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1  Crystal Space Development / Support / Re: Procedure entry point cannot be located on: July 19, 2012, 07:55:18 am
It's been a while, but this kind of occurrence seems familiar.

Assuming you've followed the instructions for setting up MSVC++ for CS:

If it's a problem with DLLs:

Are the CS dlls is a Windows-approved location? I.e., can your appsimple1.exe find them? One way to test is to copy your .exe into the main CS folder (where the heretofore mentioned bundled applications work) and execute it there. Alternatively, add the main CS directory to your environmental PATH variable.

To avoid the whole dll-finding problem, build CS as a static lib and change the necessary instructions.

But given that your former impl. worked, it's probably something else.
Have you taken a look at the bundled app code? Any differences to do with FramePrinter?
2  Crystal Space Development / General Crystal Space Discussion / Re: Is Crystal Space dying? on: July 17, 2011, 11:35:44 pm
OK, I would like to contribute to the doc. How do I go about doing this? Based on the Contribute page, do I really need to provide a few new issues first? I've been around the forum long enough that I think I should seem rather harmless.
3  Crystal Space Development / General Crystal Space Discussion / Re: Is Crystal Space dying? on: July 03, 2011, 08:54:14 pm
I'm glad to hear that CS is still going strong. I was getting the impression that it was slowely halting also. The main mailing list has been unusually quiet these past few months.

I think its a *bit* of a stretch to say there are weekly news updates to the main site. BTW, Ares looks awesome. That is certainly proof that some dedicated work is still going on.

The trac timeline is news to me and it's good to see frequent contributions. On that note, the administrators where I've been doing some work used to use trac. They don't like to talk about that anymore. Now they use Redmine for project management and Redmine Chronical for their documentation.

One more thing, how is CS 2.0 coming along? Is there a release date? (excited). I could also help with documentation if needed. I don't know everything, and we should probably wait for 2.0 stable, but I know some things currently in the doc. are out of date (e.g., the VSC++ sections are not in line with 2010, but that's kind of minor)
4  Crystal Space Development / Support / Re: Set Smooth: Shader Algorithm or Mesh Construction? on: March 03, 2011, 08:18:55 pm
Ugh. I was wrong. You were right.


Alright.. here is the export of a simple cube set to SMOOTH:
<v x="1" y="-1" z="1" nx="0.577349" ny="-0.577349" nz="0.577349"/>
<v x="1" y="-1" z="-1" nx="0.577349" ny="-0.577349" nz="-0.577349"/>
<v x="-1" y="-1" z="-1" nx="-0.577349" ny="-0.577349" nz="-0.577349"/>
<v x="-1" y="-1" z="1" nx="-0.577349" ny="-0.577349" nz="0.577349"/>
<t v1="3" v2="2" v3="1"/>
<t v1="3" v2="1" v3="0"/>
<v x="1" y="1" z="0.999999" nx="0.577349" ny="0.577349" nz="0.577349"/>
<v x="-1" y="1" z="1" nx="-0.577349" ny="0.577349" nz="0.577349"/>
<v x="-1" y="1" z="-1" nx="-0.577349" ny="0.577349" nz="-0.577349"/>
<v x="0.999999" y="1" z="-1" nx="0.577349" ny="0.577349" nz="-0.577349"/>
<t v1="7" v2="6" v3="5"/>
<t v1="7" v2="5" v3="4"/>
<t v1="1" v2="7" v3="4"/>
<t v1="1" v2="4" v3="0"/>
<t v1="2" v2="6" v3="7"/>
<t v1="2" v2="7" v3="1"/>
<t v1="3" v2="5" v3="6"/>
<t v1="3" v2="6" v3="2"/>
<t v1="5" v2="3" v3="0"/>
<t v1="5" v2="0" v3="4"/>

