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1  Crystal Space Projects / Project Discussion / Re: Get MS Visual Studio Express While It's Still FREE on: July 17, 2006, 03:06:45 am
Ok, just an update.  Apparently, Microsoft plans to keep MSVC++ Express free forever! 

http://www.microsoft.com/presspass/press/2006/apr06/04-19VSExpressFreePR.mspx

Huzzah!
2  Crystal Space Projects / Project Discussion / Get MS Visual Studio Express While It's Still FREE on: June 29, 2006, 08:06:22 am
For those of you who don't know, Microsoft offers an express version of its C++ IDE for FREE (http://msdn.microsoft.com/vstudio/express/visualc/).  Too good to be true, you ask?  Well, yes and no.

From what I've heard from my friends who have tried it, it basically has everything you'd need to create a CS project.  The only thing it really doesn't support is the creating of MFC applications; MFC is just a bunch of libraries that make creating Windows apps a whole hell of a lot easier, which is irrelevant for CS games!

Anyway, the point is, my friend recently informed me that MS will start charging for Visual C++ Express edition (surprise surprise!) unless you download it before November 6th this year.  ("No, as long as you download Visual Studio Express on or before November 7th 2006, you will not have to pay for it.")

So, even though 50$ isn't THAT much (and in my opinion MUCH better than suffering and slaving over MSys, MinGW, jam, makefiles, etc.), if you want in on this (rather sweet) deal, then you better be quick about it.

Of course, Dev-C++ is always free, and the CS documentation have tuts on how to compile CS with that, so.. you know, whatever.  Just putting it out there Smiley
3  Crystal Space Development / Support / Re: Orthographic Projection Matrix on: June 24, 2006, 11:55:38 pm
Nevermind, I think I figured it out.  Thanks.
4  Crystal Space Development / Support / Re: Orthographic Projection Matrix on: June 24, 2006, 07:24:04 am
I'm not sure I quite understand what you mean by rendering quads in screen space.? How exactly is this done?
5  Crystal Space Development / Support / Re: Orthographic Projection Matrix on: June 24, 2006, 06:53:16 am
I am looking to render quads (used for a GUI) orthographically into the view after drawing the 3d, non-GUI scene.  I want to do this to avoid perspective distortion and to preserve the fidelity of the GUI textures.

Basically, I haven't been able to successfully set the camera transform to do an orthographic projection.  In DX there was a function to set one up in D3Dx, and in OGL there are functions to set a 2d orthographic matrix as the projection matrix.  I'm pretty much looking to see if I'm overlooking some peculiarity of CS or a much easier way to achieve this effect in CS.

Thanks very much.
6  Crystal Space Development / Support / Orthographic Projection Matrix on: June 24, 2006, 04:38:26 am
How can I get an orthographic projection matrix with which to set the camera transform?

I've looked up how this matrix works in directx and OGL but I am confused as to how this translates into CS.

Thanks.
7  Crystal Space Development / Support / Re: Texture-mapping Inaccuracies on: June 21, 2006, 04:15:29 am
There is a quad that is really close to the camera at the bottom of the view.? Its texture is a semi-transparent black gradient that fades out at the top of the quad.? The quad ends where that grey line is (i.e. the grey line is showing up on the edge of the quad).

On further experimentation, I noticed that it only appears when the quad is certain sizes... so I don't really know what could be causing it.? I'm changing the way the quad will be rendered (in orthogonal projection mode versus in the actual 3d scene) so I'm hoping it will go away then.

Thanks.
8  Crystal Space Projects / Project Discussion / Re: How to make 3D GUIs on: June 21, 2006, 04:08:19 am
All right, I got the answer to my own question.

For anyone who's interested, I will describe the solution.
In order to achieve what I am describing, apparently you do the following:

1. Draw the 3D Scene
2. Enter orthogonal projection
3. Disable lighting and z-buffering
4. Draw GUI elements in proper order (of depth)
9  Crystal Space Projects / Project Discussion / How to make 3D GUIs on: June 20, 2006, 04:32:32 am
Hello, I don't know if this is the right place to ask this, so sorry if it isn't.

Recently, I was thinking of making a simple-ish GUI, but I was afraid that a GUI made by directly drawing to the screen using g2d would be too limited for certain effects that I might like to have.? So, I was thinking of making the GUI in 3D, i.e., map textures to quads, procedurally draw text to the GUI quads, etc.? However, mixing 2D GUI elements with the 3D environment introduces some interesting problems.

