opengl : few bug report + running issues

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opengl : few bug report + running issues

by je.a.le :: Rate this Message:

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Hi,

I'm moving right now (and only) to opengl :

1)Bugs report/corrections
a) proto from nGLServer2 and nGfxServer2 don't match (mostly nString againt char*), therefore, when running, the app use the default methodes instead of the GL ones (and crash).

b) in nglserver2_win32window.cc, ChooseAcceleratedPixelFormat line 21 :
Shoud be :

.........
if (pixelformat != 0)
    {
        return pixelformat;
    }
........

else, LoadContext() isn't able to select a valid graphic context...

c) in nmesh2_main.cc, LoadResource line 158 : When loading mesh, try to check for dx7 compatibility, even on opengl. instead of faking a dx7 feature, I just commented lines 158 to 165 (anyway, who would like a dx7 compatibility anymore ????).

2) Running Issues !!!
I merge nopengl + its viewer into regular tree ; it use the right renderpath.xml (glsl_renderpath.xml) and right startup script. The viewer load a mesh (choosed examples/opelblitz.2)

So : A black screen, no gui, when pressing esc, get assert. Instead of an opel truck, there's just some white vertex (kind of a line) on the bottom of screen, which actually "move" when use the mouse (rotate/pan/zoom) ( :-) ) (yes, app go through all render steps)

After looking at all empty *.vert and *.frag, no output seem obvious, so : Anybody is already working on it (Haron perhaps...) ??? May I help in anyway (well, since I can do nothing move without opengl shaders !!!) ????

PS : Having a reply would be nice ......

Hope this would help, A+





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Problems with Animations

by Christoph Bünker :: Rate this Message:

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Hi again,

I have a question concerning the animations in nebula.

If I am opening the objects with the nebula viewer, the are performing the
animations which are included in the model through the animation file. For
example the torus is rotating.

If I am opening the objects with the napplication tutorial, then the
animations are not shown when I am starting the application. How is it
possible to access the animations and to use them?

I am looking foreward to read your answers

Christoph



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Re: opengl : few bug report + running issues

by haron-2 :: Rate this Message:

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Hi,
 
I have a break in nopengl module developing because of my job but if you have a time we can do some work together. I'll be appreciate for that. Two heads are better than one :)

 
a) proto from nGLServer2 and nGfxServer2 don't match (mostly nString againt char*), therefore, when running, the app use the default methodes instead of the GL ones (and crash).

b) in nglserver2_win32window.cc, ChooseAcceleratedPixelFormat line 21 :
Shoud be :

.........
if (pixelformat != 0)
   {
       return pixelformat;
   }
........

else, LoadContext() isn't able to select a valid graphic context...

c) in nmesh2_main.cc, LoadResource line 158 : When loading mesh, try to check for dx7 compatibility, even on opengl. instead of faking a dx7 feature, I just commented lines 158 to 165 (anyway, who would like a dx7 compatibility anymore ????).
 
I'll check that.

 
2) Running Issues !!!
I merge nopengl + its viewer into regular tree ; it use the right renderpath.xml (glsl_renderpath.xml) and right startup script. The viewer load a mesh (choosed examples/opelblitz.2)

So : A black screen, no gui, when pressing esc, get assert. Instead of an opel truck, there's just some white vertex (kind of a line) on the bottom of screen, which actually "move" when use the mouse (rotate/pan/zoom) ( :-) ) (yes, app go through all render steps)
 
I know that. I just make it works without exceptions. But it still has some logical errors.

 
After looking at all empty *.vert and *.frag, no output seem obvious, so : Anybody is already working on it (Haron perhaps...) ??? May I help in anyway (well, since I can do nothing move without opengl shaders !!!) ????
 
I rewrote only some simple DX shaders to GLSL. Other should be done.
 
If you have time and desire to help it would be great.
 
Haron
 

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Re: Problems with Animations

by larry-14 :: Rate this Message:

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Hi Christoph,

 Are you using ngfxobject to load your scene node, if you are, you need to
update its time on each frame for the animaion to play. The scene node's
render context has a variable - time, which needs to be updated on each
frame.
 Larry Weya.

Christoph Bünker writes:

> Hi again,
>
> I have a question concerning the animations in nebula.
>
> If I am opening the objects with the nebula viewer, the are performing the
> animations which are included in the model through the animation file. For
> example the torus is rotating.
>
> If I am opening the objects with the napplication tutorial, then the
> animations are not shown when I am starting the application. How is it
> possible to access the animations and to use them?
>
> I am looking foreward to read your answers
>
> Christoph
>
>  
>
> -------------------------------------------------------------------------
> Take Surveys. Earn Cash. Influence the Future of IT
> Join SourceForge.net's Techsay panel and you'll get the chance to share your
> opinions on IT & business topics through brief surveys-and earn cash
> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV 
>
> *** NOTE: To reply to the list use "reply to all",  ***
> ***       to reply direct to the sender use "reply" ***
> _______________________________________________
> Nebuladevice-discuss mailing list
> Nebuladevice-discuss@...
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