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scrypt

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Everything posted by scrypt

  1. ` It was mystical I guess as there were only four things needed to set the app up manually: and the error didn't make sense. And hmmm... I was away from VS for awhile doing a lot of Java coding. I'll get VS12. Thanks as per your heads up I'll Google regarding VS11's unintsallation. Thanks.
  2. I've read emitter.h but the information I was looking for wasn't available. Is there a way to render points as in the emitter class but have control over individual point or vertex position? I'll go look over the model class perhaps it's in there. Or would I, do I need binary access?
  3. So you're saying it's a legacy issue? If I had 10 the issue would go away?
  4. I know this is simple, but I started early with uhhmmm celebrating, somewhat fried. Came in this morning and started playing with the SDK, and still haven't been to bed yet. I'm using visual studio 11 beta, and It builds fine but I get the above mentioned snafuu. Searched the forum but didn't find the exact problem. I'm using the manual build instructions, and I just need to know where to point Visual Studio so it can find the EXE. Any help gets the lucky person 1,000,000 years good luck. So, thanx. And Merry Christmas to all. Scrypt.
  5. I replaced SetAbstractPath with AddAbstractPath and got an access violation. Thanx for any help.
  6. Thanks Pixel Perfect, I tried your suggestion as I agreed and considered it pretty much straight forward. However... all I got/get from the "int::triangle" index, that pick returns is zero... no matter which face I pick. And surfaces need an index into the verts you wish to access. So, it looks as though to move forward I'll have to use the surface/pick normal to to zero in on the uv coords . Thanks though, it was a good idea/strategy. Scrypt
  7. Topic pretty much says it. I could have sworn I saw it in a thread I read, somewhere... And I see that it was, I believe, granted as a feature request? But nonetheless I cant retrace my steps to it, so I thought I'd just ask. In raycasting how does one go about aquiring if such is possible, the uv coords from a pick? Thanx P.S. Great engine by the way, I'm liking it more and more.
  8. Though all the tut's were done for all intents and purposes procedually there was still an eye as to the "thousand foot" framework (OOP), so when I was speaking in terms of procedural I was speaking of procedural as in "Perlin Noise" ... (for instance) procedural For a number of reasons; 1) In terms of bandwidth, a 1k algo can generate a texture that would represent 8mb's, easy... 2) Fully dynamic world. Ok two, for me, and for now ... real big ones. Again, thanks for the help guys. Scrypt B)
  9. C++ its my language of choice to explore in, I use most languages but C/C++ is still like going home. Its fast, very powerful, and gets-stays out of the way when I want it to. Plus, I have enough code laying around so that most of what I do is already "out of the box" as it were.
  10. Lmao thanks Macklebee, Lumooja. I should be able to take it from here. As an aside I did and do, want my (non-work related) game to created using some form of procedural algo's, this will help a lot. Thanks again.
  11. Lumooja thanks for the information. Macklebee, the mesh is at "ground state" i.e. no height and no colours till the program gets input. Says there's an engine (actually there is) and I am broadcasting data via comsat to, where ever... (which I am) when engine rpm data comes in (which it does, but it's all text... doing this in LeadWerks would be way cooler), I want the mesh to reflect this change by a rise in height and a change in color. Moving the verts around I am finding easy (the more so thanks to yourself and Lumooja) but assigning them colours based on new input is the issue. Thanks again, Scrypt
  12. Thanks for the quick reply Macklebee. To visualize it for one value; There is a cirular mesh ten units in diameter, with a with a one unit wide (concentric) circle five units in diameter. With a value scaled to go from zero to 255... As the input value changes I would either raise or lower the vertex's contained within the "circle" accordingly; I.E I would know before hand which verts I wanted to modify. How and or the best most efficient way to go about it in LeadWerks, is what I am trying to discern. Thanks again.
  13. Hello, I am thinking of using LeadWerks (at work, too...) to enable more advanced graphing capabilities, and varius graphics tasks; For instance, instead of using heightmap data for hills (say...) use the same technique (heights related to specific values and shown in spectrum colors) but go from red to violet showing RPM, instead of trees and vegitation. Circular hills whose heights represent certain input values. Changing values for such a mesh I see would be no problem and is pretty much straight forward (doing the mesh tut as I type this) using LeadWerks. But assigning colors to the vertex's though, is less so, and seems to require shaders? I am in the first chapter of a book on a-the, programmable graphics pipeline. That, too (assigning vertex colors to a procedural mesh based on heightfield data), is trivial in OpenGL but I am wondering how (best) to go about it, get at them, using LeadWerks...? And of course the above means that this is a procedural-dynamic implementation. Any sugeestions are welcome. Thanx Scrypt
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