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				Re: Custom terrain by MeshVertextCoordinates
				Posted: Fri Mar 14, 2014 2:35 pm
				by Lexicon
				applePi wrote:have you downloaded the sdk which are refered to by the arrow:

surely you have the vc++ 2008 run time files because you are able to run the files i have posted which are they made for vc++ 2008 (ie vc9)
this is the path for my files:
C:\ogre\
OgreSDK_vc9_v1-9-0\bin\Release
what is the error message from the command prompt ??
 
No, I have downloaded file from the first tab. What's the difference?
 
			 
			
					
				Re: Custom terrain by MeshVertextCoordinates
				Posted: Fri Mar 14, 2014 2:53 pm
				by applePi
				because then you need to download and install the Visual C++ Redistributable for Visual Studio 
2012 ( just 7 MB) 
http://www.microsoft.com/en-gb/download ... x?id=30679
don't forget to check on 
vcredist_x86.exe on the second page.
but since you and me are working on winxp 32 bit. i don't know if we need to install the extremely horrible Microsoft .NET Framework 4 
try this , if it does not work and needs the net framework. download the sdk i referred to by the red arrow above
 
			 
			
					
				Re: Custom terrain by MeshVertextCoordinates
				Posted: Sat Mar 15, 2014 12:22 pm
				by Lexicon
				applePi wrote:because then you need to download and install the Visual C++ Redistributable for Visual Studio 
2012 ( just 7 MB) 
http://www.microsoft.com/en-gb/download ... x?id=30679
don't forget to check on 
vcredist_x86.exe on the second page.
but since you and me are working on winxp 32 bit. i don't know if we need to install the extremely horrible Microsoft .NET Framework 4 
try this , if it does not work and needs the net framework. download the sdk i referred to by the red arrow above
 
Thanks, applePi.
But I no need to use any C++! My program inside the only Purebasic, and all other objects are down to it. 
Ok, new video about gravitation. 
 
http://www.youtube.com/watch?v=HRgFed0lGoY
I been used example named "clothes.pb" and do not have been know of his autor. But he is a great man!  

 
			 
			
					
				Re: Custom terrain by MeshVertextCoordinates
				Posted: Wed Mar 19, 2014 11:54 am
				by Lexicon
				Hi, mates!  
 
All are fine with Additive (and Modulative) type of shadows, but it was without NormalizeMesh()! When I put this command after FinishMesh(#True), my terrain disappears.
With TextureAdditive type and without NormalizeMesh() my terrain have this view:
http://radium3dengine.com/shot_2014-03-19_16-16-55.JPG
Ok. But with NormalizeMesh() have this view:
http://radium3dengine.com/shot_2014-03-19_16-17-30.JPG
How can this be? Where can I find an error?
I use this method. VtX & VtZ - Y coorditates i.e. height.
Code: Select all
Vx = ((VtX-1 - VtX) + (VtX - VtX+1)) / 2
Vz = ((VtZ-1 - VtZ) + (VtZ - VtZ+1)) / 2
MeshVertexNormal(Vx, 1, Vz)
 
			 
			
					
				Re: Custom terrain by MeshVertextCoordinates
				Posted: Wed Mar 19, 2014 8:03 pm
				by Samuel
				In the second picture it looks like your terrain has flat shading instead of smooth.
I don't know what's wrong with your code, but it's also hard to tell with just those three lines of code.
The example I gave you (bottom of the first page) uses TextureAdditive and NormalizeMesh. Maybe comparing your code to that example will help.
			 
			
					
				Re: Custom terrain by MeshVertextCoordinates
				Posted: Wed Mar 19, 2014 8:10 pm
				by Lexicon
				I can prepare my pb-code and resources and send you. Could you see it?
			 
			
					
				Re: Custom terrain by MeshVertextCoordinates
				Posted: Wed Mar 19, 2014 9:39 pm
				by Samuel
				If you want to go ahead and send it to me. When time permits I'll take a look at it.