Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
i wrote my own logger that does know writeln... Just comment out logger and the lines using it... And things will work...
i use it there to log that an texture could not be found. If interested i can include the logger in the next release, but it is totaly unrelated to gl3ds...
Registriert: Do Sep 25, 2003 15:56 Beiträge: 7810 Wohnort: Sachsen - ERZ / C
Programmiersprache: Java (, Pascal)
[deutsch]Solange die Loggerbefehle im Code sind musst du eh die Units mitgeben. Da kannst du dann auch gleich deine mitgeben. Es sieht einfach gleich viel besser aus, wenn man sein 3DS Testprojekt kompiliert und es kommen keine Fehler.[/deutsch]
Will you exclude the logger when you've finished the work at your loader?
_________________ Blog: kevin-fleischer.de und fbaingermany.com
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
the logger unit is not an integral part of gl3ds. I use it only for debugging purposes. I should have removed the refferences to it before uploading.
Also:
- If anyone knows how to load .jpg without using the vcl, do let me know....
- Also i think of leaving out the textures unit in the next release. As i do not see it as a part of gl3ds. That way it leaves you free to use whatever texture unit to use. I will provide a link to a compatible texture unit.
Registriert: Do Sep 25, 2003 15:56 Beiträge: 7810 Wohnort: Sachsen - ERZ / C
Programmiersprache: Java (, Pascal)
@Textureloader: As I know, SoS uses allready his own Textureloader.
But for some Newbi's it would be a good Idee to provide a Fullversion with all loaders and for the experts a Baseversion wich includes only the kernel of the loader.
_________________ Blog: kevin-fleischer.de und fbaingermany.com
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
I just wanted to ask if you plan on loading 3DS keyframe data, or if you already started working on that. If not, I started implementing keyframes for 3DS into your current gl3ds.pas two days ago. Right now everything is loaded, and (non-hierarchical) animations already work (although I have some problems with the rotations, cause 3DS stores them kind of weird, sometimes in the middel of the animation, an axis get's flipped, etc.). So if you don't work on keyframe animations, I'll release a gl3ds.pas that includes them here in the next few days (although I can't promise that they work 100%).
Edit : Finally got the rotations to work correct also So for now, the "only" thing to do is to add hierarchical animations. But that's gonna be the hardest part, I guess,
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
keyframe loading is on very low profile for me. I find integration of bones data with 3ds meshes more important. So do release your version so i can merge it into gl3ds. Please do not make it GPL, but MPL (if you have to) as that will be the license for future releases of my source codes.
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
for hierarchical you need to recalculate meshes to 0,0,0. See how the milkshape animations work in gl3ds as they are hierarchical.
WHOOPS i meant BVH animations, but those are not working. You do need to recalculate the meshes to 0,0,0 though. So you can do at basics gltranslatef glrotatef or calculate those...
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
@Bones :
3DS does NOT support bones. So you can skip that. You can do bones in 3DS Max, but they won't get exported to .3DS, cause that file format was invented before bones were widely used. The only way of using animations with 3DS are keyframes, so skinning and other things are not doable with 3DS.
@gl3DS :
The animations now work fine, and I'm gonna upload the first version without hierarchical keyframes today or tomorrow (including a sample). I've just tried a small scene with four moving objects, and it works perfect. And as for the license : I'm not planning on changing anything on that. I'll let you use my changes, and only want credit for them. As far as licensing goes : it's still your unit, so do what thou wilt
Registriert: Do Sep 25, 2003 15:56 Beiträge: 7810 Wohnort: Sachsen - ERZ / C
Programmiersprache: Java (, Pascal)
Es gibt eine Menge 3DS Dokumentationen im Netzt, aber keine wo der Animationsteil funtkionierend erklärt ist (meines wissens nach). Eventuell kannst du ja deine Erkenntnisse zusammenpacken und an passender Stelle (Wotsit.org) veröffentlichen. Bin mir sicher im Internet gäbe es Interessenten für sowas.
_________________ Blog: kevin-fleischer.de und fbaingermany.com
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
Auf wotsit.org gibt es insgesamt 3 Dokumente zum Thema 3DS, und in zweien stehen die Chunks für die Keyframes drinne. Informationen zu dem Thema gibts also, und die sind sogar korrekt.
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
Nope, I'll inform you in this thread if I'm finished. It turned out harder than I thought, and I wasted at least 10 hours on getting rotations right with normal angles. But after those wasted hours, I found out that you need to convert keyframe rotations to quaternions (I've never used them before). So now, even a more complex animation with several objects is looking as it's supposed. But what's still to do are hierarchical animations. And as soon as they work (I hope to have that finished around this weekend), I'll release the file.
P.S. : You said something of the MPL license. And I had to add a unit for the quaternions, and if you want your gl3ds.pas under the MPL, I guess I have to make this unit under the GPL too. But as I don't like reading licenses, could you please tell me the most important differences between the MPL and the GPL? If I'm not mistake, it's the fact that the MPL allows you to make closed source, is that right?
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
yes mpl allows to make closed source. gpl does not. That is why i use mpl as gpl is to restrictive. Maybe it should have the same license as my openal unit has. It is released under a dual gpl/mpl license. But i rather like to keep gl3ds only under mpl. I do not want to restrict people from using it with closed source. (e.g. my 3D Adventure Studio is closed source)
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