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BeitragVerfasst: Fr Sep 17, 2004 10:54 
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gl3DS.pas with keyframes (2.5)
WORK IN PROGRESS!
19.08.2004 - Wrong rotations fixed

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Dateiname: gl3DS_with_keyframes.rar
Dateigröße: 26.31 KB
Heruntergeladen: 3 mal


Why this version use glBitmap?
The versions befor used textures.pas.

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BeitragVerfasst: Fr Sep 17, 2004 19:13 
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Registriert: Di Jul 01, 2003 18:59
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glbitmap is now used in place of textures as it allow to load a bitmap and use another bitmap as alpha channel. Is it important for you te keep using textures.pas?

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BeitragVerfasst: Fr Sep 17, 2004 19:18 
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One idea, since there are only three or four lines needed to be exchanged : Just add some if-defs so one can switch easily between the two texture units, lile this :
Code:
  1. TMaterial = class
  2. {$ifdef glbitmap}
  3.  TextureMap : TglBitmap2D;
  4. {$else}
  5.  TextureMap : glUint;
  6. {$endif}
  7. ...
  8. {$ifdef glbitmap}
  9.  TextureMap := TglBitmap2D.create
  10. {$else}
  11.  TextureMap := LoadTexture(...);
  12. {$endif}
  13.  

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BeitragVerfasst: So Sep 26, 2004 11:04 
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Registriert: Di Jul 01, 2003 18:59
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I see if i implement support for two texture units. Unfortunately without glbitmap i cannot provide alpha and bumpmaps.

Also i am thinking of a redesign of gl3ds to reflect the way tpicture works. This allows a unit for 3ds files, a unit for animated3ds files, a unit for milkhshape files or other file formats. Also it would allow something like:
Code:
  1. var Model: TGLModel; //holds 3d model data
  2. TGLModelRender(model).render; //TGLModelRender is class that inherits from TGLModel and implements rendering methods

Adding a new fileformat could look like:

Code:
  1. unit gl3dsmodel;
  2.  
  3. interface
  4.  
  5. uses classes, glmodel;
  6.  
  7. type
  8.   T3dsModel= class(TglModelData)
  9.   public
  10.     procedure LoadFromStream(const stream: tstream); Override;
  11.   end;
  12.  
  13. implementation
  14.  
  15.   procedure T3dsModel.LoadFromStream(const stream: tstream);
  16.   begin
  17.     //implement loading 3D file here
  18.   end;
  19.  
  20. initialization
  21.   TGLModel.RegisterFileFormat('3ds','3D Studio File Format', T3dsModel);
  22.  
  23. finalization
  24.   TGLModel.Unregister3DModelClass(T3dsModel);
  25.  
  26. end.


Let me know what you think of it.

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BeitragVerfasst: So Sep 26, 2004 17:09 
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@Textureunit :
Why won't textures.pas allow you to use bumpmaps and alphamaps? A texture is a texture, no matter if it contains RGBA data, a normalmap or something else.

@Redesign :
Making an easy to enhance baseclass for 3DS-Models would be a good idea, at least if it's not too much work.

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BeitragVerfasst: So Sep 26, 2004 17:20 
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because i am lazy :wink: . I would have to write code that merges one bitmap into the alpha channel of the first one. That code is already present in glbitmap, so why reinvent the wheel.

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BeitragVerfasst: So Okt 03, 2004 09:52 
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Registriert: So Okt 03, 2004 08:07
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I've got the following problem:
I'm trying to import a .3ds file to into an editor i've written. On my Usual PC everythings is workin', but when i'm runnig the prgramm on a Notebook I get the Error:

Format '%p' invalid or not compatible with argument

(I tried to tranlate this from German :))

before loading the .3ds file there are no Problems, but then...:(

ps:

Notebook:
Graphics: S3 Graphics Twister K Compaq, 16 MB
CPU: ~940 MHZ AMD DURON

I've been told by IFlo to write my prblem here, the thread where i posted first, mybe it's a more understandable:
http://www.delphigl.com/forum/viewtopic.php?t=3311

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BeitragVerfasst: So Okt 03, 2004 10:37 
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what are the floating point settings for the laptop? Does it use , or .?
You could try adding
Code:
  1. DecimalSeparator:='.';

to the init part of your application.
If this does not help try only loading the 3ds file (not rendering) and tell me if the error occurs then or only at rendering.

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BeitragVerfasst: So Okt 03, 2004 11:22 
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Registriert: So Okt 03, 2004 08:07
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Hi,

Changing the decimal separator was of no use, but when the model is not redered, there's no error. But I actually can't see anything, wich seems to be logic.

ps: it's quite urgent, because I'm unfortunatly going on holiday tomorrow and I have to keep working ;)

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BeitragVerfasst: So Okt 03, 2004 11:26 
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Registriert: Mo Sep 23, 2002 19:27
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Try rendering the model by yourself. S3 is known for very bad (if they even have one) GL-Drivers, and as gl3DS puts models into display lists, that may be the cause of that error. So just take the data and send it to the GL using immediate mode, or comment the part out of gl3DS that puts the model into a displaylist. Besides this, also make sure that there's enough VRAM free for your actions. You normally get more than the 16 MBytes cause of AGP-Texturing, but as I said, S3-GL Drivers are the worst on the whole planet.

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BeitragVerfasst: So Okt 03, 2004 11:34 
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Registriert: So Okt 03, 2004 08:07
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I actually don't know how o send the data to opnGL in "immediate Mode"

according to commenting the DisplayList: Is it enough to change the Render-Procedure?

edit: I tried to comment all the stuff so only FMesh[FRenderOrder[m]].render;, was left, but an AccesViolation was the result...
I'm really no professional

edit2: I actually did not build a DisplayList, cause usually my Models disappear after 1 second. I'll try if it works with a displaylist

edit3: On my usual PC the Models disappear after one second when building a Displaylist. On the Notebook, there's no effect at all, still the same error.

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BeitragVerfasst: So Okt 03, 2004 11:46 
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Immediate Mode means to send all data via glVertex directly to the gl, instead of putting those commands in a displaylist. If that works, then the S3-driver has problems with displaylists.

P.S. : I'm quite sure that the problem is not noeska's loader, but S3's driver. I've had numerous reports of people having problems with my games on S3-cards, because S3 isn't really good at doing GL-drivers.

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BeitragVerfasst: So Okt 03, 2004 11:55 
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Registriert: So Okt 03, 2004 08:07
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I'm sorry, but HOW do I send the data to OGL as glVertex? I did not find any Procedure like that for the .3ds-Model? do i have to read out each vertex of the mesh and then draw it to the scene, if yes, the how? Or is there a procedure in the .3ds-Loader doing this for me?

ps: are there any alternatives according to the driver? New Version or emulators? the performance isn't that important, cause the project is in an early state..

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BeitragVerfasst: So Okt 03, 2004 12:53 
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Registriert: Mo Sep 23, 2002 19:27
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Just take out the glNewList and the glEndList and don't check for glIsList. And no, there are no alternatives. S3 is crap, and if there are new drivers, then they won't be any better.

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BeitragVerfasst: So Okt 03, 2004 13:15 
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Registriert: So Okt 03, 2004 08:07
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hi,

I've changed it the way you instructed me, but unfortunatly this does not seem to be the reason for the error, cause actually nothing has changed :|.

ps: Why do the Models on My workstation (not on the notebook) vanish after a second if a display-list is built?

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