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31  Crystal Space Development / Support / Re: TraceBeam question on: November 03, 2007, 09:58:30 am
Oh yeah my fault, the difference I saw was the thingmesh having a polymesh and the genmesh having trimesh structure. The two meshes were generated by the blender2crystal exporter.
32  Crystal Space Development / Game Content Creation / Re: Library texture loading on: November 03, 2007, 09:56:41 am
Using vfs->ChDir() already solves my problem, thanx.
33  Crystal Space Development / Game Content Creation / Library texture loading on: November 02, 2007, 11:53:59 pm
Hello I have a library file, extracted from a blender2crystal created world zipfile. From this library my program loads a meshfactory:

<library>
<textures>
<texture name='ASHSEN_2.jpg'>
<file>ASHSEN_2.jpg</file>
</texture>
</textures>
<materials>
<material name='MaterialASHSEN_2.jpg'>
<texture>ASHSEN_2.jpg</texture>
</material>
</materials>
<meshfact name='pointer'>
<plugin>crystalspace.mesh.loader.factory.genmesh</plugin>
<zuse/>
<params>
<material>MaterialASHSEN_2.jpg</material>
<v x="1" y="0.25" z="-1" u="0.000000" v="-1.000000" nx="0.4756" ny="0.78341" nz="-0.400006"/>
<v x="1" y="-0.25" z="-1" u="0.000000" v="0.000000" nx="0.4756" ny="-0.78341" nz="-0.400006"/>
<v x="1.78814e-007" y="-0.25" z="1" u="1.000000" v="0.000000" nx="0" ny="-0.91287" nz="0.408246"/>
<v x="2.68221e-007" y="0.25" z="1" u="1.000000" v="-1.000000" nx="0" ny="0.91287" nz="0.408246"/>
<t v1="3" v2="2" v3="1"/>
<t v1="3" v2="1" v3="0"/>
<v x="-1" y="-0.25" z="-1" u="0.000000" v="-1.000000" nx="-0.4756" ny="-0.78341" nz="-0.400006"/>
<v x="-1" y="0.25" z="-1" u="0.000000" v="0.000000" nx="-0.4756" ny="0.78341" nz="-0.400006"/>
<v x="2.68221e-007" y="0.25" z="1" u="1.000000" v="0.000000" nx="0" ny="0.91287" nz="0.408246"/>
<v x="1.78814e-007" y="-0.25" z="1" u="1.000000" v="-1.000000" nx="0" ny="-0.91287" nz="0.408246"/>
<t v1="7" v2="6" v3="5"/>
<t v1="7" v2="5" v3="4"/>
<v x="1" y="-0.25" z="-1" u="0.999996" v="-0.940477" nx="0.4756" ny="-0.78341" nz="-0.400006"/>
<v x="2.23517e-007" y="-0.25" z="-0.7" u="0.499998" v="-0.758794" nx="0" ny="-0.72216" nz="-0.691702"/>
<v x="1.78814e-007" y="-0.25" z="1" u="0.499998" v="0.000000" nx="0" ny="-0.91287" nz="0.408246"/>
<t v1="10" v2="9" v3="8"/>
<v x="-1" y="-0.25" z="-1" u="0.000000" v="-0.940477" nx="-0.4756" ny="-0.78341" nz="-0.400006"/>
<t v1="10" v2="11" v3="9"/>
<v x="-1" y="0.25" z="-1" u="0.000000" v="-0.000000" nx="-0.4756" ny="0.78341" nz="-0.400006"/>
<v x="-2.23517e-007" y="0.25" z="-0.7" u="0.499998" v="-0.181683" nx="0" ny="0.72216" nz="-0.691702"/>
<v x="2.68221e-007" y="0.25" z="1" u="0.499998" v="-0.940477" nx="0" ny="0.91287" nz="0.408246"/>
<t v1="14" v2="13" v3="12"/>
<v x="1" y="0.25" z="-1" u="0.999996" v="0.000000" nx="0.4756" ny="0.78341" nz="-0.400006"/>
<t v1="14" v2="15" v3="13"/>
<v x="2.23517e-007" y="-0.25" z="-0.7" u="0.000000" v="-1.000000" nx="0" ny="-0.72216" nz="-0.691702"/>
<v x="1" y="0.25" z="-1" u="1.000000" v="0.000000" nx="0.4756" ny="0.78341" nz="-0.400006"/>
<v x="-2.23517e-007" y="0.25" z="-0.7" u="1.000000" v="-1.000000" nx="0" ny="0.72216" nz="-0.691702"/>
<t v1="18" v2="17" v3="1"/>
<t v1="18" v2="1" v3="16"/>
<v x="-2.23517e-007" y="0.25" z="-0.7" u="0.000000" v="-1.000000" nx="0" ny="0.72216" nz="-0.691702"/>
<v x="-1" y="-0.25" z="-1" u="1.000000" v="0.000000" nx="-0.4756" ny="-0.78341" nz="-0.400006"/>
<v x="2.23517e-007" y="-0.25" z="-0.7" u="1.000000" v="-1.000000" nx="0" ny="-0.72216" nz="-0.691702"/>
<t v1="21" v2="20" v3="5"/>
<t v1="21" v2="5" v3="19"/>
    </params>
  </meshfact>
</library>


