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61  Crystal Space Development / Support / Re: Linux Executables on: March 12, 2009, 01:16:46 pm
Hello, I'm new to CS, but am excited to get to working on a project that's been a brainchild of mine for some time now. I believe Crystal Space is exactly what I've been looking for to finally put my idea's to purpose.
I'm having some initially issues, however. I downloaded the CELStart, thinking that's what I needed to run the demo games from the Crystal Space site. However, all I'm seeing is Executable files instead of Shell Script files for running the platform. Thus, I'm having issues running the Executable files to get CELStart running. An overall tutorial might be in order. If CELStart IS what I needed to run the demo's and begin working on my own project, then please help me get it running... Executables aren't typically what Linux uses to start a program...

Many Thanks wink
Mystik.

I guess the easiest thing for you to do would be to download the source code of CS+CEL and then compile it yourselves.

Greetings,
62  Crystal Space Development / Support / Re: How2makeItWork..Sorry I am new on: March 04, 2009, 09:05:45 pm
Well to start with you will need a C++ compiler. Either Visual C++ or Mingw. Which one will you use?

Greetings,
63  Crystal Space Development / General Crystal Space Discussion / Re: State of the java support on: March 04, 2009, 02:34:28 pm
That wasn't an exact number. It is just that some parts of the CS API are rarely used by game developers so we didn't bother adding them. They generally get added as soon someone needs them smiley

Greetings,
64  Crystal Space Development / Support / Re: Is there a way? on: March 04, 2009, 09:17:37 am
We have no direct support for Cinema4D. However we do support blender and 3dsmax so if Cinema4D can export to those then it should be possible.

Greetings,
65  Crystal Space Development / General Crystal Space Discussion / Re: State of the java support on: March 04, 2009, 09:16:05 am
Hi,

I want to begin a game project with java, and cs seems to be very nice feature-wise.
Are the java bindings a seperate project or maintained by the cs team?
And what's their state, e.g. are all parts of cs covered, and are there examples also in java or only c++?

thanks

They are part of the CS project. I would say roughly 98% of the CS API is covered and there are a few examples included.

Greetings,
66  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 17, 2009, 10:07:03 am
Quote from:  link=topic=1853.msg8221#msg8221 date=1234861564
I know, but the red area which I marked would be changed after the player is moving every frame. I need to render the changing every frame in another place.
And I can use "g3d->SetRenderTarget()" also?

Yes, doing this every frame is no problem. It will be a HUGE deal faster then doing it one pixel at a time.

Greetings,
67  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 17, 2009, 09:55:36 am
Quote from:  link=topic=1853.msg8219#msg8219 date=1234860891
You mean that I can get the red area and change it to a texture ,then rendering?
But how to get it as a texture?

I just told you. g3d->SetRenderTarget(). That way you can render on a texture.

Greetings,
68  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 17, 2009, 09:45:48 am
Yes, reading any information from a 3D card is slow since communication between 3D card and computer is designed so that it is only fast from the computer to the card. Not the other way around.

If you want to copy part of the screen somewhere else I think you should use other functions. Without really knowing what you want to do I guess that you can probably get a lot further by simply rendering the contents of the portal to a texture (I told you this before). And then you can render that texture anywhere you want on the screen.

Greetings,
69  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 17, 2009, 09:07:36 am
Ok, but you didn't tell me what you are trying to do. You are only telling me the technical thing you are trying to do but not why. What is the effect you are trying to achieve?

Reading RGB values from the 3D card is very very slow. It sounds to me as if you are going about this the wrong way. But first I need to  know what it is that you want to do.

Greetings,
70  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 17, 2009, 08:35:22 am
That's a bit harder. What exactly are you trying to do? What's the problem that you want to solve in general?

Greetings,
71  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 10:13:44 am
It will copy the data to the screen.

Greetings,
72  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 09:57:01 am
You can use the csPlane3.ClipPolygon() routine.

Greetings,
73  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 09:41:16 am
Quote from:  link=topic=1853.msg8206#msg8206 date=1234773401
Is the result which I use " camera->Perspective()" to get have the same large to screen  , or I need to do some clip after that?


The result is not clipped. Even worse. Before giving vertices to the Perspective() function you must make sure that it is actually in front of the camera or the function will not be correct (i.e. vertex.z > 0 to test if it is in front of the camera). Note that this can be complicated. For example, a polygon might be partially in front of the camera and partially behind it. In that case you need to clip the polygon in 3D space to the Z=0 plane so that only the part of the polygon in front of the camera remains.

Greetings,
74  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 09:21:57 am
Quote from:  link=topic=1853.msg8204#msg8204 date=1234772085
Hi, I am new in CS.
I have some problems about coordinate Transformation.
Assuming that there is an polygon in the world map. Now I want to get the polygon vertices' object space coordinates, world space coordinates and screen coordinates. which function can i use?
And how to get the transform which will transform object space of the polygon to world space? How to get the transform which will transform world space of the polygon to screen ?
 
Please help me! Thank you very much!

The object to world transform can be found in the movable of the object. So if you have a pointer to the mesh that contains the polygon you can do mesh->GetMovable()->GetFullTransform(). This transform represents the transformation from object space to world space. Calling This2Other() on this transform would convert a vector from object space to world space. Calling Other2This() would do the reverse.

The transform to get from world space to screen is in the camera that you use. You can use camera->GetTransform() to get that. Doing Other2This() on this transform will transform from world to camera space.

Camera space is still 3D space. So if you want to get screen coordinates you have to do perspective projection too. The camera has a function for that. You can call camera->Perspective() to convert a 3D camera space vector to a 2D screen location.

Hope this helps,

Greetings,
75  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 13, 2009, 03:18:33 pm
No. As I told you before CS does NOT (by default) render first on a 2d picture. It uses OpenGL commands to render directly on the video card. There is no 2D picture first.

Greetings,
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