Jump to content

DNC

Members
  • Posts

    11
  • Joined

  • Last visited

Posts posted by DNC

  1. Why is the wiki still messed up after all this time?

     

     

    It works fine until I log in and the I receive these errors:

     

    Warning: Parameter 2 to Parser::parse() expected to be a reference, value given in /home/leadwerk/public_html/wiki/includes/StubObject.php on line 58

     

    Fatal error: Call to a member function getText() on a non-object in /home/leadwerk/public_html/wiki/includes/OutputPage.php on line 530

     

     

    The only way for me to fix it is clear my cookies forcing me to log out again. I have tried this with Chrome and IE, but with the same results.

  2. This error tells it all: "already defined in engine.obj".

    It means you must not include engine.cpp and leo.cpp when using gamelib.cpp.

     

    There is also a tutorial how to setup a Code::Blocks projects with engine, LEO or gamelib:

    http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/programming/cpp/gamelib-tutorials-r70

     

     

    OK, great. I thought this might be the problem, but i wasn't sure. It is working now. I appreciate your help and for the great library. It has some nice fun-filled functions inside.:)

  3. I am not about to post the complete error log here because it would probably crash your browser. :) I have asked before if Gamelib is compatible. As far as I can tell I have everything set right in the environment as I have triple checked. What could be the problem here?

    
    1>------ Build started: Project: Test, Configuration: Debug Win32 ------
    1>Compiling...
    1>engine.cpp
    1>leo.cpp
    1>LEO Leadwerk Engine Objects, version 2.4.0.
    1>Test.cpp
    1>gamelib.cpp
    1>LEO Leadwerk Engine Objects, version 2.4.0.
    1>c:\gamelib_0.1.1.2\typewriter.cpp(10) : warning C4305: 'argument' : truncation from 'double' to 'LE::flt'
    1>c:\gamelib_0.1.1.2\gamelib.cpp(714) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(714) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(714) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(805) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(840) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(840) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(840) : warning C4244: 'argument' : conversion from 'double' to 'LE::flt', possible loss of data
    1>c:\gamelib_0.1.1.2\gamelib.cpp(1884) : warning C4244: 'argument' : conversion from 'double' to 'int', possible loss of data
    1>Generating Code...
    1>Compiling resources...
    1>Microsoft (R) Windows (R) Resource Compiler Version 6.1.6723.1
    1>Copyright (C) Microsoft Corporation.  All rights reserved.
    1>Linking...
    1>gamelib.obj : error LNK2005: "int __cdecl LE::sgn(float)" (?sgn@LE@@YAHM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "struct LE::TVec2 __cdecl LE::Vec2(float,float)" (?Vec2@LE@@YA?AUTVec2@1@MM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "struct LE::TVec3 __cdecl LE::Vec3(float,float,float)" (?Vec3@LE@@YA?AUTVec3@1@MMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "struct LE::TVec4 __cdecl LE::Vec4(float,float,float,float)" (?Vec4@LE@@YA?AUTVec4@1@MMMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "struct LE::TVec6 __cdecl LE::Vec6(float,float,float,float,float,float)" (?Vec6@LE@@YA?AUTVec6@1@MMMMMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "struct LE::TVec9 __cdecl LE::Vec9(float,float,float,float,float,float,float,float,float)" (?Vec9@LE@@YA?AUTVec9@1@MMMMMMMMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "struct LE::TVec16 __cdecl LE::Vec16(float,float,float,float,float,float,float,float,float,float,float,float,float,float,float,float)" (?Vec16@LE@@YA?AUTVec16@1@MMMMMMMMMMMMMMMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "float __cdecl LE::Curve(float,float,float)" (?Curve@LE@@YAMMMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "float __cdecl LE::Clamp(float,float,float)" (?Clamp@LE@@YAMMMM@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "float __cdecl LE::PlaneDistanceToPoint(struct LE::TVec4 const &,struct LE::TVec3 const &)" (?PlaneDistanceToPoint@LE@@YAMABUTVec4@1@ABUTVec3@1@@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "void __cdecl LE::ExitFunc(struct HINSTANCE__ *,char *)" (?ExitFunc@LE@@YAXPAUHINSTANCE__@@PAD@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "double __cdecl LE::FPS(void)" (?FPS@LE@@YANXZ) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "int __cdecl LE::Initialize(int)" (?Initialize@LE@@YAHH@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "int __cdecl LE::LoadFuncs(void)" (?LoadFuncs@LE@@YAHXZ) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "int __cdecl LE::Terminate(void)" (?Terminate@LE@@YAHXZ) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "int __cdecl LE::Graphics(int,int,int,int,int)" (?Graphics@LE@@YAHHHHHH@Z) already defined in engine.obj
    1>gamelib.obj : error LNK2005: "unsigned char * __cdecl LE::CreateBuffer(int,int,int)" (?CreateBuffer@LE@@YAPAEHHH@Z) already defined in engine.obj
    
