Category: Testing Log


Testers Needed

Permalink 08:58:32 pm, Categories: Testing Log  

Hi Again Everyone -

Haven't posted in a while, so I thought I would give an update on how things have progressed on the COLLADA convertor. Between Mike Gist and myself, we've been able to get just about everything working. The only holdup - the surface triangulator - has been implemented, and appears to be working as expected. Currently, the surface triangulator needs some testing, though, as I've only tested it with basic models. So, if you have a chance, I'd really appreciate it if all of you folks out there with COLLADA models could give it a try. Here's what we're looking at testing:

  • COLLADA Conversion of Geometry from .dae (COLLADA 1.4) to Crystal Space
  • Surface Triangulation (iTriangulate3D and corresponding csTriangulate3D). This triangulation routine will NOT handle holes, but should handle any other 3D polygon of arbitrary size and planarity (i.e. either planar or non-planar polygons). I'm still working on getting it working with holes, but this isn't extremely pressing, as they are pretty rare.
  • Camera and Scene conversion and proper viewing angles, etc...
  • Basic material conversion (color, image texture, etc...)

The most recent addition, in terms of features, to the system is the last one - the materials. Since we're not 100% sure how we're going to handle shaders from COLLADA to CS (if at all), the materials area of the converter may be a little sparse. And, it's also somewhat volatile.

Also, we need testers on the following systems (as I don't have access to them):

  • Mac OSX
  • Alpha


Testing Log

Permalink 03:59:16 am, Categories: Coding Log, Testing Log  

So - back to work on COLLADA conversion. I'm still reworking the 3d surface triangulation algorithm I originally wrote last summer, but with all the changes to the rendermanager and such, I've mostly been getting caught up with setting up a good testing environment. In order to isolate and identify bugs in the code I wrote, I am attempting to visualize the 3D surface triangulation using a csSimpleRenderMesh. So, once triangulated, the csTriangleMesh is converted to a csSimpleRenderMesh, and then visualized. I am having difficulty right now trying to visualize this. I can't seem to get the csSimpleRenderMesh to appear on the screen. Part of the situation was in getting the render manager set up and working, but now that seems to be finished.

I have the following code setup to perform the rendering of what (I believe) is a simple triangle:

void Tri3DTest::Frame()
// we want to draw result
csSimpleRenderMesh rendMesh;

csVector3 verts[2];
verts[0].Set (0, 0, 0);
verts[1].Set (10.0, 0, 0);
verts[2].Set(0, 10.0, 0);

csVector4 cols[2];
cols[0].Set(1.0, 0.0, 0.0, 1.0);
cols[1].Set(1.0, 0.0, 0.0, 1.0);
cols[2].Set(1.0, 0.0, 0.0, 1.0);

rendMesh.vertices = verts;
rendMesh.vertexCount = 3;
rendMesh.colors = cols;

rendMesh.meshtype = CS_MESHTYPE_TRIANGLES;
csAlphaMode alf;
alf.alphaType = alf.alphaSmooth;
alf.autoAlphaMode = false;
rendMesh.alphaType = alf;

g3d->BeginDraw(engine->GetBeginDrawFlags() | CSDRAW_3DGRAPHICS);
g3d->DrawSimpleMesh(rendMesh, 0);

However, all I get is a black screen. I should say that a bit ago, I got a black screen. Now, I added the line view->Draw() and get a segfault. This was due (in part) to the rendermanager not being set correctly. This problem has been corrected, but I am rebuilding the Crystal Space core library at the moment, as I was previously getting a number of weird errors with walktest. Walktest displayed, but not like it did previously, without the new rendermanager code in the trunk. The level seems to be full of errors now. I thought perhaps it could be my platform, along with some weirdness in incremental linking with the msvc compiler, so I am rebuilding things just to be sure. Once this is complete, I will see if the new 3D triangulation test visualization works.

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