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Volker

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Everything posted by Volker

  1. Here is the code, did not take as much time as I suposed. Download with all files: http://www.skopia.de/forum/glinvalid.rar Framework leadwerks.engine Import "framework.bmx" RegisterAbstractPath AppDir Graphics (800, 600) Global fw:tframework = createframework() Local game:TGametest = New TGametest game.Init() game.Process() Type TGametest Field camera:TEntity ' Method Init() fw.SetStats(2) ' set this to 0 and code works, 2 produces crash fw.Main.world.size = Vec3(7000) ' fw.Main.world.SetGravity(Vec3(0, -0.75 * levelscale, -0)) ' a light Local light2:TLight = CreateDirectionalLight() TurnEntity(light2, Vec3(270, 0, 0)) ' cam Local camera:TEntity = fw.Main.camera Self.camera = camera ' CameraZoom(TCamera(Self.camera), 1.90) PositionEntity(Self.camera, Vec3(0, 0, -10)) CameraRange(TCamera(Self.camera), 1, 200) End Method Method Process() DebugLog("Press ENTER to produce error!") While Not KeyDown(KEY_ESCAPE) Global plane:tmesh = CreateSphere () If KeyDown(KEY_ENTER) DebugLog("pane removed and new created") FreeEntity(Plane) Plane = CreateSphere() 'Delay 1500 'flushkeys() End If ' comment this lines out and it will work: Local Vec:TVec3 = Vec3(10, 10, 10) Local text:String = "camera" DrawText(text + vec.x + vec.z, 100, 10) 'fails DrawText(text + vec.x + vec.z, 10, 10) ' fails DrawText(text + vec.x, 100, 10) 'works DrawText(text + vec.x, 100, 10) ' works ' until here fw.Update() Self.Render() Flip(0) Wend End Method Method Render() fw.Render() End Method End Type
  2. Think I did not make it clear enough. The plane creating and deleting code only fails if I use some drawtext() in my code. Else my projects runs perfectly. But I see, there is no way then stripping down my project to make an working example.
  3. This error is thrown In renderer.bmx (using framework),if I - create a plane (or cube or sphere) and remove(!) it a bit later - ONLY if the plane is in view of the camera - AND if I use some Drawtext(), and then more then once (one line alone is not enough) - and not always, just 75 percent. Code used to crate the plane: Global plane:tmesh = createplane() If KeyDown(KEY_ENTER) DebugLog("plane removed and new created") FreeEntity(Plane) Plane = CreatePlane() End If Adding this code alone does not produce the crash, but.. Local Vec:TVec3 = Vec3(10, 10, 10) Local text:String = "camera" DrawText(text + vec.x + vec.z, 100, 10) DrawText(text + vec.x + vec.z, 10, 10) DrawText(text + vec.x, 100, 10) DrawText(text + vec.x, 100, 10) .. if I activate fw.setstats(2) too, it crashes! Sorry, no working example code yet, will do it if there are no ideas. It took me three days to get near this little ******* of an error.
  4. I wanted to stay with the drivers from Dell *sigh*. Ok, mobile drivers from nvidia did it.
  5. Trying to run my project on the laptop (2.26 worked well), I get an shader compile error. Using latest official drivers from Dell. Does this mean my laptop can't run LE 2.3? "zip::c:/users/volker/desktop/thrust fw/shaders.pak//postfilters/clearcolor.frag"...Error: Failed to compile fragment shader object. (6) : error C7531: global variable gl_FragData requires "#extension GL_ARB_draw_buffers : enable" before use Source: #version 120 #define LW_MAX_PASS_SIZE 1 varying vec4 fragcolor; void main() { gl_FragData[0] = fragcolor; gl_FragData[1] = vec4(0.0); gl_FragData[2] = vec4(0.0); gl_FragData[3] = vec4(0.0); } Leadwerks Engine 2.3Initializing Renderer... OpenGL Version: 2.1.1GLSL Version: 1.20 NVIDIA via Cg compilerRender device: GeForce 8600M GT/PCI/SSE2Vendor: NVIDIA CorporationDrawBuffers2 supported: 132 texture units supported. GPU instancing supported: 0Shader model 4.0 supported: 1 Conditional render supported: 0 01/16/2010 14:31:36 VOLKER-LAPTOP [Anzeige] Prozessor: Intel(R) Core(TM)2 Duo CPU T8300 @ 2.40GHz (2393 MHz) Operating System: Microsoft Windows Vista (Service Pack 2) DirectX-Version: 10.0 GPU processor: GeForce 8600M GT ForceWare-Version: 101.43 Gesamter verfügbarer Grafikspeicher: 1023 MB Dedizierter Videospeicher: 256 MB System-Videospeicher: 0 MB Freigegebener Systemspeicher: 767 MB Video-BIOS: 60.84.50.00.01 IRQ: 7 Bus: PCI Express x16 [Komponenten] nvCplUIR.dll 1.4.14.01 NVIDIA Control Panel nvCpl.cpl 1.4.14.01 NVIDIA Control Panel Applet nvExpBar.dll 1.4.14.01 NVIDIA Control Panel nvCplUI.exe 1.4.14.01 NVIDIA Control Panel nvViTvSR.dll 7.15.11.0143 NVIDIA Video and TV Server nvViTvS.dll 7.15.11.0143 NVIDIA Video and TV Server nvDispSR.dll 7.15.11.0143 NVIDIA Display Server NVMCTRAY.DLL 7.15.11.0143 NVIDIA Media Center Library nvDispS.dll 7.15.11.0143 NVIDIA Display Server NVCPL.DLL 7.15.11.0143 NVIDIA Compatible Windows 2000 Display driver, Version 101.43 nvGameSR.dll 7.15.11.0143 NVIDIA 3D Settings Server nvGameS.dll 7.15.11.0143 NVIDIA 3D Settings Server
  6. Volker

    Fixed Joint?

