Multitexture/GLSL

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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snail
Posts: 0
Joined: Sun Apr 25, 2004 11:11 pm

Multitexture/GLSL

Post by snail » Thu Dec 29, 2005 7:49 pm

Hey all,
here is a link to a build/patch for multitexture and shaders.
http://snailrose_dir.home.bresnan.net/

If you are not on a windows system. Would you be willing to test the patch out?
Just send me an email or a PM if your willing to.

thanks,
snailrose

mataii
Posts: 1
Joined: Mon Oct 14, 2002 6:29 am
Location: México

Re: Multitexture/GLSL

Post by mataii » Thu Dec 29, 2005 9:22 pm

Ok, thanks!! :wink:

Let´s check this out :D :arrow:

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo » Fri Dec 30, 2005 11:06 am

Works great here!

Keep up the great GE work...
Mal

Doc_Holiday
Posts: 2
Joined: Sat Jul 05, 2003 1:03 am
Contact:

Post by Doc_Holiday » Sat Dec 31, 2005 9:20 pm

WOW! :shock: HOT! HOT! HOT!
Working great an stable! Ist there Stuff like Bump and Shadow mapping also possible? Do You think this can be work in StandAlones?

Anyway, it would be great if You would contact dreamkatana, who made the great 2.37b Build. Maybe there is a Way to merge. 2.40 is less usable at the Moment, because the missing Armatures. And i think this can take a While till we get them back. So 2.37b is maybe a good Choice.

Really, really hot, Man! Thanks for this. So, the new Year can come! :D
Doc

snail
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Joined: Sun Apr 25, 2004 11:11 pm

Post by snail » Sun Jan 01, 2006 11:26 pm

thanks all,

Doc,
bump/shadow mapping are very possible. some things need to be added for them to work, but its something i'm looking in to.

All this works in the stand alone, its just not included for lack of web space (10mb limit) :(

Armatures are also up and running in a test build of mine, and the game demos
that use armatures are working. It was just a matter of applying the new changes.

snailrose...

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Sun Jan 01, 2006 11:36 pm

snail - the testing builds forum there is a website willing to host blender builds for free - you might want to put the larger build there,

LetterRip

kidb
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Joined: Wed Jul 23, 2003 4:31 pm
Contact:

Post by kidb » Mon Jan 02, 2006 10:44 am

snail wrote:All this works in the stand alone, its just not included for lack of web space (10mb limit) :(
mailto: kidb at kidb dot de

Doc_Holiday
Posts: 2
Joined: Sat Jul 05, 2003 1:03 am
Contact:

Post by Doc_Holiday » Mon Jan 02, 2006 11:10 am

Thanks for Answer Snailrose. Great to hear that Armatures work again. Finally we can use 2.40 nevertheless. Soooooooo great! :D

But do You had a Look to this Build: *click here* It contains so much Improvement, i will never miss. Maybe this can be inserted in Your Build too? Please, please think about that. That would be the best GE we ever had! :D :D

Greetings,
Doc

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo » Mon Jan 02, 2006 3:32 pm

> But do You had a Look to this Build: *click here* It contains so much
> Improvement. Maybe this can be inserted in Your Build too? Please, please > think about that. That would be the best GE we ever had!

If those changes were to be incorporated as well, it really would be a great new start to the year for GE users!!!

Mal

dreamkatana
Posts: 0
Joined: Sat Feb 07, 2004 1:27 am

Post by dreamkatana » Tue Jan 03, 2006 12:58 am

Doc_Holiday wrote:Thanks for Answer Snailrose. Great to hear that Armatures work again. Finally we can use 2.40 nevertheless. Soooooooo great! :D

But do You had a Look to this Build: *click here* It contains so much Improvement, i will never miss. Maybe this can be inserted in Your Build too? Please, please think about that. That would be the best GE we ever had! :D :D

Greetings,
Doc
Hey Doc and Snail.

Happy new year!!.

This year I have more time to spend on Blender, I will try to merge this 2.40 with the 2.37b, I already have a 64bit version working, now I just need to set up under windows and linux 32bits.

Cya.

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo » Tue Jan 03, 2006 3:16 pm

>This year I have more time to spend on Blender, I will try to merge this 2.40 with the 2.37b, I already have a 64bit version working, now I just need to set up under windows and linux 32bits.

YAHOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!

It looks like the "old" GE is set to rise like a phoenix for 2.41!
Mal

snail
Posts: 0
Joined: Sun Apr 25, 2004 11:11 pm

Post by snail » Tue Jan 03, 2006 11:00 pm

Hey all,
I found Lagan's patch and will apply it to the changes made here, and
post it on elysiun.

Dreamkatana:
When you port it to 240, could you send me the patch?

thanks,
snailrose

Doc_Holiday
Posts: 2
Joined: Sat Jul 05, 2003 1:03 am
Contact:

Post by Doc_Holiday » Wed Jan 04, 2006 1:40 pm

malCanDo wrote:YAHOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Agree! :D :D
I can't wait to see the finished Build. It's like a second Christmas! :D

Greg Smith
Posts: 0
Joined: Thu Jan 05, 2006 6:20 pm
Location: Flagstaff, Arizona

Post by Greg Smith » Thu Jan 05, 2006 6:29 pm

Is anyone currently building a version of this for OSX? Is this likely?

Thanks,

Greg Smith

malCanDo
Posts: 1
Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo » Fri Jan 06, 2006 2:54 pm


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