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enablerbr

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Everything posted by enablerbr

  1. What if you own the standalone version but already have the Lua steam version. Would you be able to trade your standalone version for the steam standard edition dlc?
  2. tjheldna I just downloaded from the email I was sent. Windows zip file was named "LeadwerksUpdater3.1.win32.zip". The updater installed just fine with an exe file in the correct folder. Oh looking at the screenshot for the folder. You're also missing dll's which should also be there.
  3. Well I got the leadwerks updater today and only in the last couple of hours got my code to download, whichever version of LE 3 was downloaded through it. So I assume it's the lastest of each.
  4. I currently have the following MS Visual C++ Redists installed 2005 x86/x64, 2008 x86/64, 2010 x86/x64. Also using MS Visual Studio Express 2012 for windows desktop. If thats any help. Thanks Aggor for link but doesn't have a solution.
  5. Does this mean I have to compile Leadwerks software inorder to use it. As I'm aware the dll is debug version, which happens not to be installed on this computer. So am I supposed to compile to get a release version? I just realised there is no source code for compiling the tools. So I'm guessing I'll have to wait till a release version is made available.
  6. Josh do you mean something similar to the way XNA does it? Initlize(),Update(gametime),Draw(gametime) methods.
  7. if i call Graphics() again won't it just start a new window? scratch that. i just did a test and it does just start a fresh window and without the Maximize button. this has just made me realise that without the LE ability to natively resize a graphics window. everytime a user decides they need to change resolution. the app has to be restarted from fresh. which i guess is the same for changing from a window state to a fullscreen state.
  8. thanks Masterxilo. now it works. though as i suspected. the backbuffer doesn't change to match. guess thats why it was left out. so i can only use it with my own OpenGL context.
  9. hWnd = WindowsAPI.FindWindow("DFTester.exe", null); WindowsAPI.SetWindowLong(hWnd, WindowsAPI.GWL_STYLE, WindowsAPI.GetWindowLong(hWnd, WindowsAPI.GWL_STYLE) | WindowsAPI.WS_MAXIMIZEBOX); as i don't understand the use of FindWindow. is that the way it shoud be used? or should "DFTester.exe" be replaced with something else? also would i put this before Graphics() or after it?
  10. pity no more stanard edition. i won't have the funds any time soon to buy the £500 professional upgrade version. so i'll just stick with 2008 and use the c# 2010 express version. i do think the new IDE can be slow to respond to updating references at times. so i get errors underlined that are not errors at all.
  11. i use c#. so i'll have to look into it further. thanks.
  12. i think the only way to do what you want is to create an OpenGL context of your own and use CreateCustomBuffer command instead of the Graphics command. that would mean you would use the OpenGL swapbuffers instead of Leadwerks graphics Flip command. This way your responible for the backbuffer, which will be the custombuffer you create.
  13. I noticed there is no command to utilize the Maximize button on a graphic window. Is there any reason for this?
  14. Thanks for the quick response. This week just happens to be a bill paying week. So this spare of the moment purchase was a little treat for myself. just thought i would mention i got the difference refunded right away.
  15. well i used the code. got shown the final price minus the discount. yet when the transaction was complete. i got charged the full amount with no discount. i hope this is just a glitch in your website. Sammie Marley. ordercode : 976226-355CADCE728B. I've also sent an email to the sales email address.
  16. enablerbr

    .NET Headers

    klepto2 i thought i would share my own usercontrol. it doesn't use OpenTK but is sort of based on the NeHe base c# code version of a control. maybe it might be of use to you. TestWrapper3.rar
  17. enablerbr

    .NET Headers

    i tried compiling with OpenTK 1.0 release and VS 2010 c# express release. the form example/control complain about unresolved referances with OpenTK. oh and i'm using LE 2.31 not the 2.32 beta version. ok got the unresolved sorted out. the form example will run for me in VS 2010 c# express but won't run if i use Leadwerks_Forms_Test.exe outside of VS.
  18. Josh i thought Red Orchestra won the 1st prize of the make something unreal contest, which was a free license. i agree that downloads don't equal finished products(games).
  19. the free Unity3d has certain features missing. UDK has all it's features with nothing missing. yet both only offer scripting. in terms of the UDK versus CryEngine free versions. UDK does allow a commerical release, i think for about $99 US. so Crytek would have to offer a similar sort of deal with their free version.
  20. enablerbr