However, the program seems to be unable to load the jpg file that is in the same directory as the library. Can someone please tell me how to get that jpg loaded for my factory?
34  Crystal Space Development / Support / Re: TraceBeam question on: November 02, 2007, 11:19:16 pm
It seems the method is for genmeshes, but do thingmeshes also have a similar structure?
35  Crystal Space Development / Support / Re: TraceBeam question on: November 02, 2007, 01:19:55 pm
But if I use a construction like that, will the involved trimesh automaticly be used for collision detection?
36  Crystal Space Development / Support / Re: TraceBeam question on: November 02, 2007, 11:36:20 am
So ... a meshfactory contains multiple polygonmeshes, that are each used for different puposes. If I understood it correctly.

Well that is handy.
37  Crystal Space Development / Support / Re: TraceBeam question on: November 02, 2007, 10:49:21 am
I see, well I was planning to use tracebeam for positioning a 3rd person camera which I don't want to go through walls. In my case it's handier to let tracebeam check bounding boxes rather than the visible meshes themselves. But it seems now that I have to add addiontional meshes to represent these bounding boxes. Is there a way to make sure a mesh isn't drawn on the screen? Like invisible?
38  Crystal Space Development / Support / TraceBeam question on: November 02, 2007, 08:43:29 am
Hello, I have a question about one of the functions mentioned in API.

csColliderHelper :: TraceBeam looks like a handy function to me, but it seems to register meshes and not colliders. So what if I add a collider with iCollideSystem  :: CreateCollider (iPolygonMesh*)? Will the tracebeam function still register the polygonmesh intersection position and give the mesh pointer a value of zero, or will it completely ignore the polygonmesh?
39  Crystal Space Development / Support / Re: some question about how to use texture and light in blender ? on: October 31, 2007, 09:55:07 am
Try this one:

http://community.crystalspace3d.org/tiki-read_article.php?articleId=9
40  Crystal Space Development / Support / Re: mouse hide on: October 31, 2007, 09:51:25 am
Wow, I didn't think it would be that simple. Thanks!
41  Crystal Space Development / Support / Re: Shader not updated on: October 30, 2007, 05:01:05 pm
OK, it was this:

float XZspeed;
float newAngle, oldAngle;

....

collider_actor.Move( delta, GAME_SPEED, XZspeed*CS_VEC_FORWARD, csVector3(0, (newAngle - oldAngle)/delta, 0) );


newAngle is calculated from oldAngle with delta(the frame time in seconds) already taken care of, so that's why I want the movement to this new rotation to be independent of delta. Maybe I will change that someday.

BTW GAME_SPEED is just 1.5f
42  Crystal Space Development / Support / Re: Shader not updated on: October 30, 2007, 04:45:51 pm
Well, I don't really use CEL. I just have it installed so that blender2crystal works.
I tried to change rotation with the csColliderActor :: Move function. It worked the way I wanted, only the shading wasn't updated in case of rotation without change of position.

But it's no big deal anymore, I can now just check if the rotation has changed and then call iMovable::UpdateMove manually.
43  Crystal Space Development / Support / Re: Shader not updated on: October 30, 2007, 11:40:21 am
Yes, but the collider actor only seems to call UpdateMove when the mesh changes position, not when it changes rotation. And I really have the latest version of crystalspace.
44  Crystal Space Development / Support / mouse hide on: October 30, 2007, 09:47:38 am
Just another short question,

The mouse cursor, how do I hide it? Couldn't find any info on API. My system is windows. The 2d graphics interface appears to have an option of setting an image to the cursor, but the use of a completely transparent image still doesn't make the cursor disappear.

Thanks.
45  Crystal Space Development / General Crystal Space Discussion / smart pointers and adress pass on: October 29, 2007, 07:26:04 pm
I have a question:

Do I have to use smart pointers as wel for adress passing?

So imagine I have a smart pointer containing the adress of the engine interface and I want multiple classes to know the adress (player, enemy etc). So I pass on the adress of the interface to those classes from the application class(where it's adress is requested with csQueryregistry). Do I have to use smart pointers as well in the classes I pass the adress on to?
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