-
Posts
379 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Masterxilo
-
Curious about absent Maximize application function.
Masterxilo replied to enablerbr's topic in General Discussion
? No it doesn't, you just have to call Graphics() again, no restarting/reloading required. -
Curious about absent Maximize application function.
Masterxilo replied to enablerbr's topic in General Discussion
It works with the default window, it's just kinda "hacky". You could retrieve the size of the maximized window once it gets maximized (you'll need to hook to the windows message callbacks to find out when this happens). You can then call Graphics() again with the new size and then maximize that new window yourself (maximizing this window won't make it's backbuffer too small, since you already gave it the correct size). -
Curious about absent Maximize application function.
Masterxilo replied to enablerbr's topic in General Discussion
After it. And you should create your window with an unique title (at least, it has to be set since you need to know it afterwards). The syntax of find window is classname (you don't need that -> null), window title/caption (not executable file name ). So the process of getting the window handle is: SetAppTitle("MY APPLICATION"); Graphics(...); hwnd = FindWindow(NULL, "MY APPLICATION"); -
Curious about absent Maximize application function.
Masterxilo replied to enablerbr's topic in General Discussion
The blitzmax graphics window creation method doesn't add this since this feature is OS specific. But you can easily add it yourself once you have the handle to le's window using: SetWindowLong(m_hWnd, GWL_STYLE, GetWindowLong(m_hWnd,GWL_STYLE)|WS_MINIMIZEBOX|WS_MAXIMIZEBOX); (This also adds a minimize button, m_hWnd is the handle to LE's window which you can get using, for example, FindWindow) -
I'd like to see what crysis has in le editor (ability to delete terrain and refill that part with a voxel model where you can creates overhangs and tunnels as you like).
-
You mean, drawing a rotated image? No, I don't think that's possible with engine commands, at least not directly in 2D. You could however use an additional overlay world containing a textured plane mesh, and render it's contents over the finished image.
-
[Solved] Abstract Loading of Personal Files Types?
Masterxilo replied to Shard's topic in Programming
Yes, you can find any file in the abstract path using AbstractPath("abstract::myfile.ext") which will return the real, absolute path of the file. -
Just move the origin of the mesh up a little bit. But true, such functionality would be useful.
-
Yes I did, the title says it Works just fine.
-
You can add dummy vertices to the mesh to force it to have a bigger aabb. There should really be a less hacky way of doing this (also needed for e.g. ragdolls...).
-
Lights with shadows are exponentially more expensive to render than lights without. This is especially true for lights with multiple shadow maps (e.g. point lights and dir lights).
-
http://leadwerks.com/werkspace/index.php?/topic/1681-loadmodel-sound-mesh-texture-from-memory/
-
Oh, I'll have to try this. I'd like to see realtime cubemap reflections!
-
I'm wondering why he said it's only that few. I guess it's even much more vram per 4096^2 terrain: (4096*4096) * (2+3+4)/(1024*1024) = 144 MB The first part is obviously the resolution, the second part of the calculation is the amount of uncompressed raw data (!) per grid point: 2 bytes of height info, 3 bytes normal, 4 bytes color = terrain layer visibility map). There might be even more maps...
-
Just learned that MS Visual Studio 2010 was released some hours ago. There are some new features in both the IDE (e.g. new design, faster Intellisense) and the language, look it up: http://msdn.microsoft.com/en-us/library/dd465215%28v=VS.100%29.aspx http://msdn.microsoft.com/en-us/library/ms235629%28VS.100%29.aspx Wiki C++0x They also added a (standardized?) multithreading framework: http://msdn.microsoft.com/en-us/library/dd504870%28v=VS.100%29.aspx The most interesting part of this is the PPL: http://msdn.microsoft.com/en-us/library/dd492418%28v=VS.100%29.aspx. Together with lambda functions, this allows easy parallelization of loops. The only problem is, that one has to learn all those new great things... xD
-
The included sample code demonstrates some PROBLEMS marked with "PROBLEM" (these are: animation has to be loaded for every LoD, only lod 0 and 1 work, there's visible LoD popping because the animation is reset for like 1 frame when switching LoD). @Josh: Please have a look at these.
-
There you go: http://leadwerks.com/werkspace/index.php?/topic/1710-soldier-animations-for-le/
-
File Name: Soldier Animations for LE File Submitter: Masterxilo File Submitted: 12 Apr 2010 File Category: Models Triangles: Some... LOD Versions: Yes License: See below. Contains the soldier model with all animations as .max and .gmf. Theres a simple cpp sample code included that loads and displays the model with animations. IMPORTANT: The file is actually a renamed .7z archive! See the other soldier model uploads for more info: http://leadwerks.com/werkspace/index.php?/files/file/129-soldier-animations/ http://leadwerks.com/werkspace/index.php?/files/file/38-soldier-model-with-gmf-x-3ds-fbx-dae-versions/ http://leadwerks.com/werkspace/index.php?/files/file/8-soldier-model/ Click here to download this file
-
Yes. Yes. Already said. The terrain can actually be scaled to any size. The input box in the editor is just wrongly set up as it seems. In the code, the command would be: ScaleEntity(terrain, Vec3(800.0/4096, MAX_TERRAIN_HEIGHT, 800.0/4096)); to scale a 4096 terrain to 800. You'd have to write your own shader. Obviously, you can forget Groups. A pivot is just an invisible Entity (can be moved etc. and have child entities).
-
There was actually a bug in the model itself. There's a bone in the animations ("Bip01") which was also in the original skeleton, but was not added to the skin modifier. So the skeleton of the exported mesh (which only contains bones added to the skin modifier) didn't match the animated skeleton, so it couldn't work.
-
That black image with the moon really looks fantastic as the others said.
-
Anyone got this to work yet? I tried, but #include "engine.h" int main(int argc, char** argv) { // Setup Initialize(); Graphics(1024,768); CreateWorld(); TEntity buffer = CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR0|BUFFER_DEPTH|BUFFER_NORMAL); TFilter(); AFilter(); TLight l = CreateDirectionalLight(); RotateEntity(l, Vec3(45,45,45)); TEntity camera = CreateCamera(); MoveEntity (camera, Vec3(0,1,-3) ); // Load TMesh mesh = LoadMesh("abstract::soldier.gmf"); RotateEntity(mesh, Vec3(0,45,0)); int sequenceId = LoadAnimation(mesh, "abstract::anim_soldier_run.gmf"); int animCount = CountAnimations(mesh); int length = AnimationLength(mesh, sequenceId); while(!KeyHit(KEY_ESCAPE) && !AppTerminate()) { // Animate Animate(mesh, fmodf(AppTime()/20.f, (float)length), 1.f, sequenceId); // Upadte and render UpdateAppTime(); UpdateWorld(); SetBuffer(buffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(buffer); Flip(1); } return Terminate(); } didn't work. It looks like there's a bug with LoadAnimation because it always returns 0 no matter what (non existing) file you make it load. Has anyone ever successfully used LoadAnimation? I guess I could hack around by loading the animation as a second mesh and parenting the original bones to the animated ones.
-
I guess he thinks that most of the slowdown from loading meshes and other files comes from reading the data from the HDD (which might be true). So one could load the files into memory in a separate thread and then tell the engine to load the stuff from there.