[CsMain] Missing mouse cursor
Hi guys, I'm having a strange problem here. I just changed my code from procedure style functions to OO based code, and pretty much everything is exactly the same, but when I run the application, the CEGUI mouse cursor just refuses to appear! All the CEGUI buttons/windows appear normally in the window. I checked the GUI initialization code and the cursor is loaded. Furthermore, since I'm running everything in python, when I exist python, after the function cspace.csInitializer.DestroyApplication(ObjectReg) has finished, I get the following error: Exception exceptions.TypeError: 'an integer is required' in 'garbage collection' ignored Fatal Python error: unexpected exception during garbage collection Aborted (core dumped) I'm sure the 2 problems of mine are related, but I just cannot figure out what the problem is. Any ideas would be greatly appreciated! Thanks a lot. Patrick - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Linux Environment variable
On Jan 2, 2008 11:54 AM, Tim Shannon <[EMAIL PROTECTED]> wrote: > After making and installing crystal space successfully using the > following command: > ./configure --enable-debug --prefix=/opt/CrystalSpace/debug > make > sudo make install I think you need to set the the env variable to the directory in which crystal space was built. I've had a similar problem with b2cs, and the problem was gone after I set the the env variable to the directory in which crystal space was built. Hope it helps. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Including the cegui python binding for the debian/ubuntu packages?
Hi Pablo, > Hi, i believe the version in b2cs server has these, Thanks a lot for that, I will check it out! Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you switch CEGUI layouts?
Hi nev7n, On Dec 19, 2007 8:41 PM, nev7n <[EMAIL PROTECTED]> wrote: > Hi Patrick, > this is the code I use to change cegui layouts: > winMgr->destroyAllWindows(); > > // Load layout and set as root > cegui->GetSystemPtr()->setGUISheet(winMgr->loadWindowLayout( > "menu.layout")); Thanks for that, I figured this out a few days ago. This is practically the same as destroying the root window, which is what I'm doing now. But I like your approach better. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] Including the cegui python binding for the debian/ubuntu packages?
Hi guys, The current ubuntu package for crystal space contains the python bindings for crystal space, i.e. cspace.py and _cspace.so, but it does not contain the crystal space python bindings to cegui, i.e. pycscegui.py and _pycscegui.so . Since it is rather common for games to have guis in them, the lack of the cegui python bindings makes it rather difficult to write games using the python bindings. So, would it be possible for you guys in charge of making these packages to actually include the CS cegui python bindings as part of the distribution as well. Thanks a lot! Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Linux - Make to wrong folder
Hi, On Dec 18, 2007 1:26 AM, Tim Shannon <[EMAIL PROTECTED]> wrote: > This is a really noob question, but I've already run make install into a > different folder than I wanted on my Ubuntu 7.10 install, and I want to > build a separate optimized and debug install into different folders. Do I > need to "uninstall" the previous install? I'm fairly certain that the $PATH > gets updated when I run the new make install, but should I delete all of the > old install to make sure I won't be using it in my builds? Is there a quick > way to uninstall? Or do I just delete all the .so files. > > Like I said, noob question, and it doesn't really pertain specifically to > Crystal Space, but this is where I ran into it, and I'd like to prevent any > possible headaches it the future. You can always manually delete the installed files. For example, if you installed everything to /usr/local, then you need to delete the following files and directories: /usr/local/include/crystalspace-1.2 /usr/local/include/cel-1.2 /usr/local/lib/crystalspace-1.2 /usr/local/lib/libcal3d* /usr/local/lib/libcel* /usr/local/lib/libcrystalspace* /usr/local/share/crystalspace-1.2/ /usr/local/share/cel-1.2/ There could be more files that I'm not aware of. I wish there was a script that can automatically remove all the installed files ... but I don't think there is one. On the other hand, you don't really need to uninstall anything. You can overwrite your existing installs, and you just need to make sure that when you compile stuff, you specify the correct -I and -L paths. Hope that helps. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] compilation errors in building crystal space on cygwin
On Dec 16, 2007 2:56 AM, res <[EMAIL PROTECTED]> wrote: > The fix is to install an up-to-date swig version (I believe it's > available under Cygwin, otherwise check www.swig.org). When you re-run > configure, swig should be detected and will be used by CS - that is, the > glue code will be generated on your machine with your swig version which > hopefully is new enough to work right for Python 2.5. Thanks res, I will try that! Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] How do you switch CEGUI layouts?