One problem that I cannot seem to figure out how to deal with is ...how to keep the things in the 3D world from intersecting the quads of the GUI.? I have an idea on how to do this, but I don't know if it's practical.? My idea is to set up a quad that the 3D environment camera renders to procedurally (instead of the backbuffer) and then have another quad in front of that one, to which the GUI elements would be rendered.

Is this practical?? If not, does anyone have any ideas on how to achieve what I want?
Eve online (www.eve-online.com) is a good example of a game that does what I am thinking:

http://www.eve-online.com/screenshots/collection.asp?col=28082003&n=12#sh

That little hemispherical thingy in the bottom-right corner is part of the gui, so it would never intersect with the world's entities.? Maybe the EVE developers just made sure that nothing ever gets close enough to the GUI for that to be a problem, but I doubt that they would risk it.? So how did they do it?? Anyone have any ideas?
10  Crystal Space Development / Support / Texture-mapping Inaccuracies on: June 20, 2006, 03:48:26 am
Hello

I have recently been fiddling around with making a simple UI (in order to make a word bubble/panel thingy like console rpgs that shows up along the bottom).? Instead of using g2d to draw it, I decided to make the UI in 3D (like EVE Online does, for instance).? So I set up a quad and applied a simple png texture that is basically a black gradient that fades to transparentness.

The problem is, there's this thin, light-grey line that shows up on the edge of the quad, where there is only transparent pixels in the texture (see where the yellow arrow is pointing to).



Is there a way to fix this?? Thanks.
11  Crystal Space Development / Support / Re: What does this warning mean? on: June 16, 2006, 04:55:08 am
Thanks a million.. I can't believe I didn't think of looking at walktest.. haha.
12  Crystal Space Development / Support / Re: What does this warning mean? on: June 14, 2006, 05:47:57 am
Jorrit-san, do you think you could give me a quick idea of how to make a little particle system from within code?  I've checked the documentation, but it only seems to address how to get particle systems by loading them from map files; and I don't want to be restricted to just that.

I've tried so much for so long and consulted many sources, and I don't really want to get into it for fear of making the post too long.  If you, or someone else who knows, could just give a quick little overview... that would be greatly appreciated.  Mainly, I have trouble understand what the iEmit interfaces have to do with the whole system, even though they seem to be central to it.

Thanks, as always
13  Crystal Space Development / Support / Re: What does this warning mean? on: June 12, 2006, 09:38:37 pm
Thanks, but I'm pretty sure I only have one build of CS.

I requested the iEmitState interface by loading the "crystalspace.mesh.loader.emit" plugin then doing a

csRef<iEmitState> emitState = scfQueryInterface<iEmitState>(rainEmitter->GetMeshObject());

where rainEmitter is a MeshWrapper of a rainfall emitter mesh that was loaded from a world file.  I was hoping to get its state and change a few settings, but it doesnt seem to work because emitState is null after that line.

In general, I would like to know if it is possible to set up an emitter and start and stop it programmatically (not from a file) so, for example, if I want rain, I can make the rain start and stop dynamically instead of being forced to make a given level always rainy.  Thanks.
14  Crystal Space Development / Support / What does this warning mean? on: June 12, 2006, 07:33:04 am
(Using bleeding edge CS from about a month ago, win32libs r21, Windows XP Pro, ATI Radeon 9800).

WARNING! Suspicious: object with tag 'iEmitState' does not implement interface 'iEmitState'!

Thanks.
15  Crystal Space Development / Support / Re: "Low-level" Polygon-handling on: May 20, 2006, 05:12:38 am
I used the bleeding-edge CVS Crystal Space from a couple months ago to make my program.  I don't think that matters though.  I suspect that my dlls are a lot smaller than yours because I built Crystal Space in release mode, instead of debug mode.  However, I am not certain if this is the case.

As for using custom fonts, you can follow the online documentation at http://crystalspace3d.org/docs/online/manual-cvs/cs_4.12.1.php and the following section http://crystalspace3d.org/docs/online/manual-cvs/cs_4.12.2.php#4.12.2

After you make a call to LoadFont(...), make sure that it was successful by checking that the "font" pointer is not NULL.  If it is, then maybe your VFS is not configured correctly.  It probably is, though, since the documentation code just assumes you're using the default VFS.cfg file in the root CS directory.  Another mistake (that seems to be common and that I made as well) is using the wrong font server.  In the section of your code where you request all those plugins, look for

CS_REQUEST_FONTSERVER

and replace it with

CS_REQUEST_PLUGIN("crystalspace.font.server.freetype2", iFontServer)

It turns out that CS_REQUEST_FONTSERVER is a #define for the non-freetype font server, which cannot load ttf files.  I hope this helps!

-yoshi
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