    1>MSVCRTD.lib(crtexew.obj) : error LNK2019: unresolved external symbol _WinMain@16 referenced in function ___tmainCRTStartup
    1>.\Test-Debug.exe : fatal error LNK1120: 1 unresolved externals
    1>Test - 857 error(s), 9 warning(s)
    
    
    
    
    

  4. index.php?app=downloads&module=display&section=screenshot&id=237

    File Name: Sign Models

    File Submitter: DNC

    File Submitted: 19 Jul 2011

    File Category: Models

    Triangles: < 100

    LOD Versions: No

     

    Here are a few signs for the community. The signs are on posts and there is also an exact wall sign in the zip without the post attached. The textures are stretched on a couple of the signs slightly. I will try to fix this when I have more time to work with them.

     

    Free for personal an d commercial use. Textures are from CGTextures.com

     

     

    I hope you like them.

     

    Click here to download this file

  5. ok deleted the demo and it seems all opens up perfect. One question about frames per second. In the demo i was running about 160-200 now in the engine i start at 59fps. If i run the game it goes to about 90fps is this normal. I know it is different for everyone depending on hardware specs but is there anything i need to do to improve this? I just ask because starting at 59 just adding terrain and a few objects i see large decreases. thanks

     

     

    Yes, while you are developing your scenes you can go to the toolbar in the editor and change options to speed up rendering. Tools > Options > Configuration.

    You can also see interesting stats about your scene from the editor by going to Tools > Options > Display > Statistics : Select Extra.

     

    I am not sure what your specs are, but 59 FPS is not very good rendering just a terrain. One of my scenes I am rendering over 128,000 poly including animated objects and still getting 90 FPS. You may want to check your textures and the objects you are adding to your scene. Be sure they are optimized.

     

    What type of poly count is in the objects you are loading? I have scenes that are high poly count, but I avoid inserting the object in the scene as one object, I split my objects up to avoid high poly counts wherever possible. If your textures and lighting is great then low poly counts will render beautifully.

  6. This is the part that I think should change. Would be nice to store materials per instance if we want to, just like position, scale, rotation is stored per instance. Move, rotation, scale to a location, find out what material it needs and paint the material on the model, then draw it. Rinse and repeat. The instances should have a default material that is generally defined from the model itself and mat files, BUT if in code we paint a new material on one instance, that instance gets it's own pointer to that material instead of using the default. Best of both worlds there I think, and I wouldn't think it hard to do. Yeah it would add some time to the drawing process but we as the users can control that.

     

    I know people have talked about not wanting instances sometimes, but in most cases I think the reasoning is because of wanting different materials on the same instance. Why create entirely new copies of that model when you can just store different materials per instance. Still save on storage space by having 1 model loaded and get the flexibility to have multiple materials per instance. It just seems odd why this isn't the case. It's so common in video games to use the same model but have different materials to not make your scene boring. I mean MMO's survive this way.

     

     

    This is where I would think an interface would come in handy, C++ supports multiple inheritance which would allow even more extensions for multiple instances of the same objects. Please correct me if I'm wrong.

×
×
  • Create New...