Hi guys, I have a question about using the CEGUI plugin and it's driving me a bit crazy. Basically, I want to have multiple GUIs for my program: one for the main interface, one for the settings interface and one for the game interface. So, I'd like to specify them in separate .layout xml files and switch them on the fly. I created the layout files and they seem to work fine just by themselves. However, when I tried to switch them, I'd get a segmentation fault. Basically, I'm using the function winMgr.loadWindowLayout(layout) to change the layouts (layout in the function is the vfs name of the layout file). It seems that I can only call the winMgr.loadWindowLayout(layout) function once, and if I call it again I will get a segfault. I cannot seem to find any examples on the internet for what I want to do, but surely pros like you guys would have done something like this. :) Any suggestions would be greatly appreciated. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] compilation errors in building crystal space on cygwin
Hi guys, I'm getting some compilation errors in building crystal space 1.2 on cygwin. I get the following error messages: ./out/msysx86/optimize/plugins/cscript/cspython/cs_pyth.cpp: In function `void S WIG_Python_FixMethods(PyMethodDef*, swig_const_info*, swig_type_info**, swig_type_info**)': ./out/msysx86/optimize/plugins/cscript/cspython/cs_pyth.cpp:245620: error: invalid conversion from `const char*' to `char*' ./out/msysx86/optimize/plugins/cscript/pycscegui/cs_cegui.cpp: In function `void SWIG_Python_FixMethods(PyMethodDef*, swig_const_info*, swig_type_info**, swig_type_info**)': ./out/msysx86/optimize/plugins/cscript/pycscegui/cs_cegui.cpp:5922: error: invalid conversion from `const char*' to `char*' It seems that there is an issue with converting "cost char*" to "char*". So would anyone know how to get around this problem? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How can I use the python bindings for windows version of cyrstal space?
Hi Jorrit, > Would you know what I did wrong? Nevermind, I forgot to restart cygwin, now everything is fine. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How can I use the python bindings for windows version of cyrstal space?
Hi Jorrit, > Mingw can be found at http://www.mingw.org > Personally I think it is better then cygwin. But cygwin should work > too. Just check > if you have the needed dll's there. This is interesting, I specifically set up cygwin support from the installation process, and it did modify the c:\cygwin\etc\profile file, but when I run the configure script of crystal space, it still complains that it cannot find any of the libraries. I then had a look at the /usr/lib directory of cygwin and none of the dlls/shared libraries are there. Would you know what I did wrong? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How can I use the python bindings for windows version of cyrstal space?
Hi there, On 12/15/07, Jorrit Tyberghein <[EMAIL PROTECTED]> wrote: > The .py files are the same. The .so files will become .dll files. What > compiler are > you using? I'm not sure that python plugin is already supported by MSVC. I > know it works with the free mingw compiler. Um... I'm not quite sure what free mingw compiler is, but I'm using cygwin so that's just cygwin's compiler. Would that work? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] How can I use the python bindings for windows version of cyrstal space?
Hi guys, I just installed the win 32 version of the crystal space lib from the file http://www.crystalspace3d.org/downloads/cs-win32libs-1.2_001.exe. Everything seems to be fine, but I just called seem to find the python bindings for crystalspace and cegui. When I compiled crystal space and cegui on linux, i get the following 4 files: cspace.py _cspace.so pycscegui.,py _pycscegui.,so So, what are the equivlanets of these two files on the windows distribution? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Code examples for dynamically blending 2 texture files?
On 12/14/07, infinity <[EMAIL PROTECTED]> wrote: > Offhand I don't know, textures are more controlable, though I don't > understand the python problem you described, can't you use a number? No, a number such as 1 in python would get translated to an int in C++, and a string like "1" in python would get translated to a string in C++. There is no native python data type that corresponds exactly to char in C/C++, so I don't see an easy way to use that function. But never mind, I solved my problem by generating all the needed blended textures at the init stage of my code and so far things are working ok. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Code examples for dynamically blending 2 texture files?
