Crystal Space
Welcome, Guest. Please login or register.
July 22, 2014, 08:18:16 pm

Login with username, password and session length
Search:     Advanced search
9005 Posts in 2043 Topics by 8210 Members
Latest Member: Pakowanie1989
* Home Help Search Login Register
  Show Posts
Pages: [1]
1  Associate Projects / CEL Discussion / CEL for VC7 on: March 30, 2005, 06:47:40 pm
I'm not sure if there are any 'releases' of CEL that match up with a release of Crystal Space.  Usually the latest CVS of CEL uses the latest CVS of Crystal Space.
2  Crystal Space Development / General Crystal Space Discussion / Updating an old project to new 3d environments on: March 30, 2005, 06:45:36 pm
I don't see any reason why you couldn't do this in Crystal Space.  With a lot of empty 'space' it should be very fast as well.  The only thing I can see is that you might want to have a nice Level of Detail on the planets so when you are in space they are just 'balls' but when you get into the atmosphere you can actually see planetary details.  I'm sure whatever concerns you have the CS team can help.
3  Crystal Space Development / Support / viewmesh crash with a Cal3d model on: March 29, 2005, 08:23:48 pm
Hmm, I can try this out myself in a little bit. I have a few cal3d models so will see what happens with them.  In the mean time can you try running in gdb ( assuming you built in debug mode ) and see if you can get a stack trace?  This will help narrow down the problem.
4  Crystal Space Development / Support / Walktest Terrain Problem on: March 28, 2005, 10:29:40 pm
When was the last time you updated Crystal Space?  The -new-renderer option has been removed for some time now.  The 'new renderer' is now the default renderer.
5  Crystal Space Development / Support / viewmesh crash with a Cal3d model on: March 28, 2005, 10:28:06 pm
Is this when loading the model or on exit?  I've noticed this bug several times when I exit our app.
6  Crystal Space Development / Support / csInitializer::SetupEventHandler() on: March 21, 2005, 08:51:13 pm
In your main() function you would have something like:
Code:


ERD* g_App

int main()
{
    g_App = new ERD();
}


The function needs to be static because SetupEventHandler() takes a function point.  For classes you cannot use function pointers unless they are static.  So this is why there is a dummy ERD::StaticEventHandler that simply calls g_App->EventHandler().  This is a limitation of C++.
7  Crystal Space Development / Support / Win98 execution error, required plugins and background on: March 21, 2005, 08:47:20 pm
Not sure for #1

#2 would be a good addition but not sure how to go about doing that.  I would really like to see something like that as well.

#3 Well you can draw whatever you want behind the windows.  Either a csView on an engine or a simple csPixmap.
8  Crystal Space Development / Support / iEngine::Prepare() - segmentation fault on: March 21, 2005, 08:43:16 pm
Can you paste a bit more from the back trace?
9  Crystal Space Development / Support / iEngine::Prepare() - segmentation fault on: March 20, 2005, 09:46:56 pm
Can you run in gdb ( assuming you built Crystal Space in debug mode)?  This will give a better idea of exactly where the crash is happening.
10  Crystal Space Development / Support / csInitializer::SetupEventHandler() on: March 18, 2005, 05:31:16 pm
What you should have in your ERD class is something like:
Code:

class ERD
{
....
    static bool StaticEventHandler(iEvent &ev);
     bool EventHandler(iEvent &ev);
};


bool ERD::StaticEventHandler(iEvent& ev)
{
    // If the pointer is not valid, don't crash
    if (g_pApp)
        return g_pApp->EventHandler(ev);
    else
...
}


bool ERD::Initialize ()
{
    if (!csInitializer::SetupEventHandler(object_reg,StaticEventHandler))
   {
...
    }
}



And you would have one global var g_App that is set when you create your ERD class. [/code]
11  Crystal Space Development / General Crystal Space Discussion / plz help!! on: March 18, 2005, 05:10:56 pm
Hmm, you migth be missing some things here.  First Crystal Space is not a game but a game engine.  You use it to create your own games.  As for what you need check out:
http://crystal.sourceforge.net/docs/online/manual-cvs/cs_2.4.php#SEC2.4  
For instructions on how to download/build Crystal Space on your particular platform.
12  Crystal Space Development / Support / Visual Studio 2003 .Net Linker Error on: March 17, 2005, 05:01:14 pm
Is this using the latest CVS code?  I know that there have been some csString issues recently.  Try updating and see if this is not already fixed.
13  Crystal Space Projects / Project Discussion / Cal3D viewer/animation creator on: December 23, 2004, 08:14:48 pm
Most likely LGPL.
14  Crystal Space Projects / Project Discussion / Cal3D viewer/animation creator on: December 22, 2004, 03:40:46 am
We will probably be developing a tool in the future that will allow us to pose cal3d models by manipulating bones.  We hope that this way we can allow people to set key frames and thus define animaitions for that model.  I think that this would be a nice tool for those that may not be good modelers but can do animations.  Since this could be a nice tool, this post is a Request for Comments about what sort of features others might like.
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 2.144 seconds with 17 queries.