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Shaping

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  1. You get a dynamically adjustable orthogonal projection by increasing the camera zoom, and then scaling the models down and/or moving the camera further away.

     

    I increased and decreased zoom. I don't know what the default FOV is, but suppose that it's large enough to show some visible difference between perspective and ortho renderings of the cube. I don't, though, see any evidence of an ortho projection. Are you saying this actually works in the demo mentioned? Did you try the demo? Switching between ortho and perspective shows no change at all, except for the stopping of the rotating cube in the ortho case. If you place a sphere, you'll see a prolate or oblate shape, not a spherical one.

  2. ...

     

    This bit of code uses 2 for orthographic, not 0 as above.

     

     

    CameraProjMode

    • C: void CameraProjMode( TEntity camera, int projMode )
    • C++: void Body::SetProjMode( const ProjectionMode& mode ) Where mode is one of NOPROJECTION, PERSPECTIVE or ORTHOGRAPHIC
    • BlitzMax: CameraProjMode( camera:TCamera, projMode:Int )
    • Pascal: procedure CameraProjMode ( camera:THandle; projmode:Integer );

    Sets the projection mode for the specified camera. 0 - Nothing 1 - Perspective projection (default) 2 - Orthographic projection Attention: Orthographic project may not work correctly with lighting, various shaders and unproject commands.

     

     

    Can anyone tell me why I can't make an orthographic projection work in LE2.5 EK? Even the tutorial provided to demonstrate the difference between perspective and ortho projections seems to be broken. Can anyone explain the problem, tell me what I'm missing, or provide a fix? I can't do any work on my simulation without an ortho projection.

  3. No, it's not working for me. I am using ProjectBuilder now, always, and it is very convenient (except when selecting the project directory).

     

    When I use SetAntialias(1), the program hangs.

     

    Also, I tried switching the camera projection to orthographic and that produces a black scene. I used CameraProjMode (camera, 0) to do this.

     

    A perspective projection seems to be the default: CameraProjMode (camera, 1).

     

    ...

     

    This bit of code uses 2 for orthographic, not 0 as above.

     

     

    CameraProjMode

    • C: void CameraProjMode( TEntity camera, int projMode )
    • C++: void Body::SetProjMode( const ProjectionMode& mode ) Where mode is one of NOPROJECTION, PERSPECTIVE or ORTHOGRAPHIC
    • BlitzMax: CameraProjMode( camera:TCamera, projMode:Int )
    • Pascal: procedure CameraProjMode ( camera:THandle; projmode:Integer );

    Sets the projection mode for the specified camera. 0 - Nothing 1 - Perspective projection (default) 2 - Orthographic projection Attention: Orthographic project may not work correctly with lighting, various shaders and unproject commands.

  4. Noted. I may switch to Code::Blocks.

     

    I tried the demo in which you switch between ortho (F1) and perspective (F2), but there was no difference in the appearance of the cube, except that it stopped rotating in the ortho case. Does anyone understand the problem here?

     

    ...

     

    Is there a working demo of orthographic and perspective camera projections?

  5. It should work for everyone. I think the newest version has also VS2010 templates, but you can open a VS2008 project with VS2010 too, and it will convert it. However, it's better to use Code::Blocks, because it creates faster code and compiles also much faster, and loads up much faster. The new VS2012 is quite horrible as it takes like 2 minutes to completely even load a project.

     

    Noted. I may switch to Code::Blocks.

     

    I tried the demo in which you switch between ortho (F1) and perspective (F2), but there was no difference in the appearance of the cube, except that it stopped rotating in the ortho case. Does anyone understand the problem here?

  6. It works when you create your project with Project Wizard, which initializes all the needed stuff for Framework.

     

    No, it's not working for me. I am using ProjectBuilder now, always, and it is very convenient (except when selecting the project directory).

     

    When I use SetAntialias(1), the program hangs.

     

    Also, I tried switching the camera projection to orthographic and that produces a black scene. I used CameraProjMode (camera, 0) to do this.

