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tvsori

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  1. Sorry to post questions here, but looks line no other choice for non-members OK, finally I decided to postpone VS2010/2012 incompatibility problem and successfully compiled CPPExample for OSX with XCode5. Here are several questions: 1. I can build only 32bit executable. When I try to build 64bit I get many undefined symbols. Looks like Leadwerks libraries are ONLY 32bit. OSX & all apple hardware are 64bit for a long time. My project also should be 64bit. When I can expect 64bit version for OSX ? What about Windows/Linux ? 2. I have OSX 10.8.5 & Radeon 6770M, so it supports OpenGL Core up to 3.2/GLSL 1.5. But in output log I see: Initializing OpenGL2 graphics driver... Initializing OpenGL... OpenGL version 210 GLSL version 120 Why engine initialise old version ? May be it uses compatibility profiler instead of core ? Can we avoid it ? 3. In log file I see several warnings. WARNING: Could not find vertex shader attribute 'vertex_binormal' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute6' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute2' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'vertex_tangent' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute5' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute1' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute7' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute4' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute0' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'vertex_normal' to match BindAttributeLocation request. WARNING: Could not find vertex shader attribute 'attribute3' to match BindAttributeLocation request. Is it normal or it's bug/incompatibility ? 4. What limitation of trial version in case of raw C++ coding I should expect ?
  2. Hello, My project is around real-time 3D visualisation of data. Program should be written in C++ and should be cross-platform. So I probably will not use Leadwerks editor (may be I'm wrong?), but will generate all vertexes/textures and sometimes shaders in realtime, based on data. I almost believe Leadwerks is suitable for my needs, but "believe" is not suitable word when you select engine for several years of development. I downloaded Windows trial version and tried to understand & test Leadwerks engine for my project, but from beginning was trapped 1. I have VS2012 (Actually I'm looking for 2013 because of C++11). For cross-platform development I try to keep source code as close as possible. On OSX I use XCode with C++11, Android has ndk 9 with gcc 4.8 (C++11). For Windows I use VS2012 (but with Intel C++ compiler which is almost C++11 compatible). But I can't build CPPExample with VS2012. Looks like all libraries have dependency on VS2010 std library. I read in other post how to compile (by installing VS2010), but for me it could be only temporary solution. When VS2012 will be supported ? Or may be it's possible to remove dependencies ? 2. I need raw C++ example to test, modify and study. CPPExample in trial package consists of C++ starter and tons of resources. For my project I need only C++. Can somebody give me simple example or link to sample code with realtime shader/texture generation ? 3. I found programming forum closed for non licensed user. Why so ? How could I have technical answers during test time before purchase ?
  3. Thank you, show/hide works, but a little bit strange (I use iMac with OSX 10.8.3): Border has several pixels width and when I click border closer to viewport (approximately 1/3 of full width) it hides panel, but 2/3 doesn't make sense. Also to open panel again it works only on veeery small range (when cursor looks like <-> for window resizing). So it's quite complicated to find point to click... I will evaluate engine and all other questions of probably bugs will post to appropriate forums. Thank you
  4. What I mean for runtime creation is: I need to construct vertexes, textures, lights & shaders by myself at runtime and get it rendered. As for dynamic text - I suspected you should have buffer functionality. But how to calculate texture coordinate from mouse coordinates ? Actually I downloaded engine & load Darkness awaits. But somehow right (tree?) toolbox disappeared and I can't get it back - no menu item. How to display right panel ? Probably last question I should post to Programming forum...
  5. Hello, I would like to ask several questions: - What kind of license will I receive ? For Leadwerks 2 I saw 1 license = 1 game. How about Leadwerks 3 ? - Can I create world/objects/shaders and so at runtime (not by editor!) ? - In my project I have to output dynamic text onto 3d surfaces and operate with it in 3d space. Is it possible with Leadwerks 3 and how (for example how to find position of 1 letter on sphere and change it) ? - I have experience with Shiva - perfect cross platform, perfect forum, so-so renderer, but so sad final. I don't want to get into similar. How Leadwerks could protect me from this ? Publish source code in emergency ?
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