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Guppy

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Posts posted by Guppy

  1. We're using GoogleDrive and it totally screws the maps up. It constantly copies maps with (1) or [conflict] in the name. It's a pain.

     

    Try https://bitbucket.org/ instead

     

    you can use either git or mercurial - while I prefer that latter the truth is that unless you plan on using the comand line client the there isn't any difference ( hell you can even convert your repository from one to the other while preserving history )

  2. If I do not do shader->Release() but have done shader->AddRef(), wouldn't I get a memory leak? Isn't the point that when shader->Release() make the ref count go to 0 the Leadwerks::Object sub-class freed?

     

    Have I misunderstood Leadwerks ref count completely?

     

    It gets automatically freed when there are 0 refs, but you can free it manually before this.

    Eg. I imagine that the engine will free entities when unloading the map that spawned them regardless of ref count.

  3. Hum,

     

    I tried your solution Guppy. the bones still messed up.

     

    I do what you said, so I select my bones in object mode and hit ctrl+a and select scale.

     

    You need to apply rotation,scale and location for both armature and model - that said when I export your model I just get a flickering ghost with a skeleton that seems to be upside down and missing a bone - not sure what that is about but the animation viewer is kinda wierd on linux atm.

  4. It is possible, there are various way of doing it one is outlined here;

     

    http://www.leadwerks.com/werkspace/blog/138/entry-1288-pushing-complex-lua-tables-from-c/

     

    Not mentioned in the blog, but in the source file are additional classes "luaMemberFunction" and "luaFunction"

    Which lets you add functions to your lua table.

     

    Alternatively you could skip the that and just push the functions directly with (lua_pushcclosure), but I think wrapping them in a global table will do much to prevent name clashes and it looks prettier.

    if you do chose to to go the manual way you should remeber to use Leadwerks::Interpreter::L

  5. I'd copy SDL's implementation as well;

     

    https://hg.libsdl.org/SDL/file/3331d2f57704/src/video/x11/SDL_x11window.c#l1242

     

    There are simply way to many edge cases for it to be a productive use of your time, especially when the license is so liberal;

     

    Simple DirectMedia Layer

    Copyright © 1997-2014 Sam Lantinga <slouken@libsdl.org>

     

    This software is provided 'as-is', without any express or implied

    warranty. In no event will the authors be held liable for any damages

    arising from the use of this software.

     

    Permission is granted to anyone to use this software for any purpose,

    including commercial applications, and to alter it and redistribute it

    freely, subject to the following restrictions:

     

    1. The origin of this software must not be misrepresented; you must not

    claim that you wrote the original software. If you use this software

    in a product, an acknowledgment in the product documentation would be

    appreciated but is not required.

    2. Altered source versions must be plainly marked as such, and must not be

    misrepresented as being the original software.

    3. This notice may not be removed or altered from any source distribution.

     

    Selective bold is mine - to highlight the relevant parts.

     

    Only 3 is an issue and even there is just when you sell source code that you have to have a comment going "/*the following X functions were copied from SDL under the following license, the rest of this document is not released under that license.*/"

     

    Really shouldn't be a problem

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