Gilmer Posted August 13, 2010 Share Posted August 13, 2010 To use the SSAO, is need put some command? Im using the SetSSao(1), and when debuggin, are crashing. I update to 2.4.. My code is this: #include "engine.h" #include "math.h" int main( int argn, char* argv[] ) { Initialize() ; RegisterAbstractPath("D:\Projetos\safari\data"); SetAppTitle( "Safari" ) ; Graphics( 1280,768,32) ; AFilter(16) ; TFilter() ; TWorld world; TMesh mesh; TLight light; TMesh ground; TMaterial material; world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera camera=GetLayerCamera(layer); //CAMERA PositionEntity(camera,Vec3(-24.54,2,-13.88)); RotateEntity(camera,Vec3(0,-60,0)); float zoom=1.0/tan(115/2.0); CameraZoom(camera,zoom); //Load Map LoadScene("abstract::safari.sbx"); //SkyBox SetSkybox(LoadMaterial("abstract::safarisky.mat")); SetBackgroundColor(Vec4(1,1,1,1)); light=CreateDirectionalLight(); RotateEntity(light,Vec3(21.23,159.54,3.61)); AmbientLight(Vec3(0.5,0.43,0.34)); EntityColor(light,Vec4(0,0,0,1.5)); SetDistanceFog(1); SetDistanceFogRange(0,200); SetDistanceFogColor(Vec4(0.99,0.93,0.81,1)); SetDistanceFogAngle(0,15); //fx SetGodRays(1); SetHDR(1); SetBloom(1); //THE ERROR IS HERE //SetSSAO(1); SetAntialias(1); SetVegetationShadowMode(1); TMesh zebra=LoadMesh("abstract::safari_animals_zebra.gmf"); PositionEntity(zebra,Vec3(-9.79,0.24,-12.98)); TMesh elefante=LoadMesh("abstract::safari_animals_elephant.gmf"); PositionEntity(elefante,Vec3(-22.91,0,-10.21)); // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { // Update timing and world UpdateAppTime(); UpdateWorld(AppSpeed()) ; // Render UpdateFramework(); RenderFramework(); // Send to screen Flip(0); } } // Done return Terminate() ; } Quote Link to comment Share on other sites More sharing options...
Canardia Posted August 13, 2010 Share Posted August 13, 2010 You are creating a world which you don't need. Framework creates all worlds. You have to check that you have the newest shaders.pak in your project also. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Gilmer Posted August 13, 2010 Author Share Posted August 13, 2010 First thank you! Already checked the shader.pak, it's all right Quote Link to comment Share on other sites More sharing options...
Rimerdal Posted August 14, 2010 Share Posted August 14, 2010 I was having an issue like this when I was setting up my current project... to fix it I believe I had to copy over the Materials folder to my projects content directory and it started working, this was in addition to copying over the shaders.pak and script folder. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted August 14, 2010 Share Posted August 14, 2010 Also .. try checking the log file thats generated by your app in your apps directory, lots of info in there to help debugging, including things your app could not load because it could not find them. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
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