     

    A perspective projection seems to be the default: CameraProjMode (camera, 1).

  7. It depends how the triangles are arranged in the sphere. In Leadwerks there is a pretty smooth setup of triangles with 32 sectors. With 16 sectors you can see slight edges still.

     

    Leadwerks has the commadn SetAntialias(1); to enable antialiasing, but there has been also improved AA shaders in the forum, which you can just copypaste into the existing antialias shader.

     

    Fog, DoF and Bloom also makes things look smoother.

     

    How do I learn more about the "existing antialias shader"?

     

    I tried the above SetAntialias(1), and the program hung.

  8. It depends how the triangles are arranged in the sphere. In Leadwerks there is a pretty smooth setup of triangles with 32 sectors. With 16 sectors you can see slight edges still.

     

    Leadwerks has the commadn SetAntialias(1); to enable antialiasing, but there has been also improved AA shaders in the forum, which you can just copypaste into the existing antialias shader.

     

    Fog, DoF and Bloom also makes things look smoother.

     

    Does anyone happen to have shaders that draw a fully anti-aliased sphere and cube?

  9. Leadwerks Engine uses a deferred renderer and does not have MSAA. You can use the framework commands and enable antialiasing, but this is a post processing filter and does not have the same quality as MSAA.

     

    Leadwerks3D supports MSAA, even with the deferred renderer, as the feature we requested three years ago is finally supported. biggrin.png

     

    I have no plans to pursue WebGL, but there are other online platforms we are looking into. We'll probably end up supporting a variety of online platforms, because none are completely perfect, and each has tradeoffs.

     

    Is the MSAA technique being used in WebGL? If so, it looks extremely good, and I have no complaints.

     

    I'm concerned now because I see jagged sphere outlines when rendering a sphere with 64 slices in LE2.5 EK. That one sphere took more than 5 seconds to compose while the graphic window was opening. My simulation contains many (dozens) spheres.

     

    I'm happy to see that you have the good stuff slated for Leadwerks3D, but what should I do in the meantime? Can I test a beta very soon, like...now? I need very basic rendering facilities: two geometric primitives, flat text, a camera I can move (pan, zoom) with a perspective or orthographic projection, and one or two lights--nothing very fancy. I don't need the editor. I need only the C-API.

     

    Can you explain the problem with WebGL? Does it not scale well? Is deferred rendering not possible? It seems to be the forthcoming standard for Web-based graphics. Is there a better alternative?

  10. I need to render very clean-looking maximally anti-aliased cubes and spheres. Can anyone make specific suggestions?

     

    I rendered the basic cube, but see a lot of jaggies. Must I write a custom shader to render the cube smoothly? Has anyone already done this?

     

    Also, I rendered a sphere with CreateSphere (32) and with CreateSphere (100), and saw no difference in boundary smoothness. This is confusing because I recently tested DX Studio, in which I imported a sphere of 200 slices (about 20,000 polygons), and it rendered extremely smoothly in that WebGL-based engine. I feel limited, however, by the Javascript; so I decided to work with Leadwerks, instead. I need very smooth spheres too. So I have two questions really:

     

     

    How do I create extremely smooth cubes and spheres?

     

    Will Leadwerks ever target the Web directly as a platform, via WebGL?

     

     

    Regarding WebGL, the interactivity is great and the deployment model is very simple.

  11. No, I would keep project folder completely seperate from game folder. In project folder you have your project files and source codes, and in game folder you have only the binary files for the released game.

    I use this kind of folder structure:

    c:homeusernameprojectsgame1distro // this is the game folder

    c:homeusernameprojectsgame1source // this is the project folder

     

    Okay, so you don't use the generic values above for the Output and Working directories. You just enter the literal game folder name into both fields, right?

     

    ...

     

    I'm building a series of projects corresponding to the tutorials. The process is a bit heavier than I want. I have to copy the same two folders, eight DLLs, and two .dds files over to the new debug folder of the new project, every time. Is this what most developers do? Is there an easier way?