<v x="1" y="-1" z="1" nx="0" ny="-1" nz="0"/>
<v x="1" y="-1" z="-1" nx="0" ny="-1" nz="0"/>
<v x="-1" y="-1" z="-1" nx="0" ny="-1" nz="0"/>
<v x="-1" y="-1" z="1" nx="0" ny="-1" nz="0"/>
<t v1="3" v2="2" v3="1"/>
<t v1="3" v2="1" v3="0"/>
<v x="1" y="1" z="0.999999" nx="0" ny="1" nz="-0"/>
<v x="-1" y="1" z="1" nx="0" ny="1" nz="-0"/>
<v x="-1" y="1" z="-1" nx="0" ny="1" nz="-0"/>
<v x="0.999999" y="1" z="-1" nx="0" ny="1" nz="-0"/>
<t v1="7" v2="6" v3="5"/>
<t v1="7" v2="5" v3="4"/>
<v x="1" y="-1" z="1" nx="1" ny="4.47034e-008" nz="-2.83122e-007"/>
<v x="1" y="1" z="0.999999" nx="1" ny="4.47034e-008" nz="-2.83122e-007"/>
<v x="0.999999" y="1" z="-1" nx="1" ny="4.47034e-008" nz="-2.83122e-007"/>
<v x="1" y="-1" z="-1" nx="1" ny="4.47034e-008" nz="-2.83122e-007"/>
<t v1="11" v2="10" v3="9"/>
<t v1="11" v2="9" v3="8"/>
<v x="1" y="-1" z="-1" nx="-2.83122e-007" ny="-1.04308e-007" nz="-1"/>
<v x="0.999999" y="1" z="-1" nx="-2.83122e-007" ny="-1.04308e-007" nz="-1"/>
<v x="-1" y="1" z="-1" nx="-2.83122e-007" ny="-1.04308e-007" nz="-1"/>
<v x="-1" y="-1" z="-1" nx="-2.83122e-007" ny="-1.04308e-007" nz="-1"/>
<t v1="15" v2="14" v3="13"/>
<t v1="15" v2="13" v3="12"/>
<v x="-1" y="-1" z="-1" nx="-1" ny="-1.3411e-007" nz="2.23517e-007"/>
<v x="-1" y="1" z="-1" nx="-1" ny="-1.3411e-007" nz="2.23517e-007"/>
<v x="-1" y="1" z="1" nx="-1" ny="-1.3411e-007" nz="2.23517e-007"/>
<v x="-1" y="-1" z="1" nx="-1" ny="-1.3411e-007" nz="2.23517e-007"/>
<t v1="19" v2="18" v3="17"/>
<t v1="19" v2="17" v3="16"/>
<v x="1" y="1" z="0.999999" nx="2.38419e-007" ny="2.08616e-007" nz="1"/>
<v x="1" y="-1" z="1" nx="2.38419e-007" ny="2.08616e-007" nz="1"/>
<v x="-1" y="-1" z="1" nx="2.38419e-007" ny="2.08616e-007" nz="1"/>
<v x="-1" y="1" z="1" nx="2.38419e-007" ny="2.08616e-007" nz="1"/>
<t v1="23" v2="22" v3="21"/>
<t v1="23" v2="21" v3="20"/>
5  Crystal Space Development / Support / Re: Set Smooth: Shader Algorithm or Mesh Construction? on: March 03, 2011, 02:44:17 am
That clarifies things. About b2c's exporting more vertices, I may have been mistaken. I'll check it out when I get back to my desktop.

I'll have to test shared vertices and independant vertices for smooth and solid looks.

6  Crystal Space Development / Support / Set Smooth: Shader Algorithm or Mesh Construction? on: March 02, 2011, 01:56:36 am
Now, according to the Blender doc,, "Activating the smoothing features doesn’t actually modify the object’s geometry; it changes the way the shading is calculated across the surfaces, giving the illusion of a smooth surface."

Does CS have this type of shader or is it all in the mesh construction (vertices, faces)?

When I export a mesh with the solid setting using blender2crystal, I get the vertices I would expect. But when I set smooth in Blender, the mesh gets exported with additional vertices, leading me to believe that it's all in the mesh and not in the shader.
7  Crystal Space Development / General Crystal Space Discussion / Re: What is a portal?? on: January 24, 2011, 05:06:24 am
Welcome to CS csRacnil.

A portal in CS is exactly like the name implies. It is a link to another sector/area. For example, say your application has an exterior world and some buildings with open doors. A portal (which is a polygon) can be placed over the door opening, so that when you enter that building, an image of the outside world is projected onto that polygon instead of rendering out the entire outside world. Portals, like in the example, can be used for efficiency or for creativity (such as teleporting to different locations when you go through one), but are ultimately unnecessary, especially for small, resource insignificant applications. The maze tutorial has them merely as a demonstration of their use. Play around with them and you'll get the hang of it.
8  Crystal Space Development / Support / How to Write Underlined Text on: December 22, 2010, 03:35:49 am
CS version: 1.4
CS libs: ditto.
Win 7 64bit

I know how to use load fonts, write text to the screen with them via iGraphics2d::write, but am unable to locate how to draw the text underlined. I have been through the API and doc, but alas, to no avail.
9  Crystal Space Development / Support / Writing Text && Changing bg Color == Crash (UPDATE: worked around) on: November 07, 2010, 11:33:30 pm
OS: Win7
CS Ver: 1.4.0
Graphics Card: GeForce GT 220

So... I tried building CS with Visual Basic using MS-Word.. and I was having some issues.. jk..

(Update: The issue is no longer a problem for me after I decided not to allow bg color for the text to change until after the sequence of lines had displayed.)

Real Problem:


An assertion is thrown when I change the background color in g2d->Write(...,...,...,bgColor).

Error Msg:

Assertion Failed: *(Cookie Type*)((uint8*)P + nOld) == endCookie
Location:           c:\cs\libs\csutil\ptmalloc_wrap.cpp:434
Message:           Memory block has wrong cookie (probably corrupted by an overflow)


The error occurs only when in the process of writing varying lengths of text consecutively i.e. one line after the other of different lengths of text. Once all of the lines are on screen, there is no issue.

