Hi,

there is no 3.1d blender exporter, do you mean "maratisExporter_blender-263.zip" ?
a new version of Maratis is available but the blender exporter didn't change.

maratisExporter_blender-263.zip is working for me in blender 2.65

752

(15 replies, posted in Scripting)

It depend what the function do,
or the function uses a global variable, or you pass it an argument,
for example :

function increment(x)
    return x+1
end

HP = 0

-- scene update
function onSceneUpdate()

    HP = increment(HP)

end

753

(2 replies, posted in General)

Hi,
welcome !

When you are in Blender, start by applying "smooth" to the object,
then use the "edge split" modifier > you can specify an angle for auto-smooth or mark hard edges by hand :

http://cgcookie.com/blender/2010/05/04/ … ly-models/

754

(9 replies, posted in News)

Vegas :
When you re-export from blender it works again ?
the thing is Blender doesn't touch the texture itself, it only write the mesh file. It might be related to the path inside the mesh file, is there special character, space or "\" (must be "/") in the filename ?

755

(9 replies, posted in Gossip)

Nice !
And the lighting of your example is very cool,
the night ambiance with the candles is working well.

756

(9 replies, posted in News)

ok that done, new attempt :
http://code.google.com/p/maratis/downloads/list

757

(9 replies, posted in News)

Vegas, I found the mistake for dofile... so I have to rebuild all : /

I'm waiting the end of the day to rebuild so you can all test for other bugs.

758

(9 replies, posted in News)

Hi everybody,

a new build from svn is finally ready !
http://code.google.com/p/maratis/downloads/list

This build correct some bugs :
- lua dofile and packaging bug
- hide/show cursor bug on windows
- minor fixed renderer bug

Have a good time, maybe some holiday ?
and enjoy Maratis wink

759

(2 replies, posted in Engine)

For an entity, parts using the same material are drawn in one call, and same mesh are instance by default,
but for the entire scene there is no batch draw call, it's not good when you want to eliminate objects that are out of the camera.

Is it what you asked ?

760

(8 replies, posted in Tutorials/Examples)

Experiment is part of the pleasure smile
good to hear about your project !

761

(8 replies, posted in Tutorials/Examples)

spam cleaning, a daily job unfortunately : )

by the way Vegas, you should really continue one of your game, nice potential !

762

(4 replies, posted in General)

Ok !
I'll make a test build for all system before christmas,
"papa noël" present smile

763

(24 replies, posted in Engine)

All that is good folks, thanks, continue to note ideas, we'll check this forum when improving on the code.

beaterator : there is occlusion culling when using the standard renderer (not in the fixed renderer as it uses a hardware feature), but it's totally automatic unlike blender so it's not mentioned in the editor.

Crucio : all the maths functions are there by default in c/c++ : http://en.wikipedia.org/wiki/C_mathematical_functions

764

(24 replies, posted in Engine)

yes, lua math is enabled by default (math.sin, math.cos, math.tan, math.sqrt...) : http://lua-users.org/wiki/MathLibraryTutorial

765

(3 replies, posted in Engine)

Also, depending on what you want to do, you can just use a vertex shader.

766

(3 replies, posted in Engine)

In c++, you can access the mesh of an entity (or the meshs of a scene).
From an entity :

        // mesh
        MMesh * mesh = entity->getMesh();
        if(! mesh)
                return;

        // sub-meshs
        unsigned int s, sSize = mesh->getSubMeshsNumber();
        for(s=0; s<sSize; s++)
        {
                MSubMesh * subMesh = &mesh->getSubMeshs()[s];

                // vertices
                MVector3 * vertices = subMesh->getVertices();
                if(! vertices)
                        continue;

                unsigned int v, vSize = subMesh->getVerticesSize();
                for(v=0; v<vSize; v++)
                        vertices[v] += MVector3(1, 0, 0); // ex : translate
        }

        mesh->updateBoundingBox();

767

(1 replies, posted in Engine)

Hi,
welcome, thank you for chosing Maratis ! : )
I recently heard out about KISS, and yes I totally feel connected to this idea.

About your question for a MVariable menu, I know what you mean, it's not possible now,
it will only be visible as a integer in the editor, but I did something like that for another software I do using MGui,
I'll try to implement it in Maratis too at some point (not sure when though).

Just pass a M_VARIABLE_UINT for now :
MVariable("shape", &m_shape, M_VARIABLE_UINT);

Later we'll implement an optional argument to MVariable that will looks like :
MVariable("shape", &m_shape, M_VARIABLE_UINT, "box,sphere,cone");

Keep in touch with the development from the google code page

smile ha, very good !

All the windows specific code is in : trunk/dev/MSDK/MGui/Sources/WIN32/MWin32Window.cpp
The cursor visibility is in MWindow::hideCursor() and MWindow::showCursor()

769

(2 replies, posted in General)

Hi, welcome !

yes : ) AngularFactor

We need to add some ready made functions to manipulate vectors,
but for now you can do it in lua with something like that :

function rotateX(vec, angle)

    zAngle = math.rad(angle)
    sinZ = math.sin(zAngle)
    cosZ = math.cos(zAngle)

    return {vec[0], vec[1] * cosZ - vec[2] * sinZ, vec[1] * sinZ + vec[2] * cosZ}

end

function rotateY(vec, angle)

    zAngle = math.rad(angle)
    sinZ = math.sin(zAngle)
    cosZ = math.cos(zAngle)

    return {vec[0] * cosZ + vec[2] * sinZ, vec[1], -vec[0] * sinZ + vec[2] * cosZ}

end

function rotateZ(vec, angle)

    zAngle = math.rad(angle)
    sinZ = math.sin(zAngle)
    cosZ = math.cos(zAngle)

    return {vec[0] * cosZ - vec[1] * sinZ, vec[0] * sinZ + vec[1] * cosZ, vec[2]}

end

Hi,

an idea, use an invisible small cube placed in front of the floating object.
Make the floating obj looking at the small cube (using the look-at behavior).
Send a ray from the transparent cube and make it float at the same height, and it should be parallell.

772

(47 replies, posted in Engine)

It's a bit confusing yes, I guess you have to use texture2D instead and use a texture with mipmap disabled.

Thanks for the comments : )
welcome to the forum !

773

(47 replies, posted in Engine)

Hi erosnick,
I had a look on the web, nothing sure but yes it seems that iOS 5 doesn't support this function anymore,
strange, is it a bug of the os I don't know.

Hi, I was gone in Paris yesterday so I didn't test yet.

For mac, there is scons (type python scons.py from a command line),
or there is the xcode projects (compile MCore, then MEngine, then Maratis)

I'll just install visual studio 2010 express on another computer and test it there,
right now I don't know what can cause this, specially not finding the standard c/c++ libraries stdio, map and math...