Hi, On Dec 13, 2007 12:27 PM, infinity <[EMAIL PROTECTED]> wrote: > I think it's the material that matters, not the just the factory. There's > also a set objectcolor type effect which won't matter for factory or > material.. That object color thing seems to work, but strangely only some polygons of the meshes are affected by the color. See the orangeish box in the following two images for example: before applying the color red: http://img205.imageshack.us/img205/4230/beforelf2.jpg after applying the color red: http://img209.imageshack.us/img209/2223/aftersc5.jpg Do you think it's a lighting issue or something else? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Code examples for dynamically blending 2 texture files?
Hi infinity, On Dec 13, 2007 12:27 PM, infinity <[EMAIL PROTECTED]> wrote: > I think it's the material that matters, not the just the factory. There's > also a set objectcolor type effect which won't matter for factory or > material.. Oh ... that's certainly very interesting, I'm gonna have to have a go with it. On the other hand, there is actually a rather big problem with the DrawScaled (iGraphics3D *g3d, int sx, int sy, int sw, int sh, uint8 Alpha=0) of csSimplePixmap class. The last argument is of type char or uint8 ... python doesn't know how to handle this. So I guess I either have to try the color, or just create new texture maps using the Imaging package at the initialization of the code. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Code examples for dynamically blending 2 texture files?
Hi infinity, > Take a look at the manual where it talks about procedural textures. > Also, my font example is the same, if you want to look at it. It draws an > image onto another image which is then drawn on the walls. > http://fadedearth.infinityanalog.com/project_tools/blendstylebmfont/blendsty > lebmfont.zip Suppose the canvas material is specified as part of a genmesh file, wouldn't your code cause all the instances of the same genmesh factory to be drawn with the same additional texture? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Code examples for dynamically blending 2 texture files?
Hi infinity, > Take a look at the manual where it talks about procedural textures. > Also, my font example is the same, if you want to look at it. It draws an > image onto another image which is then drawn on the walls. > http://fadedearth.infinityanalog.com/project_tools/blendstylebmfont/blendsty > lebmfont.zip Thanks a lot! I think I get the hang of it, though it's a bit more complicated than I thought it should be. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] Code examples for dynamically blending 2 texture files?
Hi guys, I'm wondering if there are any C++/python code examples for dynamically blending multiple texture files together? Here is what I'd like to do for my little game. Each character in the game has a default color, which is basically a 128x128 RGBA image with its alpha being 128 (semi-transparent). I have some buildings in the game, each building is a genmesh object that contains a single texture file. I'd like to dynamically combine the default texture file of the buildings with the color texture files of the characters so that I know which building is owned by which character. I'm just not quite sure how to do this and the documentation doesn't seem to have any examples I can use. Any help would be greatly appreciated. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How would you specify different UV coordinates for the same vertex in genmesh?
On Dec 12, 2007 7:44 PM, Marten Svanfeldt (dev) <[EMAIL PROTECTED]> wrote: > No. Upon rendering you/we need to have UVs per vertex (thats how the > graphic cards works) so the most efficient way is to have it per > vertex already in the mesh (thingmesh does this split-up internally). Ok, I see. > Just as they are now. Oh, I finally figured out how to use b2cs, I guess my problem is solved then. :) Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How would you specify different UV coordinates for the same vertex in genmesh?
On Dec 12, 2007 6:59 PM, Jorrit Tyberghein <[EMAIL PROTECTED]> wrote: > You have to duplicate the vertices. i.e. for every vertex that has the > same position but > a different uv coordinate you need to use a different vertex (for every face). Oh, I thought about that and decided it wasn't the nicest thing to do. It seems that the thingmesh objects can perfectly support uv-per-face, so would it be possible to keep it? By the way, I'm creating all my models with Blender which supports uv-per-face, and different images for different faces. It seems that the best match of CS is the thingmesh which also allows you to specify different images for different faces. Furthermore, if we have to duplicate the vertices shared with multiple faces, wouldn't this create a problem with the calculation of the vertex normals? What this duplication does is separating the faces of the same mesh from each other, assuming that the vertex normal is calculated by averaging the normals of the sharing faces, the duplication would result in all the vertex normals being the same as their face normals if you use the tag in the genmesh file. Of course this would be a moot point if CS doesn't do vertex shading, or we pre-calculate the normals at each vertex and specify it in the genmesh files. I heard that there is a collaborative project called Apricot between Blender and CS, so I'm a bit curious to know how the Blender meshes are going to be exported into CS genmeshes. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] How would you specify different UV coordinates for the same vertex in genmesh?