Essentially what I am doing is waiting for a mouse-over on the text and then highlight the text that the mouse is over by changing the background color.

Additionally, further testing yielded that as long as the text color did not include any alpha, the problem did not occur. For example, this works g2d->write(....fgColor, g2d->FindRGB(100, 100, 100, 0));, but this does NOT: g2d->write(....fgColor, g2d->FindRGB(100, 100, 100, 100));

Note: 'Write' is called every frame.
10  Crystal Space Development / General Crystal Space Discussion / CS PS and the NWO on: September 20, 2010, 01:57:18 am
I come onto the CS website and what do I see? Jorrit was elected President of the (PS) World!? Wha--?

First let me say, this is not an important thread incase that’s not obvious. I would just like to know a little about what’s going on.

1) How does one get elected to be the President of PS (or the corp. that owns administers it) and what exactly are his duties? (Excluding the obvious facets like signing executive orders, declaring war, holding (beer) summits, and using the constitution for toilet paper.)
2) How many of the CS devs are actually PS agents in disguise?  
3) Does this really change anything as far as CS is concerned?

I certainly hope the new dictator is utilitarian in his endeavors and is still able to administer to the lowly CS concerns that are not strictly MMORPG-PlaneShift related. I am assuming that the majority of CS users do not use it for PS.

Oh, one more thing, should we refer to Jorrit as His Majesty or Mr. President?

Regardless, I am glad to see him getting involved with a project since development has long since halted on Core. If it's anything like Blender's projects, or even the CS version of Yo Franky! the benefits will be great.
11  Crystal Space Development / Support / Re: Is there a way to make meshes shadeless? on: August 13, 2010, 06:19:57 am


You're the man, res.

You should be promoted to 6 monkey heads.

I'm on 1.4., but its good to know the trunk version too.
12  Crystal Space Development / Support / Is there a way to make meshes shadeless? on: August 12, 2010, 12:09:00 am

I'm making a custom billboard mechanism using mesh quads. I'd like to avoid having to light each one individual. In Blender, there's a setting called 'shadeless' that makes the mesh not glaringly bright, but avoids any shadows or specularity, being uniform throughout.

I had a look in mesh->GetFlags().Set(CS_ENTITY...) but couldn't find anything other than CS_ENTITY_NOLIGHTING and that's good except then it's completely dark (obviously). I suppose I could use an ambient light, but I think that would affect the entire sector, and I don't want that.
13  Crystal Space Development / Support / Global Access for iView on: July 18, 2010, 05:01:19 am

As you know, iView/iCamera are special of the cs modules. It is a curious thing, and causes a bit of trouble.
Take this for instance,

  engine = csQueryRegister<iEngine>(object_reg);
  if(!engine) some error stuff...
  loader = ...

// But when we get to iView, things change.

  view.AttachNew(new csView (engine, g3d));
  iGraphics2D* g2d = g3d->GetDriver2D ();
  view->SetRectangle (0, 0, g2d->GetWidth (), g2d->GetHeight ());
  view->GetCamera ()->SetSector (room);
  view->GetCamera ()->GetTransform ().SetOrigin (csVector3 (0, 5, -3));

Ok, so for some reason iView is different. That doesn't matter except when it comes to having a global point of access.
That is to say, if I need a handle to the engine, all I need is the app's object registry and I can get it via the same mechanism as before: csRef<iEngine> engine = csQueryRegistery<iEngine>(app->GetObjectRegistery()); and I've got it.

Is there a way to access the current view/camera from anywhere? I suppose I could make a Singleton that holds the view/camera if I needed to. Oh, and I do realize that I could do the whole 'pass the app and use an inline function like app->getView()... But I'm trying to avoid having to send my app around everywhere.

Oh, and if any of the devs are reading this, THANKYOU for documenting! I would have had a hell of a time figuring out why my CS_IMPLEMENT_FOREIGN_DLL wasn't working if you had not specifically stated that I needed to set iSCF::SCF.
14  Crystal Space Development / Support / Re: Problems running the demos. on: June 19, 2010, 11:15:28 pm
Note: If I remember correctly, I first tried building CS with Cygwin...then...MinGW and I ran into trouble with both. I'm sure there's nothing wrong with them and that I was in err, but if you're on Windows, why not use msvc++ 2008? I think its a bit more straight forward for the installation. Just make sure to install the libs for windows. While the doc might not say so, CS 1.4 does support 2008.

About the environmental var, it should point to the location you unzipped CS into. That is, all of the folders: apps, bin, data, include, libs, etc. are located in C:\CS\1.4.0 for me. My CRYSTAL EV is located under 'user variables' points there.
15  Crystal Space Development / Support / Re: Loading 3D Models on: June 09, 2010, 02:49:34 am
My apologies, I seem to have mislead you. I thought there was a 3ds exporter like there is for Blender, but according to the doc. there is a 3ds loader within the engine. See:
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