Hello,

I posted some days ago about this problem:

When I modify vertex and triangle information of a genmeshfactory I get some strange behavior. It looks like vertex colors are totally random, even if set to fixed values.

To demonstrate this I have modified the simple1 tutorial. Could someone look at it and check if I made an error in creating or updating the factory or if CS has some bug here?

I have tested it with pseudo stable release from 3 of September and with CVS snapshot from 12 and 21 of November, all the same effect. It worked fine with a snapshot from December of last year.

Philipp
/*
    Copyright (C) 2001 by Jorrit Tyberghein

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#include "simple1.h"

CS_IMPLEMENT_APPLICATION

//---------------------------------------------------------------------------

Simple::Simple ()
{
  SetApplicationName ("CrystalSpace.Simple1");
}

Simple::~Simple ()
{
}

void Simple::ProcessFrame ()
{
  // First get elapsed time from the virtual clock.
  csTicks elapsed_time = vc->GetElapsedTicks ();
  // Now rotate the camera according to keyboard state
  float speed = (elapsed_time / 1000.0) * (0.06 * 20);

  iCamera* c = view->GetCamera();

  if (kbd->GetKeyState (CSKEY_SHIFT))
  {
    // If the user is holding down shift, the arrow keys will cause
    // the camera to strafe up, down, left or right from it's
    // current position.
    if (kbd->GetKeyState (CSKEY_RIGHT))
      c->Move (CS_VEC_RIGHT * 4 * speed);
    if (kbd->GetKeyState (CSKEY_LEFT))
      c->Move (CS_VEC_LEFT * 4 * speed);
    if (kbd->GetKeyState (CSKEY_UP))
      c->Move (CS_VEC_UP * 4 * speed);
    if (kbd->GetKeyState (CSKEY_DOWN))
      c->Move (CS_VEC_DOWN * 4 * speed);
  }
  else
  {
    // left and right cause the camera to rotate on the global Y
    // axis; page up and page down cause the camera to rotate on the
    // _camera's_ X axis (more on this in a second) and up and down
    // arrows cause the camera to go forwards and backwards.
    if (kbd->GetKeyState (CSKEY_RIGHT))
      rotY += speed;
    if (kbd->GetKeyState (CSKEY_LEFT))
      rotY -= speed;
    if (kbd->GetKeyState (CSKEY_PGUP))
      rotX += speed;
    if (kbd->GetKeyState (CSKEY_PGDN))
      rotX -= speed;
    if (kbd->GetKeyState (CSKEY_UP))
      c->Move (CS_VEC_FORWARD * 4 * speed);
    if (kbd->GetKeyState (CSKEY_DOWN))
      c->Move (CS_VEC_BACKWARD * 4 * speed);
  }

  // We now assign a new rotation transformation to the camera.  You
  // can think of the rotation this way: starting from the zero
  // position, you first rotate "rotY" radians on your Y axis to get
  // the first rotation.  From there you rotate "rotX" radians on the
  // your X axis to get the final rotation.  We multiply the
  // individual rotations on each axis together to get a single
  // rotation matrix.  The rotations are applied in right to left
  // order .
  csMatrix3 rot = csXRotMatrix3 (rotX) * csYRotMatrix3 (rotY);
  csOrthoTransform ot (rot, c->GetTransform().GetOrigin ());
  c->SetTransform (ot);



    csRef<iGeneralFactoryState> factoryState    = 
SCF_QUERY_INTERFACE(meshFactoryWrapper->GetMeshObjectFactory(), 
iGeneralFactoryState);

    int poincount   = (vc->GetCurrentTicks() / 1000) % 10 + 1;

    factoryState->SetVertexCount(poincount * 2);
        factoryState->SetTriangleCount((poincount - 1) * 2);

    csVector3*  vertices    = factoryState->GetVertices();
    csVector3*  normals     = factoryState->GetNormals();
    csVector2*  uvs         = factoryState->GetTexels();
    csTriangle* triangles   = factoryState->GetTriangles();
    csColor4*   colors      = factoryState->GetColors();

    for (int i = 0; i < poincount; i++)
    {
        int     k   = 2 * i;
        int     d   = 2 * (i - 1);

        vertices[k+0].Set(1, 1, i/3.0);
        vertices[k+1].Set(-1, 1, i/3.0);

        normals[k+0].Set(0, 1, 0);
        normals[k+1].Set(0, 1, 0);

        if ((i & 1) == 0)
        {
            uvs[k+0].Set(0, 0);
            uvs[k+1].Set(1, 0);
        }
        else
        {
            uvs[k+0].Set(0, 1);
            uvs[k+1].Set(1, 1);
        }

        if (i > 0)
        {
            triangles[d+0].Set(k-1, k+1, k+0);
            triangles[d+1].Set(k-2, k-1, k+0);
        }

        colors[k+0] = csColor(1, 1, 1);
        colors[k+1] = csColor(1, 1, 1);
    }

  // Tell 3D driver we're going to display 3D things.
  if (!g3d->BeginDraw (engine->GetBeginDrawFlags () | CSDRAW_3DGRAPHICS))
    return;

