Search found 217 matches

by alien-xmp
Sat Sep 25, 2004 3:49 am
Forum: Interactive 3d
Topic: Dependency of standalones on DRI
Replies: 3
Views: 1879

Can you attempt to debug blenderplayer? It should only depend on GLX, and both blender & blenderplayer use the same ghost library for loading the window. And, if it can get GL_VERSION, then it is using GLX properly.

Does the game engine run from within blender when you turn on vertex arrays?
by alien-xmp
Wed Sep 22, 2004 10:56 am
Forum: Interface & Tools
Topic: vertex buffer exporter
Replies: 14
Views: 4790

Yes that's the one!
by alien-xmp
Tue Sep 21, 2004 10:35 am
Forum: Testing Builds
Topic: tuhopuu2 / Windows (2004/09/16)
Replies: 10
Views: 8060

The GL shader stuff is available in the source tree - I still haven't thought of a decent way of making the functions available to user shaders. The skin shader still doesn't work - I have to write some GLSL replacements for Renderman library functions, and remove the illuminance(...) call since tha...
by alien-xmp
Tue Sep 21, 2004 10:30 am
Forum: Interface & Tools
Topic: vertex buffer exporter
Replies: 14
Views: 4790

The version number is kind of a grey area - new OpenGL features are made available as vendor extensions, the ARB approves them into ARB extensions, then the most useful ones make it into the core spec as a new GL version. So it is quite likely that your card *does* support vertex buffer objects - li...
by alien-xmp
Mon Sep 20, 2004 12:30 pm
Forum: Interactive 3d
Topic: blender 2.34 up and Dynamic runtime?
Replies: 2
Views: 1434

This is really a question for the platform maintainer - blenderdynplayer should build fine.
by alien-xmp
Mon Sep 20, 2004 12:30 pm
Forum: Interface & Tools
Topic: vertex buffer exporter
Replies: 14
Views: 4790

Vertex Buffer Objects are not in OpenGL 1.1 (They were introduced in 1.5.) They may also be available as an extension: see The OpenGL Extension Registry - in fact, most of the cool stuff is implemented as an extension. You have to link against the extension at runtime, but there are libraries to do ...
by alien-xmp
Sat Sep 18, 2004 7:53 am
Forum: Python
Topic: KX_PolygonMaterial - setUniform types?
Replies: 4
Views: 2208

What you are doing is right, it is a bug in blender.

Edit: Fixed 18/09
by alien-xmp
Sat Sep 18, 2004 7:25 am
Forum: Interactive 3d
Topic: How to use Tuhopuu2. Simple sample?
Replies: 47
Views: 22837

Yeah the Geforce 2 doesn't support fragment programs (and will be emulating vertex programs in software)

Strange that it says it supports GLSL though...

NB: the Programs: line is for ARB_vertex_program and ARB_fragment_program, not GLSL.
by alien-xmp
Fri Sep 17, 2004 12:51 pm
Forum: Interface & Tools
Topic: vertex buffer exporter
Replies: 14
Views: 4790

I had need of something similar a few months ago - I came up with this: #!/usr/bin/python # $Id: exporter.py,v 1.1 2004/07/24 08:42:19 kester Exp $ # Exports selected mesh to a simple mesh format. from Blender import * from Blender.Mathutils import * import struct FLT_EPSILON = 1e-10 def feq(a, b): ...
by alien-xmp
Thu Sep 16, 2004 12:25 pm
Forum: Python
Topic: KX_PolygonMaterial - setUniform types?
Replies: 4
Views: 2208

No, it means the method is overloaded: mat.setUniform("foo_int", 1) mat.setUniform("foo_float", 2.0) mat.setUniform("foo_vec3", [0.0, 0.0, 1.0]) mat.setUniform("foo_mat3", [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]) etc are all valid, corresponding to GL: uniform int foo_int; // = 1 or: uni...
by alien-xmp
Sun Sep 12, 2004 1:56 am
Forum: Interactive 3d
Topic: How to use Tuhopuu2. Simple sample?
Replies: 47
Views: 22837

Looks good: 1. You don't need to copy tuhopuu2\source\gameengine\PyDoc to .blender/scripts. tuhopuu2\source\gameengine\PyDoc contains the source for the game engine python reference. If you have epydoc installed, you can generate the html documentation as seen in the documentation section. (You can ...
by alien-xmp
Sat Sep 11, 2004 8:50 am
Forum: Interactive 3d
Topic: How to use Tuhopuu2. Simple sample?
Replies: 47
Views: 22837

While trying coding i see, it's very hard to find Bugs and Errors. Is there a Way to print out the Content of an Variable and other Stuff? Maybe: vec3 vv = normalize(viewvec); No. The shader is running on your graphics card. DirectX can do it when the software reference shader is running. The way I...
by alien-xmp
Sat Sep 11, 2004 1:42 am
Forum: Interactive 3d
Topic: Keyboard Sensor Issue
Replies: 8
Views: 3811

The motion actuator is active until it is deactivated, ie it operates on 'level' instead of 'edge' trigger.
by alien-xmp
Fri Sep 10, 2004 2:38 pm
Forum: Interactive 3d
Topic: How to use Tuhopuu2. Simple sample?
Replies: 47
Views: 22837

ATI's GLSL compiler is much stricter than Nvidia's. The Nvidia compiler will let sloppy code work, while the ATI will flag an error. ;-) That's going to cause frustration for 3d developers everywhere... Anyway: texture2D: no matching overloaded function found: replace texture2D(normap, gl_TexCoord[0...
by alien-xmp
Fri Sep 10, 2004 2:06 pm
Forum: Python
Topic: Class KX_PolygonMaterial?
Replies: 2
Views: 1850

Are you running tuhopuu2?