Search found 217 matches

by alien-xmp
Mon Apr 25, 2005 6:24 am
Forum: Coding Blender
Topic: a lil GE question
Replies: 3
Views: 2664

The drawing mode is a bitfield. The values come from DNA_mesh_types.h: #define TF_DYNAMIC 1 /* #define TF_INVISIBLE 2 */ #define TF_TEX 4 #define TF_SHAREDVERT 8 #define TF_LIGHT 16 #define TF_SHAREDCOL 64 #define TF_TILES 128 #define TF_BILLBOARD 256 #define TF_TWOSIDE 512 #define TF_INVISIBLE 1024...
by alien-xmp
Sun Feb 20, 2005 2:34 am
Forum: News & Chat
Topic: Linux gurus, Help!
Replies: 3
Views: 2708

Run something like this from a blender python window: from Blender.BGL import * print print "OpenGL Driver" print "---------------------------------------------" print "Vendor : " + glGetString(GL_VENDOR) print "Renderer : " + glGetString(GL_RENDERER) print "Version : " + glGetString(GL_VERSION) pri...
by alien-xmp
Sun Feb 20, 2005 2:16 am
Forum: Interactive 3d
Topic: smoothing the shadow mapping of t2
Replies: 5
Views: 3008

Shadow mapping is a 1 bit technique, you can only tell if the pixel is in shadow or out of shadow. It sounds like the GF 6 is doing bilinear interpolation, which would be nice. I'll look at porting some of the T2 stuff to T3 when I get some time & when NVIDIA release new Linux drivers with EXT_frame...
by alien-xmp
Mon Jan 10, 2005 11:14 am
Forum: Coding Blender
Topic: Creating projectfiles_vc7_1
Replies: 4
Views: 2536

I got sent some updated project files from a blender user - they have been forwarded to the dev mailing list. I'll commit them myself if there is enough interest, but I can't test them.
by alien-xmp
Fri Jan 07, 2005 12:13 pm
Forum: Coding Blender
Topic: Error compiling whit Cygwin Help!
Replies: 6
Views: 3562

as is also part of gcc (the assembler.) It should be part of the binutils package.

You can redirect the output with:

make > make.log 2>&1

which you can use if you can't scroll back anymore.
by alien-xmp
Tue Jan 04, 2005 1:35 am
Forum: Coding Blender
Topic: Error compiling whit Cygwin Help!
Replies: 6
Views: 3562

ZanQdo:

cc1 is an internal part of gcc - check your cygwin installation.

SamAdam:
You need to post the *first* error message, not the last, since the last error could be caused by the first error.

blender/obj/windows/extern/qhull/user.o is the output of the file it was trying to compile to.
by alien-xmp
Fri Dec 31, 2004 2:23 am
Forum: Interactive 3d
Topic: Kester, Saluk...please help!
Replies: 8
Views: 3863

Rebel: I sounds like the sound actuator is stopped, therefore it doesn't update the sounds/velocity. The speed of sound is currently available in the listener panel in cvs. How has the key actions changed? The logic updates at a fixed rate in 2.35/2.36 but that shouldn't effect it. z3ro_d: Changing ...
by alien-xmp
Thu Dec 30, 2004 3:04 am
Forum: Interactive 3d
Topic: Kester, Saluk...please help!
Replies: 8
Views: 3863

I made some changes to this yesterday.

I've added a new slider to set the speed of sound. Make sure it is set to something useful, eg 340.

Doppler shift changes the pitch of the sound depending on the relative velocity of the source & listener, and the speed of sound.
by alien-xmp
Wed Dec 29, 2004 2:10 am
Forum: Interactive 3d
Topic: Kester, Saluk...please help!
Replies: 8
Views: 3863

Confirmed - the settings in the listener panel do pretty much nothing:

1. The game engine doesn't use them.
2. They are only set when you hit the play sample button
3. The doppler setting is mapped to the speed of sound.
4. The values aren't saved in blend files.
by alien-xmp
Tue Dec 28, 2004 2:38 am
Forum: News & Chat
Topic: Nvidia FX composer
Replies: 13
Views: 5979

I'm pretty sure FX composer is DirectX only at the moment. ATI's RenderMonkey supports GLSL, and is quite good for developing shaders on Windows.
by alien-xmp
Tue Dec 21, 2004 10:49 am
Forum: Interactive 3d
Topic: Blender.Mathutils.Matrix causing Blender crash in game mode.
Replies: 4
Views: 4793

The setOrientation method accepts a 3x3 matrix or a quaternion.
by alien-xmp
Mon Dec 20, 2004 11:16 am
Forum: Interactive 3d
Topic: KX_CameraActuator: changing parameters from python script
Replies: 5
Views: 2546

Awesome! I'll apply the patch after the 2.36 cvs is unfrozen. Only two comments: PyObject* KX_CameraActuator::PySetXY(PyObject* self, PyObject* args, PyObject* kwds) { bool value; if(!PyArg_ParseTuple(args,"i", &value)) { return NULL; } value == 1 ? m_x = true : m_x = false; Py_Return; } 1. Any nonz...
by alien-xmp
Sat Dec 18, 2004 2:31 pm
Forum: Interactive 3d
Topic: toon rendering in real-time (low frame rate OK)
Replies: 4
Views: 2951

Try using a reflection map, ie paint a sphere in your toon style, and map it using reflection map:

Image

http://gallery.mudpuddle.co.nz/view_pho ... ic&id=toon
by alien-xmp
Sat Dec 18, 2004 1:42 pm
Forum: Interactive 3d
Topic: KX_CameraActuator: changing parameters from python script
Replies: 5
Views: 2546

1. Is it possible to have it added to a further release of Blender?
Yes... add it to the todo bug tracker, so I don't forget about it.

This is quite easy for someone wanting to get into Blender game engine coding. :-)
by alien-xmp
Wed Dec 01, 2004 9:00 am
Forum: Interactive 3d
Topic: Blender 2.35a Game Engine Abilities?
Replies: 2
Views: 1938

And collision sensors probably won't work right in 2.35a. Try a CVS version if you can.