  // Tell the camera to render into the frame buffer.
  view->Draw ();
}

void Simple::FinishFrame ()
{
  // Just tell the 3D renderer that everything has been rendered.
  g3d->FinishDraw ();
  g3d->Print (0);
}

bool Simple::OnKeyboard(iEvent& ev)
{
  // We got a keyboard event.
  csKeyEventType eventtype = csKeyEventHelper::GetEventType(&ev);
  if (eventtype == csKeyEventTypeDown)
  {
    // The user pressed a key (as opposed to releasing it).
    utf32_char code = csKeyEventHelper::GetCookedCode(&ev);
    if (code == CSKEY_ESC)
    {
      // The user pressed escape to exit the application.
      // The proper way to quit a Crystal Space application
      // is by broadcasting a cscmdQuit event. That will cause the
      // main runloop to stop. To do that we get the event queue from
      // the object registry and then post the event.
      csRef<iEventQueue> q = 
        csQueryRegistry<iEventQueue> (GetObjectRegistry());
      if (q.IsValid()) q->GetEventOutlet()->Broadcast(cscmdQuit);
    }
  }
  return false;
}

bool Simple::OnInitialize(int /*argc*/, char* /*argv*/ [])
{
  // RequestPlugins() will load all plugins we specify. In addition
  // it will also check if there are plugins that need to be loaded
  // from the config system (both the application config and CS or
  // global configs). In addition it also supports specifying plugins
  // on the commandline.
  if (!csInitializer::RequestPlugins(GetObjectRegistry(),
    CS_REQUEST_VFS,
    CS_REQUEST_OPENGL3D,
    CS_REQUEST_ENGINE,
    CS_REQUEST_FONTSERVER,
    CS_REQUEST_IMAGELOADER,
    CS_REQUEST_LEVELLOADER,
    CS_REQUEST_REPORTER,
    CS_REQUEST_REPORTERLISTENER,
    CS_REQUEST_END))
    return ReportError("Failed to initialize plugins!");

  // Now we need to setup an event handler for our application.
  // Crystal Space is fully event-driven. Everything (except for this
  // initialization) happens in an event.
  if (!RegisterQueue(GetObjectRegistry()))
    return ReportError("Failed to set up event handler!");

  return true;
}

void Simple::OnExit()
{
}

bool Simple::Application()
{
  // Open the main system. This will open all the previously loaded plug-ins.
  // i.e. all windows will be opened.
  if (!OpenApplication(GetObjectRegistry()))
    return ReportError("Error opening system!");

  // Now get the pointer to various modules we need. We fetch them
  // from the object registry. The RequestPlugins() call we did earlier
  // registered all loaded plugins with the object registry.
  g3d = csQueryRegistry<iGraphics3D> (GetObjectRegistry());
  if (!g3d) return ReportError("Failed to locate 3D renderer!");

  engine = csQueryRegistry<iEngine> (GetObjectRegistry());
  if (!engine) return ReportError("Failed to locate 3D engine!");

  vc = csQueryRegistry<iVirtualClock> (GetObjectRegistry());
  if (!vc) return ReportError("Failed to locate Virtual Clock!");

  kbd = csQueryRegistry<iKeyboardDriver> (GetObjectRegistry());
  if (!kbd) return ReportError("Failed to locate Keyboard Driver!");

  loader = csQueryRegistry<iLoader> (GetObjectRegistry());
  if (!loader) return ReportError("Failed to locate Loader!");

  // We need a View to the virtual world.
  view.AttachNew(new csView (engine, g3d));
  iGraphics2D* g2d = g3d->GetDriver2D ();
  // We use the full window to draw the world.
  view->SetRectangle (0, 0, g2d->GetWidth (), g2d->GetHeight ());

  // First disable the lighting cache. Our app is simple enough
  // not to need this.
  engine->SetLightingCacheMode (0);

  // Here we create our world.
  CreateRoom();

  // Let the engine prepare all lightmaps for use and also free all images 
  // that were loaded for the texture manager.
  engine->Prepare ();

  // these are used store the current orientation of the camera
  rotY = rotX = 0;

  // Now we need to position the camera in our world.
  view->GetCamera ()->SetSector (room);
  view->GetCamera ()->GetTransform ().SetOrigin (csVector3 (0, 5, -3));

    meshFactoryWrapper    = 
engine->CreateMeshFactory("crystalspace.mesh.object.genmesh", NULL);
    meshWrapper           = engine->CreateMeshWrapper(meshFactoryWrapper, NULL, 
room);
    meshWrapper->SetRenderPriority(engine->GetObjectRenderPriority());
    meshWrapper->SetZBufMode(CS_ZBUF_USE);
    meshWrapper->GetFlags().Set(CS_ENTITY_NOLIGHTING);

    iMaterialWrapper* tm = engine->GetMaterialList()->FindByName ("stone");
    csRef<iGeneralMeshState>    meshState   = 
SCF_QUERY_INTERFACE(meshWrapper->GetMeshObject(), iGeneralMeshState);
    meshState->SetMaterialWrapper(tm);
    //meshState->SetColor(csColor(1.0, 1.0, 1.0));
    meshState->SetManualColors(true);


