1,076

(1 replies, posted in General)

Hi,

use the escape "esc' key.

1,077

(5 replies, posted in General)

in lua indices starts at 1 :

pos[1]=pos[1]+1
pos[2]=pos[2]+1
pos[3]=pos[3]+1

1,078

(37 replies, posted in Engine)

Hi !

Can you send me a zip file ? I can try to take a look this week-end and tell you,
it's possible there is some stuff to clean in the memory, some people reported crash with linux and on windows with mingw.

1,079

(1 replies, posted in Scripting)

Hi,
sorry I didn't see the message,
it's on the TODO list for improved lua scripting, it should be there for the next release.
In the meanwhile yes you have to hide/unhide precreated objects or use c++.

ps: it is possible to create custom script function in c++ that you can access in lua,
shared functions could be then added to the trunk.

thanks,
Anaël.

1,080

(1 replies, posted in Engine)

Hi,

The correct scaling is 10 units for 1 meter,
you can find some more info about Blender exporting here : http://www.maratis3d.org/?p=277
have a special look to "Things to keep in mind"

Also, in case you didn't see, there is a "Support" section in Maratis website with additional doc and examples :
http://www.maratis3d.org/?page_id=53

Probably a cleanup of MGui will be needed at some point,
MCore and MEngine has been checked and checked again, but not MGui and Maratis editor code,
I was missing time when I did the first release.

wow ?
what is that ? any idea how to trace the leak ?

I realized something on my computer was more recent than svn, it can be related,
try to update the svn code, only one file changed : MString.cpp in MCore

I think it can be that, because I'm not able to reproduce the bug

Thank you,
I'll take a look, but I never had this bug,
can you trace it in debug mode ?

1,085

(5 replies, posted in Engine)

nice smile

1,086

(9 replies, posted in Bug report)

I don't think it's a destructor problem, it would happen when you quit the program but not like that before the program initialization (the command line should have "Maratis" written, and it's not on your error message).

I think this version has been linked with a dynamic library that is more recent or different than the one in your system.
It might work if you compile it in your computer.

I tell you if I find something else.

just what is your version of glibc ? and is the last Blender release working on this machine ?

1,087

(9 replies, posted in Bug report)

it looks like a linking problem with the dynamic libraries, I'm not very familiar with linux systems,
it's possible I didn't built a completely portable release.
It's maybe using a system library that is a different version, the error message doesn't give me a clue,

maybe glibc ?
or maybe the openal-dev package is needed ?

1,088

(0 replies, posted in Gossip)

http://www.bdnet.com/img/couvpage/63/9910000022630_pg.jpg

I know it's not connected with Maratis, but I felt bad.

1,089

(5 replies, posted in Engine)

very good !
I'll add a link in maratis website when I have some time,
later if you are ok, we can also add the project to svn and update freetype at the same time.

thanks.

1,090

(4 replies, posted in General)

also, Maratis got a time-syncronised logic system, so by default all games will run at the same speed on different computers, only the drawing will be dependent.

1,091

(48 replies, posted in General)

in case you want to see more rendering code as example, you can have a look to the standard renderer :
http://code.google.com/p/maratis/source … nderer.cpp

maybe a bit complex but playing with shaders

1,092

(48 replies, posted in General)

hi,
you need to add the table number with sendUniformInt if it's not a single int :

int texIds[4] = { 0, 1, 2, 3 };
render->sendUniformInt(m_postProcessor->ExposeShader(), "Texture",  texIds, 4);

m_postProcessor->ExposeShader() return the FX id right ?

1,093

(9 replies, posted in Bug report)

Hi,

the error is strange, it's not saying more than that ?

Normally you need a x86 compatible processor, X11 and OpenAL installed,
on ubuntu you can install OpenAL from the software manager, maybe you miss that.

Are you on linux 32bits or 64bits ?

smile

thank you for using it !

1,095

(48 replies, posted in General)

the texture is send by :
render->bindTexture(m_colorTextureId);

to pass the depth texture to the shader, I guess it should be something like :
render->bindTexture(m_depthTextureId, 2);

(that you access as multitexture 2)

1,096

(37 replies, posted in Engine)

cool smile
thanks Philipp

1,097

(37 replies, posted in Engine)

Mh, yes about MDevILLoader loader,
MGui don't have dependency on MEngine (and should not have), only MCore, so it doesn't know MEngine::m_imageLoader.
It need to be using a data loader pointer instead of using MDevILLoader directly, so it can be initialised separately.

1,098

(12 replies, posted in Editor)

Hi,

there is maybe something wrong in the code that generate tangent vectors,
(it's done by Maratis after the mesh loading)

You can tweek or generate the tangent vectors in the shaders by modifying the standard shader that you can find here http://www.maratis3d.org/?p=548

Just in case again, did you checked the normal map button in the map ?
http://www.maratis3d.com/wp-content/uploads/2011/01/08.jpg

Can you send me by mail the mesh or a part of the mesh with the textures so I can test ?

1,099

(12 replies, posted in Editor)

I'm not sure it's ok to flip a normal map, but the direction is computed using the uv coords, so I'm not sure.
In case it is not that, did you try to flip the normals of the bugged area in blender or to do a "recalculate outside" ?

1,100

(12 replies, posted in Editor)

is the normal map also mirrored ?
I'm not sure you can mirror a normal map as each component correspond to a 3d vector.

Also, Maratis only support tangent-space normal map by default, is it the way it is done ?