Hi guys, After reading through the user's manual, it seems to me that you can only specify 1 set of uv coordinates for the vertices of a genmesh object. However, since uv coordinates are defined per face, this would be a problem if a vertex shared by multiple faces actually has multiple uv coordinates, and I believe such cases are not rare. It also seems that the thingmesh objects can support the multiple uvs per vertex pretty well, but the user's manual also says that it's obsolete and people should use genmesh instead. I'm rather confused here. So, is it actually possible to specify uv coordinates for the vertices on a face-by-face basis? If so, would it be possible for you to provide an example file? Furthermore, I understand that thing meshes are obsolete, so does this mean that it won't be available in the future releases of CS? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
On Dec 12, 2007 1:24 AM, Tim Shannon <[EMAIL PROTECTED]> wrote: > What is your source of your models. For instance, are you exporting from > blender, or some other 3d program. If so, try creating a reference model > (just a cube) of the size you want. Make sure it's the correct size in your > program, then use it as a reference to size the rest of your models. That's > what I do. Thanks for the advice, that was my backup plan, but it's a bit less flexible. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
On Dec 12, 2007 1:21 AM, Jorrit Tyberghein <[EMAIL PROTECTED]> wrote: > Not with animation. The skeletal animation system doesn't support it. This > is a known limitation. So does this mean that animated genmeshes cannot be scaled at all? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
Hi res, > Odd. Genmesh factories should certainly support hard transformations. I know, but I specifically called the SupportsHardTransform function of the iMeshObject, and it says no. > Since the object is animated, perhaps try disabling the animation. If > that helps then the animation somehow works against hard transforms. Seems like the case. > Also, do the hard transform *before* creating any mesh instances, if you > don't do that already. Yes, I've already done that and it made no difference. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
Hi Marten, > Just as a note, this is not a hard-transform but a "soft" transform > (of the kind that is not supported). Thanks for pointing that out, I just realized it myself. I've just tried doing a hard transform at the factory level and still nothing happens. If you are interested, the animated mesh that I'm trying to scale is the kwartz one used in isotest that comes with the CS distribution. I've previously verified that the mesh object it creates does not support hard transform. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
Hi Jorrit, > Ah, I just realized you are doing this from Python. I'm afraid other > people will have to > help with that. I don't know python good enough to tell you how it > should be done. Oh, that's fine. But why should python be different though? > Hmm yes, that's a bit of a problem I'm afraid. Don't worry about it then, I'll just have to make sure that all the models I use are of proper size. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
Hi Jorrit, > You are right. The operator is only for matrix. But you can just scale > the matrix of the transform. Ok, here is what I tried: -- actorMovable = actor.GetMovable() transform = actorMovable.GetTransform() m = cspace.csMatrix3() m.Row1()[0] = 2 m.Row2()[1] = 2 m.Row3()[2] = 2 t = cspace.csReversibleTransform(m, cspace.csVector3(0, 0, 0)) transform *= t actorMovable.SetTransform(transform) actorMovable.UpdateMove() --- There is no error, but the application just hangs forever. Furthermore, I just realized that the hard transform actually doesn't work in my case because the animated mesh object (genmesh) does not support hard transform. So ... does this mean I'm a bit screwed? Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
Hi Jorrit, > You can scale transforms just by using the multiplication operator (i.e. *). There doesn't seem to be such an operator for csReversibleTransform which is used by iMovable. I'm using version 1.2 built from source, is there a newer version of CS? > For what do you need to scale the objects? By the way, you can find my project from the following website: https://sourceforge.net/projects/csmonopoly/ Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How do you perform scaling?