    C# Source

    just thought i'd mention that on the NeHe site there is a C# Base Code file. which gives an idea on how to create your own OpenGL user control. it covers a very basic OpenGL version but you could mod it to fit the current spec version. klepto2 very nice work. Ubu thanks for releasing your source code. it helped me work out how to do properties with leadwerks dll. though i noticed you didn't implement IDisposable.
  21. Thareh from what i've been doing with render-to-texture. i haven't created a buffer to match the size of the texture. leadwerks simply grabs the contents of my render-to-texture buffer and automatically resizes it to fit on the texture i've created. hence my rtt buffer is set at 1920x1200 and my rtt texture is 128x128. no idea if that helps you. as for transparent buffer question no idea. i'm still messing around and learning about buffers.
  22. i'm trying to work out render-to-texture. yet i can't work out how to bind a texture to a buffer. also can i bind a camera to a buffer? Edit: ok i worked out how to bind buffer to texture. yet the result has the buffer image as being upside down. how do i fix this? do i have to flip the image within a shader. as i see no texture commands for flipping. this is my current code (now includes render-to-texture placed in material). int width = 800;int height = 600; Graphic.Graphics(width, height, 0, 0, GraphicModes.GraphicsBackBuffer | GraphicModes.GraphicsDepthBuffer); Worlds wld = new Worlds(); wld.CreateWorld(); Cameras cam1 = new Cameras(); cam1.CreateCamera(IntPtr.Zero); cam1.CameraZoom(Helper.FPSCameraFOV(60)); cam1.MoveEntity(new Vector3(0f, 2.5f, -6f), 0); cam1.EntityHide(); SpotLight spot1 = new SpotLight(); spot1.CreateSpotLight(12.5f, IntPtr.Zero); spot1.LightConeAngles(3f, 13f); spot1.EntityColor(new Color4(0f, 0f, 2f,0f), Mode.Disabled); spot1.PositionEntity(new Vector3(0f, 10f, -2.5f), 0); spot1.RotateEntity(new Vector3(90f, 0f, 0f), 0); spot1.SetShadowSoftness(0.5f); spot1.SetShadowMapSize(1024); Cameras cam2 = new Cameras(); cam2.CreateCamera(IntPtr.Zero); cam2.CameraZoom(Helper.FPSCameraFOV(60)); cam2.MoveEntity(new Vector3(0f, 2.5f, 6f), 0); cam2.RotateEntity(new Vector3(180f, 0f, 180f), 0); cam2.EntityHide(); SpotLight spot2 = new SpotLight(); spot2.CreateSpotLight(12.5f, IntPtr.Zero); spot2.LightConeAngles(3f, 13f); spot2.EntityColor(new Color4(2f,0f,0f,0f),Mode.Disabled); spot2.PositionEntity(new Vector3(0f, 10f, 2.5f), 0); spot2.RotateEntity(new Vector3(90f, 0f, 0f), 0); spot2.SetShadowSoftness(0.5f); spot2.SetShadowMapSize(1024); Cube cube1 = new Cube(); cube1.CreateCube(IntPtr.Zero); cube1.UpdateMesh(); cube1.PositionEntity(new Vector3(0f, 2.5f, 2.5f), 0); cube1.EntityOcclusionMode(OcclusionMode.Hardware, Mode.Disabled); Cube ground = new Cube(); ground.CreateCube(IntPtr.Zero); ground.ScaleEntity(new Vector3(10f, 1f, 5f)); ground.UpdateMesh(); ground.PositionEntity(new Vector3(0f, 0f, 2.5f), 0); ground.EntityOcclusionMode(OcclusionMode.Hardware, Mode.Disabled); Cube ground2 = new Cube(); ground2.CreateCube(IntPtr.Zero); ground2.ScaleEntity(new Vector3(10f, 1f, 5f)); ground2.UpdateMesh(); ground2.PositionEntity(new Vector3(0f, 0f, -2.5f), 0); ground2.EntityOcclusionMode(OcclusionMode.Hardware, Mode.Disabled); Cube