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Volker

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Posts 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. well offhand i don't see how what you posted for the plane has anything to do with the drawtext? Nor do I see any issues with the drawtext other than the fact that you are basically drawing them on top of each other and over the top of the Stats... I placed both snippets in a program and have not had any issues

    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. 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
    
    

  5. 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
    

  6. 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
    

  7. My findings are, from my testing tonight, that using the torusforphygen.obj file with the 2.26 tools obj2gmf.exe and obj2phy.exe does produce a working dynamic physics mesh exactly like the one posted by MG (torus with green physics mesh) when placed in the 2.26 Sandbox.

    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.

  8. There is no problem with making concave physically active objects. A concave object must be made out of multiple convex ones.

     

    I looked at your .obj file and it is a single object. Break it up into multiple convex pieces, within one file, and it will work perfectly.

     

    Which .obj file do you mean? The torusforphygen.obj, the simple.rar or simpleac.rar?

  9. Just to clarify you are using the ConvertMesh.exe to generate the .gmf's? .. I am simply dragging the .obj onto the obj2gmf.exe in the 2.26 tools folder.

    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.

  10. I repeated the process using the supplied .obj to generate both the .gmf and .phy using the tools in my backup 2.26 SDK, 2.26 as requested, as volker is not using 2.3 tools. The result is still as per pic I posted.

     

    Using the 2.3 tools in the Current SDK the result is as per pic you posted above.

     

    Using AC3D to generate a range of shapes exported to .obj I can't reproduce the error no matter which method. Maybe its an issue with Milkshapes .obj exporter? I don't have milkshape so cant test that. :blink:

    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

  11. Using the obj2phy.exe from the 2.26 SDK and your included .obj .. then using that .phy file with your included .gmf dragged into the 2.3 editor

    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.

  12. 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 :blink:

     

    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

  13. Also just as an informational point, if you do decide to update from 2.26 to 2.28 ... you will have to redo all your .phy files again, see HERE

    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.

  14. Do you mean the .phy file created with obj2phy? Did you create an .ini file for the model?

    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?

  15. 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 :P

    I modelled a simple torus of the same size and created a .phy for it. Doesn't help.

    Any workarounds for this?

    post-184-12630421885597_thumb.jpg

  16. 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. :blink:

  17. 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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