Hi Jorrit, Thanks so much for the quick reply!! > You can scale transforms just by using the multiplication operator (i.e. *). I see, but wouldn't that scale the mesh uniformly along all 3 axises? However, this is actually sufficient for me purpose. > Note however that CS doesn't support scaling for meshes. Various systems > in CS will no longer work correctly on a scaled object (like lighting, > visibility > culling, ...). So it is not recommended to do this. Oh, this is rather unexpected, so you'd have to know exactly how big all your models are before loading them with your code? So would it be ok if I hardtransform everything during the initialization stage? > For what do you need to scale the objects? I'm writing a little application (using the python binding actually), and some of the models I have are bit too small/big, so I'd like to scale them during the initialization of the game so that they'd fit properly in my map. Again thanks so much for the help! Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] How do you perform scaling?
Hi guys, This seems like a really silly question but I just have no idea what to do. I'd like to be able to scale an iMeshWrapper object by m times along the X-axis, n times along the Y-axis and p times by Z axis. I understand that I should use csTransform or csReversibleTransform, but I just cannot find the API to do so. I also understand that this is essentially the same as multiplying a transform/matrix by an diagonal matrix whose diagonal values are m, n and p, but I cannot seem to find a function that allows me to do this with any csTransform objects or objects of its subclasses. So, what should I do? Any help is greatly appreciated. Thanks a lot. Patrick - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] Problem with disappearing textures.
Hi guys, I have a rather strange problem. When I load a genmesh object from a file and put it at the origin (0, 0, 0), I can see all the textures that are supposed to be there and everything is fine, but when I put it to same place far far away, say (-33, -20, 0), the textures just disappear and all I see is the black profile of the object. I figure that this might have something to do with the clipping and LOD sort of things, so my question is how I can avoid this type of problems? Thanks a lot. Patrick - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How to calculate the UV coordinates for a plane?
Hi Jorrit, > You should just use 0,0 - 1,1 as coordinates. 0,0 is top-left corner > of the image and 1,1 is bottom-right corner. So if you use that > mapping the texture will fit perfectly on the plane. Thanks so much for that, I felt really stupid for not getting it right the first time and using the formula for spheres to a plane. Patrick - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Strange artifacts with texture mapping
Hi Res, > Your texture does not have power of two dimensions. Graphics hardware > (and thus in extension CS) really likes power of two dimensions; so CS > resizes your image to have them. However, the resizer isn't exactly > stellar (it uses nearest neighbour filtering), this is what uglifies you > image. Thanks so much for the explanation! It makes sense now! Patrick - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] Strange artifacts with texture mapping
Hi guys, I figured out how to map texture to planes (it was really easy and I was just careless before). However, there is something weird about how the texture looks in CS. It seems that some pixels are missing, and I'm wondering if I could ask you guys to have a look at the original texture file and a screenshot of the texture mapped polygon and tell me if I did something wrong? The original texture file can be seen at: http://www.cs.mu.oz.au/~jingy/download/original.png The screenshot can be seen at: http://www.cs.mu.oz.au/~jingy/download/textureMapped.jpg Thanks a lot. Patrick - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] How to calculate the UV coordinates for a plane?
