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Re: 3D Features - Review
Posted: Tue Dec 10, 2013 7:37 pm
by Bananenfreak
Hmm, additional for Entities with a physics Body: DetachPhysicsbody(#Entity). We only can Hide the physicsbody, but what if I want to Change a physicsbody to static or in the other direction from a static to sphere or so?
Re: 3D Features - Review
Posted: Fri Jan 03, 2014 8:47 am
by Bananenfreak
You misunderstand this Topic. This is, what he/we want for an upcoming Version of PB (Hopefully Comtois/Fred includes it ^^)
Re: 3D Features - Review
Posted: Fri Jan 03, 2014 9:42 am
by netmaestro
Actually that looks like a bot post.
Re: 3D Features - Review
Posted: Fri Jan 03, 2014 10:48 am
by AndyLy
I would also like to see these changes in the 3d engine. )
for example :
I have to use RayCast and then RayCollide because RayCollide "sees" no mask, and RayCast "sees" through other objects.
Re: 3D Features - Review
Posted: Mon Jan 06, 2014 6:14 pm
by netmaestro
I was referring to the post from faris.
Re: 3D Features - Review
Posted: Fri Jan 17, 2014 11:23 am
by PMV
Alexi wrote:A note in the Help for FreeEntity() and FreeMesh() could be helpful (maybe all Ogre element id's behaviour like this), that the ID of an removed element will be reused. If this ID is stored somewhere and using IsMesh() e.g. it could recognize a wrong element.
If i have understand you right ...
I don't know of any implementation, where an ID is not able to be reused
after its previous object is freed. That is not a special behavior.

Re: 3D Features - Review
Posted: Sat Jan 18, 2014 7:12 pm
by AndyLy
Incidentally, the number of the entity is limited to 99999. It is a trifle of course ...
Why should this restriction? I do not need 100,000 entity, I want to distinguish between entity (For example: 10000 to 20000 - cubes, with 50,000 to 60,000 spheres ...).
Re: 3D Features - Review
Posted: Sat Jan 18, 2014 7:22 pm
by Danilo
AndyLy wrote:Incidentally, the number of the entity is limited to 99999. It is a trifle of course ...
Why should this restriction? I do not need 100,000 entity, I want to distinguish between entity (For example: 10000 to 20000 - cubes, with 50,000 to 60,000 spheres ...).
If you use number 60,000 for an entity, 60,000 object slots are allocated. Please read
PureBasic objects in the manual.
You can have more entities by using #PB_Any and a simple Dim cubes.i(10000) : Dim spheres.i(10000) to manage your objects yourself.
Re: 3D Features - Review
Posted: Sat Jan 18, 2014 7:56 pm
by AndyLy
So here's how it! Thank you, I'll know.
I do not like to read manuals, unless absolutely necessary. )
Re: 3D Features - Review
Posted: Mon Jan 20, 2014 12:06 pm
by PMV
Alexi wrote:ID's will be reused, without reseting the ID, some generated meshes often disappeared/getting freed. I checked this explicitly.

An object ID in OGRE isn't really unique. To recreate this you have to create meshes and entities more often.
That would mean a bug! An ID is always unique, otherwise its not an ID as you can't use it as identifier.
What you mean is maybe this:
http://www.purebasic.fr/english/viewtop ... 28&t=55452
That should be fixed, but if you have found a similar bug ... please post a bug-report
@AndyLy
As you see, it is necessary
MFG PMV
Re: 3D Features - Review
Posted: Mon Jan 20, 2014 4:55 pm
by PMV
Alexi wrote:That's right, but an ID also only needs to be unique, as long as the objects exists in Ogre.
The Object has to exist as long as i don't say "free" it.
Everything else is a bug in the object-system.
If every ID is unique and your application produces several objects per iteration step for several hours this would be, a very, very huge ID.

Of course, but you doesn't have to deal with it. You just write
the ID in a variable ... you doesn't care about the exact value.
Its limit is only the amount of RAM that is available. And on x64,
this can be really really much.
Maybe it's just something internal from PB.
Something internal that is maybe broken if you are right.
But as i doesn't have problems like that, it is currently up to
you to investigate that problem. Maybe you have just done
something wrong ... otherwise it is a PB bug that should be fixed.
MFG PMV
Re: 3D Features - Review
Posted: Wed Jul 16, 2014 7:29 am
by Samuel
Just a little update for those that read this down the line. The Hardware skinning problem was not an internal issue it was an error on my part.
Here's the link
Hardware Skinning.
Personally, I think it would be better if hardware skinning and deferred lighting were not built into Purebasic.
Not just them, but shaders in general. In most cases there are too many customization options for them to be user friendly.
If Fred or Comtois wanted to include shaders. I think they would be better off just including the HLSL/GLSL files and then having an example showing how to run them.
That way users still have control over how the shaders work and can edit them to fit their needs.
OGRE is set up this way and it seems to work very well for them.
Of course this is just my personal opinion on the subject.