  12. You don't need that extra line, if you set your output and working directory to your game folder.

     

    Thanks. I rather like having the line in the code because it makes the program more immune to the particulars of the VS environ, which I don't use much, and always have some trouble acclimating to again.

     

    game folder == project folder ?

     

    ...

     

    Below are the instructions in the tutorial for these two fields:

     

    Output directory changes from "$(SolutionDir)$(Configuration)" to "../$(ConfigurationName)"

    Working directory changes from "$(ProjectDir)" to “$(TargetDir)”

  13. Add shaders.pak to your project folder, or call RegisterAbstractPath("C:Leadwerks Engine SDK") (or wherever you have the SDK demo installed.)

     

    shaders.pak was in place. The RegisterAbstractPath call was not. I inserted RegisterAbstractPath("C:Leadwerks Engine SDK") after the Initialize() line, and that fixed the problem. Thanks. Clicking once on the close button of the console closes the graphic graphic window. Clicking a second time closes the console window.

     

    [Edit] Actually one click closes both windows. The graphic window closes immediately; but you must wait a long time (about 5 seconds) for the console window to close. Does unloading a DLL really take that long?

     

    I guess that tutorial should be updated to include the extra line.

  14. I strongly recommend using VS 2008 because support is built right in. Your VS 2010 applications will not run on Windows XP without additional required components that have to be downloaded and installed. Windows XP accounts for up to 43% of Windows machines, depending on which company's data you look at.

     

    Noted. But that's okay, I'm very Windows-7-centric for now anyway, and am only trying to get a simulation video made (near-term). I think there are other problems, and I want to understand those before I decide to switch to VS 2008.

     

    I just updated my FirePro 8700 driver to the latest version. I've rebooted a couple of times since. I rebuilt the FirstLEApplication project, inserting the simple cube code from this tutorial

     

    http://www.leadwerks...rted-with-c-r85

     

    I built, ran, and got the following in the console window

     

     

    Leadwerks Engine 2.43

    Initializing Renderer...

    OpenGL Version: 3.3.11272 Compatibility Profile Context FireGL

    GLSL Version: 3.30

    Render device: ATI FirePro V8700 (FireGL)

    Vendor: ATI Technologies Inc.

    DrawBuffers2 supported: 1

    16 texture units supported.

    GPU instancing supported: 1

    Max batch size: 32

    Shader model 4.0 supported: 1

    Conditional render supported: 0

    Error: Shader file "abstract::query.vert" not found.

    Error: Shader file "abstract::query.vert" not found.Press any key to continue .

    . .

     

    This didn't happen before I updated the driver. Does anyone see the problem?

  15. That's why I moved the default installation directory to C:Leadwerks Engine SDK

     

    I reinstalled LE2.5 Evaluation Kit in the default directory. When I run the basic cube demo, I get

     

    Unhandled exception at 0x69068b02 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x60d1368f.

     

    in this function

     

     

    int Graphics(int width, int height, int depth, int hertz, int flags)

    {

    return leGraphics(width, height, depth, hertz, flags);

    }

     

    with arguments 640,480,0,0,10

  16. That just reflects what i found out while trying to get the engine to work in the first place smile.png

    The safest method would be to place your compiled exe directly in the SDK folder (side to side with the editor.exe).

     

    I copied the .exe into the SDK directory where editor.exe is, double-clicked the .exe and it worked! Thanks. So why can't I just do this in the environment? The first error to be printed out when I run from VS is an access violation at location 0x00000000.

     

    The only unusual thing I did was to install the SDK to C:Program Files (x86) directory, instead of to the default C:Leadwerks Engine SDK. Could a hard-coded path be messing things up? I really want to work inside of VS 2010, without having to copy the .exe manually every time, or write custom build step that does the copy.

     

    Placing the two files and two directories you mentioned did not make any difference. Is there a proper setup script to follow? What does everyone do when he sets up LE2.5 Evaluation Kit in VS 2010?

