1,126

(12 replies, posted in General)

just check on nvidia or amd/ati website to install the latest drivers for your card

1,127

(47 replies, posted in Tutorials/Examples)

Hi !

very nice, thank you for the effort,
I'd like to see more users feedback about your post but I'm sure it will be very appreciated.

Anaël.

1,128

(12 replies, posted in General)

smile good, it means your card miss a mipmap extension, it could probably be corrected with up-to date drivers if there is (for opengl specially).

1,129

(1 replies, posted in General)

there is actually no function to do this in script, only in cpp,
the way in script would be to create all the objects you need in the scene, deactivate them (Edit > deactivate).

when you need one, in script, activate one and set its position/rotation where you want it.

1,130

(12 replies, posted in General)

no 512x512 is a power of two,
look at the command line, it shows the opengl version.

but try to set mipmap="0" in the mesh file (in case the extension is not supported)

1,131

(12 replies, posted in General)

maybe your drivers are not up to date for opengl, try installing the latest drivers for your card,
some users had similar issues.

Can you tell me what is written in Maratis command line (OpenGL something...) ?
And just in case, try to make your texture with a power two size (ex 256x256) and set mipmap="0" in the mesh file with a text editor.

1,132

(2 replies, posted in Showcase)

smile nice

for smoothing group :
there is no way to import it from another software but, in Blender, add a "edge split" modifier,
you can set up an angle or use marked edges.

waiting to see more

1,133

(12 replies, posted in General)

did you directly export your mesh to the final directory (project/meshs) ? or did you moved it after exporting ?
when exporting, the path are made relative to the mesh file, so if you move the file, the path are no longer good.
to be sure, you can open the mesh file with a text editor (its xml) and check that the texture filename if good.

it can also be the texture, what is the format of the texture ? maybe your 3d card only support power of two textures ?

1,134

(1 replies, posted in General)

for collision shapes different than triangle-mesh, the pivot is very important,
make sure that the mesh pivot is centered in the object you export (it can be that).

you can also build a shape with multiple basic volumes (with cubes, tube etc), make them invisible
and attach your mesh to the parent of it.

1,135

(37 replies, posted in Engine)

very nice,
maybe you can also just write to a text file ?
to keep a trace

1,136

(4 replies, posted in Bug report)

Yesterday when committing, I saw that MWin32Window.cpp was bugged (bad formatting or I don't know)
and I replaced it yesterday morning. When did you get the svn content ? just try to remove the file and update svn again.

1,137

(2 replies, posted in Engine)

Hi,
yes, you don't have access to the MBFollow class from the SDK,
the generic system to access to behavior variables is this :

MVariable variable = behavior->getVariable(0); // first variable ("target")
MString * target = (MString *)variable.getPointer();

behavior->getVariable(1); // "delay"
float * delay = (float *)variable.getPointer();
...

if you are not sure of the variable id, name or data type, you can scan the variables :

variables number :
unsigned int nbVar = behavior->getVariablesNumber();

name :
variable.getName();

type :
variable.getType();
(can be M_VARIABLE_BOOL, M_VARIABLE_INT, M_VARIABLE_VEC2, M_VARIABLE_VEC3...)

1,138

(150 replies, posted in Engine)

Hi,

I finished the bin mesh publishing, I tested on mac and windows only,
and now the mac version put everything in the app.

There was some problem with the bin mesh :
- The anim data ref was not put to NULL when calling mesh->clean() so as we was re-using it, the mesh bin export was accessing removed refs.
- I forgot something in the anim mesh bin loader, when reading the animation keys (I forgot to init the key type... oups...).

... I spend some hours yesterday to find out hmm

I removed writing to package, I don't think it is necessary, and it was a bit confusing. It's better to just create temp files manually and add the file to the package, I added an entityName argument to it.

Normally it is working, but we should check on linux to be sure.
Only thing remaining are the level files... I'll try this week if I can...

1,139

(150 replies, posted in Engine)

ok perfect smile I didn't see it

1,140

(37 replies, posted in Engine)

I still have mix feeling about it, for compatibility reasons, MGui is used only for tool things,
so we still need to find a good way to separate editor plugins and game plugins.

For example, a plugin code using MGui won't be compatible for embedded system (iOS, Android etc).
I'd like first that we take a decision on the editor/game separation plugins.

But after that, yes it should be dynamic.

1,141

(150 replies, posted in Engine)

in MWritablePackageFile I don't see any delete of the buffer (which is big) :
m_buffer = new char[WRITABLE_BUFFER_SIZE];

I'm starting checking tonight, I'll try to give a review tomorrow or late in the night,
good evening,

Anaël.

1,142

(37 replies, posted in Engine)

smile cool
thanks !

1,143

(37 replies, posted in Engine)

3d drivers are sometime a problem on linux,
I'm still searching for my card, I probably need to install an older version of ubuntu (my card is a bit old)

For the commit, just leave me some days to look at the bin mesh thing, Mario (MarKill) also committed a new feature,
he made a custom shortcut system smile ! I'd like to validate this two things before a new contribution.

1,144

(37 replies, posted in Engine)

Hi,

- for linux, do you have opengl drivers ? 3d is slow on my linux because there is no nvidia driver available, so it's using mesa (not really accelerated). If it react very slow also when the editor is empty, maybe there is an issue with X11 events ?

- the plugins was initially parsed in maratis folder /plugins/
but yes AppData would be better is a user doesn't own the write authorization of maratis dir.
And the project dir /plugins/ yes.

it works very simple normally, just need to parse the dir and load the plugin using MPlugin m_plugins.
need to be called just before maratis->loadGamePlugin()

try to use it only in the game class update, after or before everything is calculated.

1,146

(150 replies, posted in Engine)

Hi, thanks !
I will have a look

Hi,
using the scene :

scene->deleteObject(object);

1,148

(150 replies, posted in Engine)

ok, thank you for the effort, if you prefer to not commit it, you can just send me the files and I will look at it,
i also not tested the bin mesh so much, I maybe left a bug or something...

about the hash function, i never dealed with that, what is it for ? to encrypt a pass ?
will it be compatible with potentially another pack system ?
for the where to put it, it could be a new file in MCore I guess, like MHashTools.h / cpp

1,149

(7 replies, posted in Bug report)

you need to install a opengl dev package or something like that

1,150

(150 replies, posted in Engine)

Hi, for the materials anims, it is MMaterialsAnim (with a 's') :

MMaterialsAnim * materialsAnim = MMaterialsAnim::getNew();
...
if(engine->getMaterialsAnimLoader()->loadData(filename, materialsAnim))
        exportMaterialsAnimBin(filenameDest, materialsAnim);

If the loading of your model is 9s for both, it means it's still loading the xml, it cannot be the same time for the bin...
If it's compiling you can still commit it, I can have a look when I have time (today and this week-end is the Angoulême comics festival so I'm not sure when).

cheers,
Anaël.