Hi guys, I have another noob question and it's about the UV coordinates for a plane. I'm trying to write some code that can take generate a genmesh file for a plane. Let's say that the plane is centered at the origin and only on the XY plane, and *half* of the width and height of this plane is w and h respectively, and the four corners of the plane are as follows: (-w, -h, 0) (-w, h, 0) (w, -h, 0) (w, -h, 0) I read on the wikipedia that the calculation of the UV coordinates is given by the following formula: U = x/sqrt(x*x + y*y + z*z) V = y/sqrt(x*x + y*y + z*z) I followed that calculation for each of the coordinates of the plane, but the image only gets mapped partially. I used blender3D's uv editor to generate something similar, and the blender's UV coordinates are vastly different from mine. So, what am I doing wrong? Here is the genmesh file I created: crystalspace.mesh.loader.factory.genmesh map.png The image map.png has the same aspect ratio as the plane I'm trying to create. Thanks a lot. Patrick - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Unable to load jpg using iLoader through python binding
Hi Eric, > I don't have any other suggestions other than perhaps whatever is > emitting that error message about version mismatch may be something > other than csjpgimg, something which perhaps was built with an old header. Thank you so much for your help and patience, I'm really grateful for that. I don't think this really is such a big issue as I have plenty of tools for converting images between different formats. Thanks a lot. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Unable to load jpg using iLoader through python binding
Hi Eric, > Also run a 'locate' for jpeglib.h. Hopefully, you should have only one. > In in any case, look inside each found .h file and check the > JPEG_LIB_VERSION macro to make sure that it matches the version of the > library. (In this case, its value should be 62.) Well, it turns out that I have quit a few jpeg.h on my system: --- [EMAIL PROTECTED]:~$grep JPEG_LIB_VERSION `locate jpeglib.h` /home/user/install/xv-3.10a/jpeg/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/xv-3.10a/jpeg/jpeglib.h:#define JPEG_LIB_VERSION 51/* Version 5a */ /home/user/install/vtk/VTK/Utilities/jpeg/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/vtk/VTK/Utilities/jpeg/jpeglib.h:#define JPEG_LIB_VERSION 62/* Version 6b */ /home/user/install/vtk/VTK/Utilities/jpeg/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/vtk/VTK/Utilities/jpeg/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/povray/povray-3.6.1/libraries/jpeg/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/povray/povray-3.6.1/libraries/jpeg/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /home/user/install/povray/povray-3.6.1/libraries/jpeg/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/povray/povray-3.6.1/libraries/jpeg/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/freeimage/FreeImage/Source/LibJPEG/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/freeimage/FreeImage/Source/LibJPEG/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /home/user/install/freeimage/FreeImage/Source/LibJPEG/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/freeimage/FreeImage/Source/LibJPEG/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/irrlicht/irrlicht-1.3.1/source/Irrlicht/jpeglib/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/irrlicht/irrlicht-1.3.1/source/Irrlicht/jpeglib/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /home/user/install/irrlicht/irrlicht-1.3.1/source/Irrlicht/jpeglib/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/irrlicht/irrlicht-1.3.1/source/Irrlicht/jpeglib/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/python-ogre/FreeImage/Source/LibJPEG/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/python-ogre/FreeImage/Source/LibJPEG/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /home/user/install/python-ogre/FreeImage/Source/LibJPEG/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/python-ogre/FreeImage/Source/LibJPEG/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/ogre/ogreaddons/PocketPC/Ogre_WinCE_Dependencies/libjpeg/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/ogre/ogreaddons/PocketPC/Ogre_WinCE_Dependencies/libjpeg/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /home/user/install/ogre/ogreaddons/PocketPC/Ogre_WinCE_Dependencies/libjpeg/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/ogre/ogreaddons/PocketPC/Ogre_WinCE_Dependencies/libjpeg/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/ogre/ogreaddons/ogreswf/ogreSwf/dependencies/jpeglib/include/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/ogre/ogreaddons/ogreswf/ogreSwf/dependencies/jpeglib/include/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /home/user/install/ogre/ogreaddons/ogreswf/ogreSwf/dependencies/jpeglib/include/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/ogre/ogreaddons/ogreswf/ogreSwf/dependencies/jpeglib/include/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/python-ogre2/FreeImage/Source/LibJPEG/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /home/user/install/python-ogre2/FreeImage/Source/LibJPEG/jpeglib.h:#define