1

(4 replies, posted in Engine)

( Compiling MyGame.cpp )
MyGame.cpp: In member function ‘virtual void MyGame::draw()’:
MyGame.cpp:216:71: error: invalid conversion from ‘MOCamera*’ to ‘unsigned int’ [-fpermissive]
In file included from /home/jmclemencon/Software/maratis-read-only/trunk/dev/MSDK/MEngine/Includes/MEngine.h:148:0,
                 from MyGame.h:11,
                 from MyGame.cpp:8:
/home/jmclemencon/Software/maratis-read-only/trunk/dev/MSDK/MEngine/Includes/MScene.h:147:20: error:   initializing argument 1 of ‘MOCamera* MScene::getCameraByIndex(unsigned int)’ [-fpermissive]
MyGame.cpp:222:48: error: ambiguous overload for ‘operator*’ in ‘*MOCamera::getClearColor() const()’
MyGame.cpp:222:48: note: candidates are:
MyGame.cpp:222:48: note: operator*(float*) <built-in>
MyGame.cpp:222:48: note: operator*(const float*) <built-in>
make: *** [MyGame.o] Error 1

I have this error sad.

I'm using the SVN version of maratis. I have already corrected the error by using

MOCamera * camera = scene->getCurrentCamera();   

But it doesn't blur sad

2

(4 replies, posted in Engine)

Ok thanks I will try to build the plugin example for linux smile.

But please add bookmark or something that can remember your last file open. Like blender in the splash screen. It would be perfect. It's annoying to always reopen your project and search it in the root directory sad.

3

(4 replies, posted in Engine)

Hello smile

I'm doing test with Maratis. I want to use HDR and glow.

Glow is done with two render. A first render with only light and blurred, a second one with normal scene.
The two render are mixed together with an additive blending. This technique is described here.

In maratis I was thinking to use the emit map.

First render (normal)
Second render (with light turned off) (so only thing that will be rendered is emit surfaces)

My question is how I can do the second render ? With a script ? or a plugin ?

And to speed up the second render I want to disable other textures (we don't need normal mapping or specular mapping). How I can do this ? Can I pass to a shader a variable with a plugin ?

I have finished \o/. All objects are ported smile

http://pix.tdct.org/upload/img/1364779118.jpg
http://pix.tdct.org/upload/img/1364779519.jpg

It's amazing what Maratis can do. Both scenes look very close.

Two things are missing from this port. The reflection and ambiant occlusion texture. I think the default shader doesn't support them hmm.

@anael I will try emit map tomorrow smile.

Hello everybody smile

I have discovered yesterday maratis when I was looking for an Unity3D open source clone.

To test it I tried to port the bathroom demo which shows some nice features of the blender game engine.

Here is my first sreenshoot

http://pix.toile-libre.org/upload/img/1364604293.jpg

As you can see the result looks pretty good smile.

Next step:
-> Add the others objects
-> Add my own shader for the billboard
-> Improve the default shader to add detail map and ambiant occlusion mapping

However I have some issues and questions.
What is the purpose of emit map ? It's an additive layer ?
I think I found a bug. When I add an emit map the mesh disappears in maratis editor