  // This calls the default runloop. This will basically just keep
  // broadcasting process events to keep the game going.
  Run();

  return true;
}

void Simple::CreateRoom ()
{
  // Load the texture from the standard library.  This is located in
  // CS/data/standard.zip and mounted as /lib/std using the Virtual
  // File System (VFS) plugin.
  if (!loader->LoadTexture ("stone", "/lib/std/stone4.gif"))
    ReportError("Error loading 'stone4' texture!");

  iMaterialWrapper* tm = engine->GetMaterialList ()->FindByName ("stone");

  // We create a new sector called "room".
  room = engine->CreateSector ("room");

  // Creating the walls for our room.
  csRef<iMeshWrapper> walls (engine->CreateSectorWallsMesh (room, "walls"));
  csRef<iThingState> ws =
    SCF_QUERY_INTERFACE (walls->GetMeshObject (), iThingState);
  csRef<iThingFactoryState> walls_state = ws->GetFactory ();
  walls_state->AddInsideBox (csVector3 (-5, 0, -5), csVector3 (5, 20, 5));
  walls_state->SetPolygonMaterial (CS_POLYRANGE_LAST, tm);
  walls_state->SetPolygonTextureMapping (CS_POLYRANGE_LAST, 3);

  // Now we need light to see something.
  csRef<iLight> light;
  iLightList* ll = room->GetLights ();

  light = engine->CreateLight(0, csVector3(-3, 5, 0), 10, csColor(1, 0, 0));
  ll->Add (light);

  light = engine->CreateLight(0, csVector3(3, 5,  0), 10, csColor(0, 0, 1));
  ll->Add (light);

  light = engine->CreateLight(0, csVector3(0, 5, -3), 10, csColor(0, 1, 0));
  ll->Add (light);
}

/*-------------------------------------------------------------------------*
 * Main function
 *-------------------------------------------------------------------------*/
int main (int argc, char* argv[])
{
  /* Runs the application. 
   *
   * csApplicationRunner<> is a small wrapper to support "restartable" 
   * applications (ie where CS needs to be completely shut down and loaded 
   * again). Simple1 does not use that functionality itself, however, it
   * allows you to later use "Simple.Restart();" and it'll just work.
   */
  return csApplicationRunner<Simple>::Run (argc, argv);
}
/*
    Copyright (C) 2001 by Jorrit Tyberghein

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#ifndef __SIMPLE1_H__
#define __SIMPLE1_H__

#include <crystalspace.h>

/**
 * This is the main class of this Tutorial. It contains the
 * basic initialization code and the main event handler.
 *
 * csApplicationFramework provides a handy object-oriented wrapper around the
 * Crystal Space initialization and start-up functions.
 *
 * csBaseEventHandler provides a base object which does absolutely nothing
 * with the events that are sent to it.
 */
class Simple : public csApplicationFramework, public csBaseEventHandler
{
private:

  /// A pointer to the 3D engine.
  csRef<iEngine> engine;

  /// A pointer to the map loader plugin.
  csRef<iLoader> loader;

  /// A pointer to the 3D renderer plugin.
  csRef<iGraphics3D> g3d;

  /// A pointer to the keyboard driver.
  csRef<iKeyboardDriver> kbd;

  /// A pointer to the virtual clock.
  csRef<iVirtualClock> vc;

  /// A pointer to the view which contains the camera.
  csRef<iView> view;

  /// A pointer to the sector the camera will be in.
  iSector* room;

  /// Current orientation of the camera.
  float rotX, rotY;

  csRef<iMeshFactoryWrapper>    meshFactoryWrapper;
  csRef<iMeshWrapper>           meshWrapper;

  /**
   * Handle keyboard events - ie key presses and releases.
   * This routine is called from the event handler in response to a 
   * csevKeyboard event.
   */
  bool OnKeyboard (iEvent&);

  /**
   * Setup everything that needs to be rendered on screen. This routine
   * is called from the event handler in response to a cscmdProcess
   * broadcast message.
   */
  void ProcessFrame ();

  /**
   * Finally render the screen. This routine is called from the event
   * handler in response to a cscmdFinalProcess broadcast message.
   */
  void FinishFrame ();

  /// Here we will create our little, simple world.
  void CreateRoom ();

public:

  /// Construct our game. This will just set the application ID for now.
  Simple ();

  /// Destructor.
  ~Simple ();

  /// Final cleanup.
  void OnExit ();

  /**
   * Main initialization routine. This routine will set up some basic stuff
   * (like load all needed plugins, setup the event handler, ...).
   * In case of failure this routine will return false. You can assume
   * that the error message has been reported to the user.
   */
  bool OnInitialize (int argc, char* argv[]);

  /**
   * Run the application.
   * First, there are some more initialization (everything that is needed 
   * by Simple1 to use Crystal Space), then this routine fires up the main
   * event loop. This is where everything starts. This loop will  basically
   * start firing events which actually causes Crystal Space to function.
   * Only when the program exits this function will return.
   */
  bool Application ();

};

#endif // __SIMPLE1_H__

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