[no bug]: BACK_FACE_CULLING and .tga files

You discovered a bug in the engine, and you are sure that it is not a problem of your code? Just post it in here. Please read the bug posting guidelines first.
Post Reply
ssexton
Posts: 54
Joined: Wed Oct 25, 2006 7:46 am
Location: South Florida
Contact:

[no bug]: BACK_FACE_CULLING and .tga files

Post by ssexton »

Ok, I finally did a test of my (was working great in 1.3.1) app, using the 1.4beta files. Right away, there are two problems:

1. EMF_BACK_FACE_CULLING = false (for two-sided polys) doesn't seem to work.

2. .TGA file don't seem to work. At least, the symptom is that none of my custom scene nodes that are using .tga textures get textured, they come up white instead.

I still have more checking to do for 2., to see if it is .TGA or some other bug. Right now all I know is some textures are missing, they are all .tga, but they are all also my custom scene node (maybe something extra has to be done in my scene node now?).

These tests all on Mac OS X PPC OpenGL. I haven't tested other platforms yet, want to get this one working first.
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

For custom scene nodes you have to adapt to the changes signatures of the interfaces. Mayne methods are now const, some use different parameters or return const& values. If your scene node does not match the new signature a wrong method will be called (for the sake of virtual dereferencing). No compiler warnings for this!
Backface culling did not change IIRC, and I did not see any problem with the code right now. Do you have some simple example code?
ssexton
Posts: 54
Joined: Wed Oct 25, 2006 7:46 am
Location: South Florida
Contact:

Post by ssexton »

You are right, it was a method signature problem. .tga had nothing to do with it, it was my custom scene node. getMaterialCount is now const, so of course my custom node was returning 0 (from the ISceneNode default) not 1 (from my override which is no longer an override, grrr I hate that 'feature' of C++). Once I fixed the method sig I got my textures back!

I still need to look at the back face culling. No I don't have a simple test case. Also, I can't promise I'll look to hard, I've been wanting to get rid of it in my code for awhile now.
ssexton
Posts: 54
Joined: Wed Oct 25, 2006 7:46 am
Location: South Florida
Contact:

Post by ssexton »

Hm. Never mind about the back face culling. It started working once I did a clean build of my app after fixing the const problem on the textures.

The more I think about it, I think it was the same issue (const on getMaterialCount) since of course if there are no materials, there is no chance for me to change the culling. And once I fixed that, I think my vtable got messed up and it straightened out once I did a clean build.

Sorry to be a bother, and thanks for the quick response!
Post Reply