Crystal Space
Welcome, Guest. Please login or register.
October 26, 2014, 12:39:33 am

Login with username, password and session length
Search:     Advanced search
9011 Posts in 2044 Topics by 8828 Members
Latest Member: Saikjanna
* Home Help Search Login Register
  Show Posts
Pages: 1 [2] 3 4 ... 6
16  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 10:17:39 am
o, got it!

Thank you very much!!!!
17  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 10:12:55 am
o, I know it now!!
I have another questions.
The description of the function "iGraphics2D->Blit (int x, int y, int width, int height, unsigned char const *data)" is " Blit a memory block. Format of the image is RGBA in bytes. Row by row. " I don't understand its meaning. Does it mean to copy the const data to the memory block?
Is it the same as blitter in DirectDraw?
18  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 09:54:25 am
I know the meaning what you said to me . But I have no idea about how to implement it in CS.  --_--||
19  Crystal Space Development / Support / Re: some questions about coordinates Transformation on: February 16, 2009, 09:36:41 am
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?
20  Crystal Space Development / Support / some questions about coordinates Transformation on: February 16, 2009, 09:14:45 am
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!
21  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 13, 2009, 03:22:22 pm
o , now I know what my problem is .
Thank you very much!!
22  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 13, 2009, 03:12:40 pm
Sorry, I have not described what I want to do clearly before.
   befor long, I red a book its name was "Tricks of the 3D Game Programming Gurus: Advanced 3D Graphics and Rasterization ". The writer was Andre LaMothe. According to his theory, a 3D pipeline include 10 step:
1. Local coordinates
2. Local to world transform
3. Object removel
4. Back face removal
5. World to camera transform
6. Object space clipping
7. Perspective transform (turn to 2d coordinate)
8. Image space clipping
9. Screen projection
10. Rasterize
   
    In my opinion the 3D engine will do most of these steps every frame, and before it is rastered to screen, we will get a 2d picture which is ready to be rastered to screen, am I right?  If so, it will store somewhere before it is rastered. I need to know where it is stored? How can I get these data.
23  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 10, 2009, 10:46:55 am
In CS, it will compute what the view point can see through the portal, and finally get an 2d picture, then rastering it to screen.
In my mind, before rastering the picture to screen every frame, the picture will store in buffer or somewhere, am I right?
if so, how can i get the buffer which store the picture?
I need the data which is stored in buffer is because I want to restering the picture in other place not the original place of portal, like rastering the picture to another wall of Room2 maybe.
24  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 10, 2009, 10:25:25 am
I want to render the charcoal grey part to screen, and do not render the other part which can be seen also.
25  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 10, 2009, 10:23:30 am


26  Crystal Space Development / Support / Re: Problem about rendering portal in screen on: February 10, 2009, 10:07:38 am
the CS version is 1.0rc1_004.



I want to render the charcoal grey part to screen, and do not render other part.

27  Crystal Space Development / Support / Problem about rendering portal in screen on: February 10, 2009, 09:30:11 am
hi, I am new in CS.
I have built a simple map with two rooms and one portal. The question is :
1) If I want to render the meshes which can be seen through the portal to screen only, and do not render other meshes, how can i do?
2) we know that before the context renders to screen, it is stored in buffer, but how can i get the buffer which store the next frame data?

 Please help me!!!
28  Crystal Space Development / Support / Re: Some questions about how to insert net code in "simpmap"? on: February 10, 2009, 07:52:17 am
Could you clarify what you mean by "in time".  More directly:
   What did you try already
   What type of sockets are you using (TCP or UDP)
   What type of I/O are you using (blocking or nonblocking)

A long time ago (before I opted to switch over to python / cel and then have my video card fail out) I had a fairly simple app built on top of simpmap that was set up to send stuff over non-blocking UDP sockets... if memory serves, I did both the send and receive in the same ProcessFrame function and don't recall having any problems as long as the amount of data was reasonably small (I had problems if I sent too much data from server to client and client started getting multiple messages glued together that it mistakenly treated as a single message  but that just required improving the message format.)

     The sockets i use is TCP. And the I/O type i use is nonblocking.
     Now the server can send and receive, but the client can only send message, it can not receive message from server after the simpmap run the function "Run ()" Simple::Application().
      I don't know where to insert the net code, so when the simpmap is running, it can receive message from server at the same time.
29  Crystal Space Development / Support / Re: why I can't run the CEL example "nettest"? on: February 05, 2009, 07:57:42 am
I would also suggest not to use nettest.
There at least a few issues that are not solved.
About 2 years ago i contacted the guy who wrote this part of the code. He mentioned that there are indeed issues, but that he doesn't work on it anymore.
So i think there isn't anyone working on this plugin anymore.
This was enough reason for me to look for an alternative.
I started with torquenet, but had problems with combining it with the CS libraries.
Then i tried RakNet, which turns out to works fine.
I would suggest to download the code, study the examples and use it for your CS-application.
I would not use HawNL: although it abstracts the "core" network communication, the level of abstraction is too low. RakNet does "object-synchronisation" out of the box.
So basicaly you define classes that contain the state of the objects to be shared (like position, orienation etc) and connect these to your CS objects, like the Actor. Raknet will take care of synchronising the updates of the state to all objects on the network...
In case you are working on a commercial product, the licence fee for using RakNet is quite low
(btw, i do not work for RakNet wink

Thank you very much for your advice.
I have tried to change the code in "nettest" , finally I found that it is too hard for me, so I write a simple network for my program ( because I don't need a network which have too much function. ). I also creat a simple server, so it can send and receive message. And i use "simplemap" to instead of client. I also changed some part of it, so when the player's state is changed it can tell the server immediately.
But I have a problem that now the server can send and receive message successfully, but the client can only send message successful, it can't receive net message in time, I have tried many times, but it still failed, I don't know why?
I don't know where can I insert my net code in "simplemap". so it can receive the net message in time. Please help me !!!
30  Crystal Space Development / Support / Some questions about how to insert net code in "simpmap"? on: February 04, 2009, 11:53:04 am
    I have some questions about how to insert net code in "simpmap".

    I have created a simple server. And I add some code in " bool Simple::OnKeyboard(iEvent& ev)" function, so if it gets the keybord message, it will send the message to the server. And now the server can receive every keybord message from simpmap.
    But I don't know where to insert the net code, so the simpmap can receive the message from server in time.   
   Please help me !!! Thank you very much!!
Pages: 1 [2] 3 4 ... 6
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 5.452 seconds with 16 queries.