JPEG_LIB_VERSION 62/* Version 6b */ /home/user/install/python-ogre2/FreeImage/Source/LibJPEG/jpeglib.h: jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /home/user/install/python-ogre2/FreeImage/Source/LibJPEG/jpeglib.h: jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /usr/include/jpeglib.h: * Might be useful for tests like "#if JPEG_LIB_VERSION >= 60". /usr/include/jpeglib.h:#define JPEG_LIB_VERSION 62 /* Version 6b */ /usr/include/jpeglib.h:jpeg_CreateCompress((cinfo), JPEG_LIB_VERSION, \ /usr/include/jpeglib.h:jpeg_CreateDecompress((cinfo), JPEG_LIB_VERSION, \ /usr/include/mozilla/jpeg/jpeglib.h: * Might be useful for tests like "#if JPEG_L
Re: [CsMain] Unable to load jpg using iLoader through python binding
Hi Eric, > Only the 'csjpgimg' plugin should be linked against the JPEG library. > None of the applications need be since they should all be loading images > via the plugin. You might want to use 'ldd' to find out the exact JPEG > library linked into csjpgimg and then compare that against the > JPEG.CFLAGS and JPEG.LFLAGS variables in CS/Jamconfig. Perhaps post in > email both the output of 'ldd' and the relevant JPEG.* variables from > Jamconfig. Oh, that makes a lot more sense now. Alright here is what I get when I run 'locate libjpeg,so': --- [EMAIL PROTECTED]:~$ locate libjpeg.so /home/user/install/archives/j2re1.4.2_06/lib/i386/libjpeg.so /usr/local/google-earth/libjpeg.so.62 /usr/lib/libjpeg.so.62 /usr/lib/libjpeg.so.62.0.0 /usr/lib/jvm/java-1.5.0-sun-1.5.0.08/jre/lib/i386/libjpeg.so /usr/lib/libjpeg.so --- And here are the specific information about these different libjpeg.so: --- [EMAIL PROTECTED]:~/install/cryrstal_space/crystalspace-src-1.2$ ls -l `locate libjpeg.so` -rwxr-xr-x 1 user user 228948 2005-12-07 18:02 /home/user/install/archives/j2re1.4.2_06/lib/i386/libjpeg.so -rw-r--r-- 1 root root 162464 2006-07-12 04:05 /usr/lib/jvm/java-1.5.0-sun-1.5.0.08/jre/lib/i386/libjpeg.so lrwxrwxrwx 1 root root 17 2007-03-06 00:41 /usr/lib/libjpeg.so -> libjpeg.so.62.0.0 lrwxrwxrwx 1 root root 17 2007-03-05 07:56 /usr/lib/libjpeg.so.62 -> libjpeg.so.62.0.0 -rw-r--r-- 1 root root 121280 2006-06-20 05:05 /usr/lib/libjpeg.so.62.0.0 -rwxr-xr-x 1 root root 143028 2007-08-30 17:28 /usr/local/google-earth/libjpeg.so.62 --- I just ran updatedb this morning so it should be pretty recent. Here is what I get for running ldd on csjpgimg.so: --- [EMAIL PROTECTED]:~$ ldd /usr/local/lib/crystalspace-1.2/csjpgimg.so linux-gate.so.1 => (0xe000) libpthread.so.0 => /lib/tls/i686/cmov/libpthread.so.0 (0x4005c000) libjpeg.so.62 => /usr/lib/libjpeg.so.62 (0x4006f000) libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x4008f000) libgcc_s.so.1 => /lib/libgcc_s.so.1 (0x4016e000) libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0x40179000) /lib/ld-linux.so.2 (0x8000) libm.so.6 => /lib/tls/i686/cmov/libm.so.6 (0x402ad000) --- So it seems that the csjpgimg.so is linked to /usr/lib/libjpeg.so.62 . The value of my $LD_LIBRARY_PATH is: --- .:$YAMCHA/lib:/usr/local/lib:/usr/local/include:/usr/include --- Finally, the values of the JPEG flags in CS/Jamconfig are: --- JPEG.AVAILABLE ?= "yes" ; JPEG.LFLAGS ?= "-ljpeg" ; --- There is no JPEG.CFLAGS variable. So, do you think CS is loading the google-erth version of libjpeg.so.62? Thanks a lot. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Unable to load jpg using iLoader through python binding
Hi Eric, Thanks for the advice. I've used ldd to see which shared libs that cspace and its demos are linked to, and so far none of them seem related. I thought there was something wrong with FreeImage but I only have 1 version installed so that cannot be it. isotest works because it's not linked to any shared library that is related to jpeg or imaging. This problem of mine is merely a annoyance, I can just convert whatever jpgs I need to pnms and they would work. Thanks a lot for your time. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Unable to load jpg using iLoader through python binding