    Try to create a second joint at an slightly different position (0.05).
  7. Can I use the mod or not? I can't follow this. If i create a sinple file with framework leadwerks.engine import leadwerks.framewerk there is this compile error: C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_TagTexture' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UPS' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UpdateAppTime' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed' Build Error: Failed to link D:\FW Test\fwtest.debug.exe
  8. The tests I made with storing the velocity and omega of an body, then position it and restore both again, were promising. Perhaps worth a try.
  9. The editor will not save my options; game pathes. Found this topic from november: http://leadwerks.com/werkspace/index.php?/topic/30-unchangeable-game-path/page__hl__editor%20path__fromsearch__1 No changes since then?
  10. Oh yes, I remember now There was a topic in the blitzmax forum.
  11. Hello, I'm just trying to move my project from 2.26 to 2.3. There will be a few questions I'll have. The first one (Blitzmax specific). Compile error if I include leadwerks.framewerk: C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_TagTexture' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UPS' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UpdateAppTime' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed' C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed' Build Error: Failed to link D:\Thrust made with Wizard\Thrust.debug.exe
  12. Can you mail me your .gmf and .phy file, please? volker [at] skopia.de I'm waiting for my 2.3 upgrade (hint: paypal, Josh) to continue testing. I really appreciate all the helping. Most features are finished for my little game and I could start leveldesign.
  13. Which .obj file do you mean? The torusforphygen.obj, the simple.rar or simpleac.rar?
  14. Yes, used Convertmesh.exe for .gmf. But this should not affect the . phy file. Didn't know that dragging works. Used the commandline all the time.
  15. I did the same process I did in Milkshape in AC3D to test if it is a Milkshape problem. (Model created in AC3D -> obj -> Convertmesh and Obj2Phy) Same result. Here are the files: http://www.skopia.de/forum/Simpleac.rar
  16. This is getting crazy. I installed a fresh LE 2.26 on a clean virtual pc, to be sure not to mix files; copied only the test89.obj to it and converted it with obj2phy. I get a phy file like in my screenshot. Just ordered 2.3 to get behind this mystery.
  17. Back again. Did some more tests. Looks like I'm unable to convert even a simple object to a usable convex hull. Will be a funny game; with all complex objects static Here is a simple object made in Milkshape and converted with obj2phy: http://www.skopia.de/forum/simple.rar And this how it looks like: http://www.skopia.de/forum/simplephy.JPG Can anyone convert this succesfull (preferred with the tools from 2.26)? Let's not talk about complexer models: http://www.skopia.de/forum/stationphy.JPG
  18. Good to know. But I'll stay at 2.26 if possible to get my project finished. Then I will go to 2.3 (2.4 ). I do the mass settings directly in code, so I wondered why I should use an ini file.. Tried ob2gmf and then phygen too. As I said, I modelled a simple torus in Milkshape and the phy file although gets screwed up. http://skopia.de/torusforphygen.obj Looks like phygen doesn't work with this kind of objects. Thanks for your time guys.
  19. Ehm, no. I converted the obj to gmf with meshconvert.exe (which creates no phy file). Then dragged the gmf in sandbox (which then automatically creates a phy file). Then deleted the phy file again. Used Loadmodel to load the gmf in sourcecode (which creates a phy file). Both times the phy files look again like in my screenshot. No, what should be in the ini file?
  20. Used phygen.exe. Tried obj2phy too right now. Using Leadwerks 2.26. If I drag it in sandbox the phy file created is static (AFAIK it's collisiontree). Same if I use loadmodel.
  21. Got it as wavefront obj. Used phygen (convexhull). The torus I have builded with Milkshape and exported to obj. Same effect.
  22. Hi, I'm pretty disappointed which convexhull phygen created for my model. The object must be dynamic, so I cant' use collisiontree. No way to fly through this gate I modelled a simple torus of the same size and created a .phy for it. Doesn't help. Any workarounds for this?
  23. My sandbox stopped working because it couldn't find the gamepath anymore. Deleting the sandbox.cfg has helped.
  24. The funny things is, that this only happens when called out of the Collisioncallback function, else not. For testing I've set a field "destroyme" to true out of the callback function and then removed the object from the update method. Works perfect. And of course I did a NULL test for the mesh. Mesh was not NULL. Tried to remove the mesh only if Entityexist(mesh)=true. Fails too. There is a lot of trouble with Collisioncallbacks for me at the moment. For ex. I can cast an entity1 to a body, but getbodyveloctiy() then crashes the engine. Did a NULL test too. There must be going on something beyond the curtain.
  25. Hello, I'm removing an object out of a collisioncallback function. Therefore a body and a mesh must be freed (the mesh is parented to the body). If I call the remove method normally the body is freed and the mesh is freed; works fine. If I call it out of the collisioncallback function, the Freeentity(body) does magically removes the mesh too, so I get an error at Freeentity(mesh). Is there an explanation for this behaviour? Function MineCollided(entity0:TEntity, entity1:TEntity, Position:Byte Ptr, Normal:Byte Ptr, force:Byte Ptr, speed:Float) If TMineTracer(entity0.userdata) <> Null TMineTracer(entity0.userdata).remove() End If End Function Type TMineTracer Method Remove() FreeEntity(Self.body) FreeEntity(Self.mesh) ' throws an error, BUT only if called from MineCollided() ' link.Remove() End Method end type
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