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1  Crystal Space Development / Support / Re: Multiple views on: October 18, 2005, 09:13:23 pm
fixed it , thanks:)
2  Crystal Space Development / Support / Multiple views on: October 17, 2005, 09:42:26 pm
Hello,
I'm having trouble tryng to convince CS to use/switch betwen multiple views inside one world. Could anyone direct me to some source code that shows how it is done or
write a small example? Thanks for helping out.
3  Crystal Space Development / Game Content Creation / Re: Small problem exporting cal3d model from blender on: August 10, 2005, 06:57:47 pm
I'm using 2.36.
4  Crystal Space Development / Game Content Creation / Small problem exporting cal3d model from blender on: August 09, 2005, 09:34:33 am
Hey, I've followed the tutorial ' Building Cal3d Models with Blender 2.35' and have run into problems when trying to export the model.
If I try to export a model I only get the gui that shows the file list, name and dir, but not the window that's painted in the tutorial
(the window with: Export for Soya, Export to XML and other buttons). How do I access that window?
5  Crystal Space Project Development / Bug Reports / Re: CVS simple seg. fault on: July 22, 2005, 11:08:41 am
Hmm, sorry 'bout that. workes sweet now.
6  Crystal Space Project Development / Bug Reports / Re: CVS simple seg. fault on: July 22, 2005, 10:39:01 am
This is the relevant part:

void Simple::CreateRoom ()
{
  // Load the texture from the standard library.  This is located in
  // CS/data/standard.zip and mounted as /lib/std using the Virtual
  // File System (VFS) plugin.
  if (!loader->LoadTexture ("stone", "/lib/std/stone4.gif"))
    ReportError("Error loading 'stone4' texture!");

  iMaterialWrapper* tm = engine->GetMaterialList ()->FindByName ("stone");

  // We create a new sector called "room".
  room = engine->CreateSector ("room");

  // Creating the walls for our room.
  csRef<iMeshWrapper> walls (engine->CreateSectorWallsMesh (room, "walls"));
  csRef<iThingState> ws =
    SCF_QUERY_INTERFACE (walls->GetMeshObject (), iThingState);
  csRef<iThingFactoryState> walls_state = ws->GetFactory ();
   walls_state->AddQuad(csVector3(6, -10, 10), csVector3(6,10,10), csVector3(6,10,-5), csVector3(6,-10,-5));
    walls_state->AddQuad(csVector3(-15, -10, -5), csVector3(6, -10, -5), csVector3(6,10,-5), csVector3(-10,10, -5));
 
  walls_state->SetPolygonMaterial (CS_POLYRANGE_LAST, tm);
  walls_state->SetPolygonTextureMapping (CS_POLYRANGE_LAST, 3);
 
 
  // Now we need light to see something.
  csRef<iLight> light;
  iLightList* ll = room->GetLights ();

  light = engine->CreateLight(0, csVector3(-3, 5, 0), 10, csColor(1, 0, 0));
  ll->Add (light);

  light = engine->CreateLight(0, csVector3(3, 5,  0), 10, csColor(0, 0, 1));
  ll->Add (light);

  light = engine->CreateLight(0, csVector3(0, 5, -3), 10, csColor(0, 1, 0));
  ll->Add (light);
}

it seg. faults when I want to add more than one mesh to a sector. with or without lighting. The rest of the code is the same as in simple1.cpp
7  Crystal Space Project Development / Bug Reports / CVS simple seg. fault on: July 21, 2005, 10:34:18 am
Heyya, to reproduce it, modify the simple1.cpp so you replace the line

walls_state->AddInsideBox (csVector3 (-30, 0, -30), csVector3 (30, 20, 30));

with

 walls_state->AddQuad(csVector3(-15, -10, -5), csVector3(6, -10, -5), csVector3(6,10,-5), csVector3(-10,10, -5));
 walls_state->AddQuad(csVector3(-10, 10, 15), csVector3(6, 10, 15), csVector3(6,-10,15), csVector3(-15,-10, 15));
.
It works ok if you only add one mesh to the sector, if you add more it seg. faults, at least for me.
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