Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
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?
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
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 :
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
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:
var Model: TGLModel; //holds 3d model data
TGLModelRender(model).render; //TGLModelRender is class that inherits from TGLModel and implements rendering methods
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
@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.
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
because i am lazy . 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.
Registriert: So Okt 03, 2004 08:07 Beiträge: 17 Wohnort: Berlin
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...
Registriert: Di Jul 01, 2003 18:59 Beiträge: 887 Wohnort: (The Netherlands)
Programmiersprache: fpc/delphi/java/c#
what are the floating point settings for the laptop? Does it use , or .?
You could try adding
Code:
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.
Registriert: So Okt 03, 2004 08:07 Beiträge: 17 Wohnort: Berlin
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
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
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.
Registriert: So Okt 03, 2004 08:07 Beiträge: 17 Wohnort: Berlin
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.
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
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.
Registriert: So Okt 03, 2004 08:07 Beiträge: 17 Wohnort: Berlin
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..
Registriert: Mo Sep 23, 2002 19:27 Beiträge: 5812
Programmiersprache: C++
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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