideoDriver());
io::IReadFile * file = mgr->getFileSystem()->createAndOpenFile("exported.ktx");
std::cout<<"error code:"<<(s32)myTexture->loadTexture( file )<<std::endl; // I just don't check for errors. but I am supposed to check for errors.
file->drop();
Material.setTexture(0,myTexture);
video::S3DVertex Vertices[4];
Vertices[0] = video::S3DVertex(0,0,10, 1,1,0, video::SColor(255,0,255,255), 0, 1);
Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0, video::SColor(255,255,0,255), 1, 1);
Vertices[2] = video::S3DVertex(0,20,0, 0,1,1, video::SColor(255,255,255,0), 1, 0);
Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1, video::SColor(255,0,255,0), 0, 0);
for (s32 i = 0; i<4; ++i)
VertexBuffer->addVertex(&Vertices[i]);
IndexBuffer->addIndex(0);
IndexBuffer->addIndex(2);
IndexBuffer->addIndex(3);
IndexBuffer->addIndex(2);
IndexBuffer->addIndex(1);
IndexBuffer->addIndex(3);
IndexBuffer->addIndex(1);
IndexBuffer->addIndex(0);
IndexBuffer->addIndex(3);
IndexBuffer->addIndex(2);
IndexBuffer->addIndex(0);
IndexBuffer->addIndex(1);
Box.reset(Vertices[0].Pos);
for (s32 i=1; i<4; ++i)
Box.addInternalPoint(Vertices[i].Pos);
}
~CSampleSceneNode()
{
VertexBuffer->drop();
IndexBuffer->drop();
myTexture->drop();
}
virtual void OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
virtual void render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawVertexPrimitiveList(false, VertexBuffer, false, IndexBuffer, 4, scene::EPT_TRIANGLES);
}
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return Material;
}
};
int main()
{
IrrlichtDevice *device = createDevice(EDT_OPENGL,
core::dimension2d<u32>(640, 480), 16, false);
if (device == 0)
return 1; // could not create selected driver.
// create engine and camera
device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
CSampleSceneNode *myNode =
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
scene::ISceneNodeAnimator* anim =
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
if(anim)
{
myNode->addAnimator(anim);
anim->drop();
anim = 0;
}
myNode->drop();
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
u32 frames=0;
while(device->run())
{
driver->beginScene(true, true, video::SColor(0,100,100,100));
smgr->drawAll();
driver->endScene();
if (++frames==100)
{
core::stringw str = L"Irrlicht Engine [";
str += driver->getName();
str += L"] FPS: ";
str += (s32)driver->getFPS();
device->setWindowCaption(str.c_str());
frames=0;
}
}
device->drop();
return 0;
}
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Re: Flexible Vertex Format - special SVN branch is ready!!!
I found few bugs (all related to Code::blocks+mingw projects files and EDT_OPENGL as driver).. I hope to not be boring.
05 - this example simply setted as output directory "gcc" instead of "win32-gcc".
08 - Special FX example has buggy shadows (already noticed)
10 - Shaders example Cg shaders are not working at all (all the 3 cubes are identical)
16 - this example is linking with Irrlicht.lib instead of libIrrlicht.dll.a
19 - same problem as 05
21 - this example don't compile it says "main.cpp" line 1171 error: invalid conversion from 'int' to 'const wchar_t*'"
23 - same problem as 16
all other examples worked
05 - this example simply setted as output directory "gcc" instead of "win32-gcc".
08 - Special FX example has buggy shadows (already noticed)
10 - Shaders example Cg shaders are not working at all (all the 3 cubes are identical)
16 - this example is linking with Irrlicht.lib instead of libIrrlicht.dll.a
19 - same problem as 05
21 - this example don't compile it says "main.cpp" line 1171 error: invalid conversion from 'int' to 'const wchar_t*'"
23 - same problem as 16
all other examples worked
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Re: Flexible Vertex Format - special SVN branch is ready!!!
Thanks for info. What about Code::blocks+mingw projects? I use version from a trunk, so we should first fix a file project in a trunk I have one question for example no. 10? Did You compile Irrlicht with a Cg support? Cg isn't enabled default. If not, this is a normal behaviour for this example.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Flexible Vertex Format - special SVN branch is ready!!!
ah !:) thx
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Re: Flexible Vertex Format - special SVN branch is ready!!!
I am also testing this with the CG languaje support disabled, is it better to have it or not?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Flexible Vertex Format - special SVN branch is ready!!!
Depends if you want to use CG or not
I like CG, only have to write shaders once and they work regardless of driver
I like CG, only have to write shaders once and they work regardless of driver
Re: Flexible Vertex Format - special SVN branch is ready!!!
Bug in a Demo example is fixed. Currently it looks like a FVF implementation is a bugs free.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Flexible Vertex Format - special SVN branch is ready!!!
Reminds me viewtopic.php?f=3&t=34610&start=390#p265751Nadro wrote:Bug in a Demo example is fixed. Currently it looks like a FVF implementation is a bugs free.
Working on game: Marrbles (Currently stopped).
Re: Flexible Vertex Format - special SVN branch is ready!!!
Thats why I said "Currently it looks like a..." I mean that known bugs list is now empty I'm 99,(9)% sure that in future we'll found many bugs in FVFserengeor wrote:Reminds me viewtopic.php?f=3&t=34610&start=390#p265751Nadro wrote:Bug in a Demo example is fixed. Currently it looks like a FVF implementation is a bugs free.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Flexible Vertex Format - special SVN branch is ready!!!
Yes, but i was wondering if there was any kind of dependency between the FVF system and the CG system.fmx wrote:Depends if you want to use CG or not
I like CG, only have to write shaders once and they work regardless of driver
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Flexible Vertex Format - special SVN branch is ready!!!
No, there is no a dependency between a FVF and Cg.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Flexible Vertex Format - special SVN branch is ready!!!
is pretty stable for a so huge patch anyway. .
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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