     

    ...I still have a problem. The simple cube demo involves two windows, a console window with some status messages and the OpenGL window with the cube. I can't close either window. If I try to close the graphic window, it turns white in the task bar, and I can't access the window anymore.

  17. There is still for some reason a lot of confusion over this so to clarify once again:

    • There is currently no released price for LE3 (that is to be announced at some as yet unspecified point in the future).

    • Josh has specified on several occasions that for anyone buying LE2 prior to the release of LE3, the cost of the having bought LE2 and upgrading to LE3 will be less than if you had waited and bought LE3 on its own. In other words if you buy LE2 now, the final cost of LE3 will be cheaper for you.

    • The cost of the source code is an entirely separate thing and is a matter of discussion between any interested party and Josh. No assumptions should ever be made and until the price of LE3 itself is announced it's unlikely you'll get a price for the source code.

     

    Thanks. I had a private e-mail with Josh about this.

  18. I have used LE with VS2008 as well as with VS2010, but i never saw an error like that.

    Apart from the dll's and the .pak you also need the Scripts folder and a noise.dds and wobbledot3.dds.

    The dds files are located under Materials/Effects. This is the minimal amount of file to get LE running.

    Note that you will also need the Entities folder located in Models, if you want to load an .sbx file that

    comes with the engine.

     

    Thanks for telling me that. I'll try putting the extra files and directories in place. I don't understand why the .pdb cannot be found; it's in the debug directory. I didn't see the need for the extra files and directories mentioned in the tutorial for setting of Visual Studio, though. Am I looking at old set-up instructions? I will do what you say above, but can you show me the published script you followed to setup VS? I may be looking in the wrong place for setup instructions.

  19. When I step across the Graphics call, I get the following errors.

     

     

    First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

    First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiglpxx.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atioglxx.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64version.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atigktxx.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64aticfx32.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiadlxy.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64userenv.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wtsapi32.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64psapi.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wintrust.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64crypt32.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64msasn1.dll', Cannot find or open the PDB file

    First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64clbcatq.dll', Cannot find or open the PDB file

     

    I copied the eight DLLs and the one .pak file to the debug directory under the project directory FirstLEApplication2. Is that correct?

     

    You must mean "editor.log" instead of "engine.log". The one I found contained this

     

     

    Leadwerks Engine 2.43

    Initializing Renderer...

    OpenGL Version: 3.3.10792 Compatibility Profile Context FireGL

    GLSL Version: 3.30

    Render device: ATI FirePro V8700 (FireGL)

    Vendor: ATI Technologies Inc.

    DrawBuffers2 supported: 1

    16 texture units supported.

    GPU instancing supported: 1

    Max batch size: 32

    Shader model 4.0 supported: 1

    Conditional render supported: 0

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//query.vert", ""...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/globals.lua"...

    Loading shader "", "incbin::../../TerrainColorAndLight.frag"...

    Loading shader "", "incbin::../../TerrainColorAndLight.frag"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional_icon.dds"...

    Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

    Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

    Loading material "c:/program files (x86)/leadwerks engine sdk/materials/effects/invisible.mat"...

    Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"...

    Creating class light_directional

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/clearcolor.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/guide.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//pointentity.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//pointentity.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/grid.frag"...

    Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"...

    Loading texture "incbin::noise.dds"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/presets/postfilter_bloom_hdr.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/bloomblurx.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/bloomblury.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/irisadjustmentblend.frag"...

    Loading texture "incbin::Arial9.dds"...

    Freeing class light_directional

    Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/globals.lua"...

    Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf".

    Loading texture "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node_icon.dds"...

    Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf"...

    Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf"...

    Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.lua"...

    Creating class road_node

    Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf"...

    Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf"...

    Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.lua"...

    Creating class environment_atmosphere

    Loading material "c:/program files (x86)/leadwerks engine sdk/materials/sky/fullskiesblueclear0016_2_l.mat"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/sky/fullskiesblueclear0016_2_l.dds"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.frag"...

    Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

    Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

    Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"...

    Creating class light_directional

    Loading texture "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient_icon.dds"...

    Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf"...

    Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf"...

    Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.lua"...

    Creating class light_ambient

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/generic.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/sobel.frag"...

    Loading heightmap...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/maps/deserthighway_alpha.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smoothsand.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smoothsanddot3.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksand.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksanddot3.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rockwall.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rockwalldot3.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smallrocks1.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/terrain/desert/terrain_desert_smallrocks1dot3.dds"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"...

    Loading material "c:/program files (x86)/leadwerks engine sdk/materials/roads/road.mat"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/roads/road_dashedwhite2.dds"...

    Loading texture "c:/program files (x86)/leadwerks engine sdk/materials/roads/road_dashedwhite2dot3.dds"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag"...

    Warning: 2 mesh errors in surface tangent/binormal calculation.

    Warning: 1 mesh errors in surface tangent/binormal calculation.

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"...

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/presets/postfilter_distancefog_bloom_hdr.frag"...

    Freeing class road_node

    Freeing class environment_atmosphere

    Freeing class light_directional

    Freeing class light_ambient

    Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf"

    Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf"

    Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"

    Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf"

    Deleting material reference "c:/program files (x86)/leadwerks engine sdk/materials/effects/invisible.mat"

    Deleting shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/generic.vert|zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//editor/sobel.frag||120".

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/globals.lua"...

    Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/ambient/light_ambient.gmf".

    Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf".

    Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/environment/atmosphere/environment_atmosphere.gmf".

    Deleting model reference "c:/program files (x86)/leadwerks engine sdk/models/entities/road/road_node.gmf".

    Deleting shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.vert|zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/skybox.frag||120".

    Deleting material reference "c:/program files (x86)/leadwerks engine sdk/materials/sky/fullskiesblueclear0016_2_l.mat"

    Loading model "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

    Loading mesh "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"...

    Loading material "c:/program files (x86)/leadwerks engine sdk/materials/effects/invisible.mat"...

    Loading script "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"...

    Creating class light_directional

    Deleting material reference "c:/program files (x86)/leadwerks engine sdk/materials/roads/road.mat"

    Deleting shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert|zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag||120".

    Loading shader "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/program files (x86)/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"...

    Freeing class light_directional

    Deleting mesh reference "c:/program files (x86)/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/collisions.lua"...

    Invoking script "C:/Program Files (x86)/Leadwerks Engine SDK/Scripts/start/fliphook.lua"...

    Invoking

     

    Note that the last line is incomplete. I cleared and saved the file, and reran the program past the Graphics call, but got nothing in the editor.log file.

  20. LE2.5 works with all languages, including VS2010. Check your engine.log what caused the error with Graphics().

     

    When I step across the Graphics call, I get the following errors.

     

     

    First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

    First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiglpxx.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atioglxx.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64version.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atigktxx.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64aticfx32.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64atiadlxy.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64userenv.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wtsapi32.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64psapi.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64wintrust.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64crypt32.dll', Cannot find or open the PDB file

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64msasn1.dll', Cannot find or open the PDB file

    First-chance exception at 0x01269f38 in FirstLEApplication2.exe: 0xC0000005: Access violation reading location 0x00000000.

    'FirstLEApplication2.exe': Loaded 'C:WindowsSysWOW64clbcatq.dll', Cannot find or open the PDB file

     

    I copied the eight DLLs and the one .pak file to the debug directory under the project directory FirstLEApplication2. Is that correct?

  21. That figure is not real nor hypothetical. Josh has been very specific in that he is not announcing a cost yet for LE3. Any price thrown around about LE3 is strictly a made up number by someone on this forum and has no real grounding in reality.

     

    Yes, I understand that LE3 proper has no specific price yet. But then should I conclude that the whole upgrade-price addition is a fiction? I thought the LE2.5 price plus upgrade price was something that developers could buy now. Can someone from Leadwerks please clarify? I want to know the price of what I can buy now. If an upgrade to LE3 is not included in the current offering, can you estimate when that will be an option? I have a schedule I must keep, and may need to make adjustments, depending on your response.

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