Hi Eric, > This almost certainly is the cause of the trouble. It means that at > build time it found headers for one version of the JPEG library but > then linked with the library from a different version of JPEG. This > may have been caused by you having installed multiple versions of the > JPEG library on the machine and perhaps incompletely removed some > versions so that older headers or libraries are still lying around > and being found by the build process. Thanks for the reply. So would you know which library is used by CS as the JPEG library? Furthermore, why would isotest still be able to load the jpg files? Thanks a lot. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] Unable to load jpg using iLoader through python binding
Hi guys, I'm running CS 1.2, built from source on linux and I'm programming through the python binding of CS generated through SWIG. I'm having trouble loading texture files that are jpg format. At the beginning of my code, I specifically request for cspace.CS_REQUEST_IMAGELOADER as my plugin. I have been able to load texture files of the png format and gif format successfully, but I just cannot load any jpg files. I thought this was a limitation of the iLoader class until I saw that the isotest had no trouble loading the jpg files at all. So, I tried to replicate the library loading code of isotest in python, and my python code still says that the jpg files are of unknown format, but when I converted the images from jpg to png, the loading was successful. I have compared the plugin request of my code with the plugin request of isotest's code and the only difference is that my code does not have anything equivalent to the following lines: begin code CS_REQUEST_PLUGIN("crystalspace.font.server.multiplexer", iFontServer), "crystalspace.font.server.freetype2", "iFontServer.1", scfInterfaceTraits::GetID(), scfInterfaceTraits::GetVersion(), "crystalspace.font.server.default", "iFontServer.2", scfInterfaceTraits::GetID(), scfInterfaceTraits::GetVersion(), end code But I thougth those lines were to do with the font server. To be more specific, here is my code for requesting the plugins: begin code plugins = [cspace.CS_REQUEST_VFS, cspace.CS_REQUEST_OPENGL3D, cspace.CS_REQUEST_ENGINE, cspace.CS_REQUEST_FONTSERVER, cspace.CS_REQUEST_IMAGELOADER, cspace.CS_REQUEST_LEVELLOADER, cspace.CS_REQUEST_PLUGIN("crystalspace.cegui.wrapper", pycscegui.iCEGUI), cspace.CS_REQUEST_PLUGIN("crystalspace.collisiondetection.opcode", cspace.iCollideSystem),] if not cspace.csInitializer.RequestPlugins(ObjectReg, plugins): fatalError('Plugin request failed!') end code Furthermore, I keep getting the following message regarding the jpeg io library: -- being warning crystalspace.graphic.image.io.jpeg: JPEG parameter struct mismatch: library thinks size is 428, caller expects 464 -- end warning I get these messages both in my own python code and when I run the demos that came with CS. Is this the cause of my problem? If so, why is that isotest had no trouble loading the jpeg files, and how would I be able to fix it? Thanks so much for reading!! Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] How could you select 3D objects from scene using mouse?
Hi Jorrit, > Both walktest and bugplug plugin have code to do that. You can look at > the source of both to see how this is done. Basically you can use > csEngineTools::FindScreenTarget(). Thanks a lot!! I've figured out how to do it using through the python binding. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] How could you select 3D objects from scene using mouse?
Hi guys, This is probably a newbie question. I'd like to be able to select 3D objects in my scene using a mouse click. Is there any way to do this? Thanks a lot. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
Re: [CsMain] Which cspace.py shoud I use for the python binding?
Hi Eric, Thanks so much! It makes perfect sense now. Patrick - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
[CsMain] Which cspace.py shoud I use for the python binding?
Hi guys, I compiled crystal space version 1.2 from source a while ago, and I found that there are in fact 2 cspace.py files for the python binding of CS. These two files are actually different. The first one is found at the root directory of CS, i.e. in the same directory as the "configure" script, and its size is 819731 bytes, and it seems that it was created on the same day that I compiled CS from source. The second one is found at scripts/python, i.e. in the same directory as the 3 tutorial python files, and it's size is 767901 bytes, and it's date is about a month before I compiled CS from source. I'm currently using the first one, but could someone please tell if this is correct? Thanks a lot. -P - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]