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Shaping

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  1. 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.
  2. 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?
  3. 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
  4. 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.
  5. Thanks. I had a private e-mail with Josh about this.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. Would some please answer my above question about using VS 2010 with the LE2.5 Evaluation Kit, or give me a link to an explanation? Thanks.
  11. Can the price be communicated privately so that I can buy it? This is what was trying to determine with the e-mails sent to support at leadwerks dot com. The price of LE2.5 plus upgrade seems to be public information. I found the prices mentioned somewhere in the forum: $199.99 plus $1000 for the automatic upgrade to LE3. I could be mistaken. Was the $1000 upgrade a hypothetical figure or a real upgrade price?
  12. What is the difference between the "source code license" and "Leadwerks3D source license"? I thought that we could buy the LE2.5 with an added upgrade cost for LE3 when it becomes available. I assumed that a similar upgrade path exists for buying source, if needed. As mentioned above, can someone help me move forward again with my eval? I can't get the basic cube demo to run in VS 2010. If there is a page describing how to do this, sorry, I've missed it. Most help refers to VS 2008. Must I use VS 2008?
  13. I prefer to interface my dynamic language environ VisualWorks Smalltalk (VW) to the Leadwerks C DLL functions, but this may be awkward--not sure yet; I need to see more of the API, and use it for a bit. On the other hand, having the engine C++ code would let me port the engine to Smalltalk, but, if Josh's new engine/framework works well, I don't need the headache of maintaining the engine code and my application layer. Also, Smalltalk doing call-outs and callbacks to/from the engine in a DLL will perform better than having everything in Smalltalk, even when the FFI's boxing/unboxing of floats is considered. However, if I need an engine fix, and Josh is not ready with it, I can do it myself, if I maintain my own engine. My weakness: I'm very detail-oriented and will tend to start working down in the trenches (engine), instead of staying up in my application layer. I must stay in the application layer through the end of this year. Not having engine source might help me do so. I have a specific simulation I must complete by summer. The simulation is completely programmatic--a math-model comprising several dozen classes. I will eventually use the editor to do some things, but don't foresee needing it short-term. I've hitherto used the fixed-function Jun OpenGL framework, but I'm tired of the look, and want to move on to a shader-based engine. Concerning costs: Does LE3 cost $199.99 + $1000 = $1199.99? Does anyone know the cost of the LE3 source? I worked through the basic demo app, the degenerate one producing the console window closed by a keystroke. I went on to code the following simple cube demo, but my call to Graphics(640,480,0,0,GRAPHICS_BACKBUFFER+GRAPHICS_DEPTHBUFFER) is failing. I'm trying to do this in VS 2010. Will this work? Is there a specific reason why I must use VS 2008? I'm running a FirePro 8700 with latest drivers. Can someone tell me how to use VS 2010 with the LE2.5 Evaluation Kit?
  14. Greetings everyone. I've been sending e-mails to Josh at support at leadwerks dot com for a few days now, with questions concerning the cost of licensing and source, a description of my application and immediate needs/schedule, and some feedback/corrections on the tutorials associated with the LE2.5 evaluation kit. I've not received any responses yet. Should I be using another e-mail address?
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