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Posted: Sun Aug 10, 2003 11:11 pm
by LarsG
Sorry LJ.. Debug on/off in both windowed and fullscreen doesn't differ... Still crashes..
But I found that commenting out the AddMaterialLayer line, makes the app work with the skydome... strange.. (in all modes; debug on/off, fullscreen/windowed)
-Lars
OK
Posted: Mon Aug 11, 2003 3:49 pm
by LJ
Good bug detection Lars. AddMaterialLayer, maybe Fred can take a look at this, isn't this a texture like command?
We have almost 300 views and 1 problem above, which Lars traced to the AddMaterialLayer command.
Very good Fred and Purebasic team.
Posted: Mon Aug 11, 2003 4:35 pm
by RJP Computing
Works good. Both version of the Engine3D.
Posted: Mon Aug 11, 2003 5:53 pm
by LarsG
It has definately something to do with the Material control system...
I was helping this guy with a problem he had regarding constant distance to the terrain and camera-facing, and it occured to me...
This works:
Code: Select all
; load the mesh (robot)
LoadMesh(0, "data\Robot.mesh")
LoadTexture(2, "data\r2skin.jpg")
CreateMaterial (0, TextureID(2))
CreateEntity (0, MeshID(0), MaterialID(0), -1, -2, -3)
; load terrain
LoadTexture (0, "data\Terrain_Texture.jpg")
LoadTexture (1, "data\Terrain_Detail.jpg")
CreateMaterial (1, TextureID(0))
AddMaterialLayer(0, TextureID(1), 1)
CreateTerrain("data\Terrain.png", MaterialID(1), 40, 1, 40, 0)
SkyDome("data\Clouds.jpg", 30)
; create and place the camera
CreateCamera(0,0,0,100,100)
CameraLocate(0,3700,50,1775)
Note that addmateriallayer, skydome and terrain all work...
But if I remove the "robot" setup-stuff, it crashes again...
-Lars
*edit* also posted in bugs section *edit*
OK!
Posted: Tue Aug 12, 2003 4:31 am
by LJ
Ok sounds good Lars.
Over 330 views, 1 bug, and counting.
Almost 400
Posted: Wed Aug 13, 2003 6:19 am
by LJ
Almost 400 views on this message and still only 1 bug that Lars diagnosed and posted in Bug section! Way to go Fred! The new Engine3D.dll build is much more stable and compatible on more computers with fewer problems.

Posted: Wed Aug 13, 2003 7:36 pm
by Psychophanta

Mmm, i returned from vacation.
I am not able to find in this PB forum how did you get work 3DEngine.
So, please LJ, how did you obtain the solution for 3DEngine to initialize?
AL
Posted: Wed Aug 13, 2003 7:43 pm
by LarsG
@Psychophanta:
Take a look here:
viewtopic.php?t=7142&highlight=
-Lars
Posted: Wed Aug 13, 2003 8:37 pm
by Psychophanta
Thanx Lars
Here finally work all 3DEngine examples for full and windowed screen.
I must post it now in
viewtopic.php?t=7142&highlight=
AL
Alright!
Posted: Thu Aug 14, 2003 6:08 am
by LJ
@Psycho
Welcome back. Glad you got the 3D working now.
Posted: Thu Aug 14, 2003 9:23 am
by midebor
Hi,
Sorry to jump in so late (after 10 days of vacation): I had 3D problems
as posted earlier and I could track down the following:
OS: win98
Nvidia TNT2 (drivers updated last week)
PB: 3.72
New 3D engine in compiler folder
New 3D library in Purelibraries
To run super terrain Or terrain (original) FULL SCREEN I have to
REM out AddMatrialLayer
OR
REM out skydome and add clearscreen(R, G, B)
Thus same findings as Lars
Running windowed works fine as long as desktop resolution is higher than
windowed resolution : my sytem runs usualy 800x600. When I select
windowed in a resolution lower than 800x600 it works. Selecting windowed
800x600 cause a C++ runtime error if desktop runs at 800x600 but works
fine if desktop resolution is higher.
In all windowed resolutions exiting with escape-key causes a
Ce programme va être arrêté car il a effectué une opération non conforme ... Fermer.
Probably we need a #PB_Event_CloseWindow to exit properly ?
Regards, Michel
Ok
Posted: Thu Aug 14, 2003 3:22 pm
by LJ
@Midebor,
Welcome back. Maybe you can also post this in the bug forum in the message thread Lars started? The 800 x 600 is interesting. When you try to open a regular window in 800 x 600 using just a plain Open Window command, is the window larger that it should be? I think what might be happening is that 800 x 600 is actually too large because of the title bar of a Window but this is a seperate problem maybe.
Over 500!
Posted: Thu Aug 14, 2003 8:53 pm
by LJ
Just over 500 views of this message thread with just 2 errors/bugs. Both errors/bugs appear to be the same.
Posted: Sat Aug 16, 2003 11:03 pm
by mp303
LJ: Didn't you read the instructions that specifically talk about the FOV command and how it reduces the number of triangles?
uh, what does this have to do with drawing distance? I don't want to change the FOV, I want to change the drawing distance - these are totally unrelated parameters... even if they ARE somehow related, I don't want to change the FOV, and I shouldn't need to do so in order to affect the drawing distance??[/i]
...
Posted: Sun Aug 17, 2003 7:24 am
by LJ
these are totally unrelated parameters
Oh really? Well that is very interesting that you think that.