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Posts posted by Volker
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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.
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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.
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I wanted to stay with the drivers from Dell *sigh*.
Ok, mobile drivers from nvidia did it.
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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
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Try to create a second joint at an slightly different position (0.05).
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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
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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.
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The editor will not save my options; game pathes. Found this topic from november:
No changes since then?
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Oh yes, I remember now
There was a topic in the blitzmax forum.
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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
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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.
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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?
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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.
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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.
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:
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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.
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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:
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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.
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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?
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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.
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Can you list the workflow for creating the .phy?
Got it as wavefront obj. Used phygen (convexhull).
The torus I have builded with Milkshape and exported to obj.
Same effect.
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My sandbox stopped working because it couldn't find the gamepath anymore.
Deleting the sandbox.cfg has helped.
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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.
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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
GL_INVALID_OPERATION in Setbuffer(gbuffer)
in Programming
Posted
Here is the code, did not take as much time as I suposed.
Download with all files:
http://www.skopia.de/forum/glinvalid.rar