pictureframe = new Cube(); pictureframe.CreateCube(IntPtr.Zero); pictureframe.ScaleEntity(new Vector3(1.5f, 1.5f, 0.01f)); pictureframe.UpdateMesh(); pictureframe.PositionEntity(new Vector3(0f, 2.5f, -2.5f), 0); pictureframe.EntityOcclusionMode(OcclusionMode.Hardware, Mode.Disabled); Cube wall = new Cube(); wall.CreateCube(IntPtr.Zero); wall.ScaleEntity(new Vector3(5f, 5f, 1f)); wall.UpdateMesh(); wall.PositionEntity(new Vector3(0f, 2.5f, 0f), 0); wall.EntityOcclusionMode(OcclusionMode.Hardware, Mode.Disabled); Lights.SetShadowQuality(ShadowQuality.High); Buffers gbuffer = new Buffers(); gbuffer.CreateBuffer(Graphic.GetGraphicsWidth(), Graphic.GetGraphicsHeight(), BufferModes.BufferColor | BufferModes.BufferDepth | BufferModes.BufferNormal); Buffers rttbuffer = new Buffers(); rttbuffer.CreateBuffer(Graphic.GetGraphicsWidth(), Graphic.GetGraphicsHeight(), BufferModes.BufferColor | BufferModes.BufferDepth | BufferModes.BufferNormal); Textures rttexture = new Textures(); rttexture.CreateTexture(128, 128, TextureFormats.TextureFloat); rttexture.Texture = rttbuffer.GetColorBuffer(0); Materials wallmat = new Materials(); wallmat.LoadMaterial("Materials/RTTMat/RTTMat.mat"); wallmat.SetMaterialTexture(rttexture.Texture, 0); Surfaces.PaintSurface(Surfaces.GetSurface(pictureframe.Mesh,1),wallmat.Material); while (!Convert.ToBoolean(Input.KeyHit(KeyboardKey.KeyEscape)) & !Convert.ToBoolean(Miscellaneous.AppTerminate())) { cube1.TurnEntity(new Vector3(0.5f, 0.5f, 0.5f), 0); pictureframe.TurnEntity(new Vector3(0.2f, 0f, 0f), 0); Timing.UpdateAppTime(); Worlds.UpdateWorld(0f); // Grabs render-to-texture from camera cam2 cam2.EntityShow(); Buffers.SetBuffer(gbuffer.Buffer); Worlds.RenderWorld(Elements.EntityAll); Buffers.SetBuffer(Buffers.BackBuffer()); Lights.RenderLights(gbuffer.Buffer); rttbuffer.CopySourceToBuffer(Buffers.BackBuffer(), Components.BufferColor | Components.BufferDepth | Components.BufferNormal); // Hides camera cam 2 and shows camera cam1 cam2.EntityHide(); cam1.EntityShow(); Buffers.SetBuffer(gbuffer.Buffer); Worlds.RenderWorld(Elements.EntityAll); Buffers.SetBuffer(Buffers.BackBuffer()); Lights.RenderLights(gbuffer.Buffer); // Draws render-to-texture to screen Draw.DrawImage(rttexture.Texture, 40, 40, 40 + 128, 40 + 128); Draw.DrawText(Convert.ToString(Timing.UPS()), Graphic.GetGraphicsWidth()-60, 40); Graphic.Flip(SyncMode.Disable); } ok i just realised my mistake. cam2 shouldn't of had the z axis rotated. oops sorry.
  23. well i continue to create my own. as i'm doing it to help me learn c# along the way. it seems i spend more time trying to get my wrapper upto .net standards than i do coding an actual game.
  24. im using Entity class as a base class for Mesh, Body, Corona, Camera, Light, Listener and Pivot. the question is should any of those classes use/have access to the animation commands? i wondering if i need to make Animation a seperate class from Entity.
  25. well only if it has been changed in the last day. i was going through it the other night trying to find out info about certain commands. i noticed they were either not on it or there was commands listed that didn't exist.
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