> Related:
> https://gna.org/bugs/?12184
>
> -- ES
>
>
> Tim Shannon wrote:
> > I'm trying to build the latest cal3d, and I'm getting the error below.
> > I know this isn't strictly CS related, but I was hoping someone here had
> > seen this before.
I'm trying to build the latest cal3d, and I'm getting the error below. I
know this isn't strictly CS related, but I was hoping someone here had seen
this before.
hardwaremodel.cpp: In member function ‘int
CalHardwareModel::addVertex(CalHardwareModel::CalHardwareMesh&, int,
CalCoreSubmesh*, int)’:
I'm new myself, so someone more knowledgeable feel free to correct me, but
you shouldn't have to make any calls directly to opengl.
Depending on what kind of UI you want to do (2d or 3d?) you can use
different plugins. There is a crazy eddie plugin for general GUI usage, or
if you want something
I'm curious, what specific problems did you guys run into with ODE, and what
parts are missing from the bullet implementation?
On Fri, Mar 27, 2009 at 12:16 PM, wrote:
> I would agree with Xiaohui Bie, this si something that needs great
> improvement with CS, so much so that my team got frustrat
I stumbled across this (
http://www.cg.tuwien.ac.at/research/publications/2008/mattausch-2008-CHC/mattausch-2008-CHC-draft.pdf)
today and was wondering if there are any plans to look at alternate
occulsion culling algorithms, or if the current view frustrum and dynavis,
or if not, how separate are
I'm curious if there are any plans to update the blender2crystal UI and
editors to take advantage of some of the changes coming in Blender 2.5.
http://www.blender.org/development/current-projects/blender-25-project/
It looks like they are adding a lot of functionality for python scripting.
---
I'm assuming since 1.4 is now stable, that that is the recommended version.
That's what I'm working with at least, and I haven't run into any issues so
far.
On Mon, Feb 23, 2009 at 8:03 AM, Nagy József wrote:
> Hi people,
>
> can anybody tell me, how stable is the 1.4 branch. What Cs version is
The current blender2crystal documentation states that the default mesh type
is thing, and lightmaps only apply to thing meshes (
http://b2cs.delcorp.org/index.php/Object_Type_Reference#Mesh_Types) and not
genmeshes. I'm assuming it's out of date right, and the default mesh is
genmesh.
eful for grass, boulders, ...).
> When
>that is finished that will be another big difference between 1.4 and
> 1.9.
>
> And probably much more that I forgot.
>
> On Thu, Jan 8, 2009 at 2:50 PM, Tim Shannon
> wrote:
> > I'm just curious, what the main differ
I haven't yet jumped in head first into a lot of the code yet, I'm mostly
just looking at the documentation now, and I had a few questions about
portal behavior.
Can portals be activated and inactivated at will? I've seen mention of this
in http://www.crystalspace3d.org/docs/online/manual/Dynamic
I'm just curious, what the main differences are between the current Stable
version, and the latest version in the SVN? I'm guessing there's a lot of
the Yo! Frankie stuff, but I'm not all to aware of what exactly was added
for Yo! Frankie.
Are the Google SOC projects in the SVN, or are they worki
I just grabbed the latest from SVN, and I ran into this.
/home/tshannon/excavation/CS_Latest/plugins/physics/odedynam/odedynam.cpp:
In constructor
'CS::Plugin::odedynam::csODEDynamicSystem::csODEDynamicSystem(iObjectRegistry*,
float, float)':
/home/tshannon/excavation/CS_Latest/plugins/physics/ode
t was the way I found to make it
> work, since I don't find any reference to this script in blender2crystal
> website.
>
>
> Best regards,
> Carlos.
>
> 2009/1/5 Tim Shannon
>
>> Let me make sure I understand you correctly. There's a python script that
>
5, 2009 at 11:05 AM, Carlos Diógenes wrote:
> No, I mean the blender source. I checkout blender from svn and the scripts
> folder is below the release folder.
>
>
> Best regards,
> Carlos.
>
> 2009/1/5 Tim Shannon
>
>> You mean the blender2crystal source rig
he
> traceback you are having is due the missing of BPyMesh. You must get the
> blender sources and copy it's scripts to $HOME/.blender/scripts
>
> Best regards,
> Carlos.
>
> 2009/1/5 Tim Shannon
>
> Here's exactly what I'm seeing in the terminal.
>>
ort Blender, BPyMesh
ImportError: No module named BPyMesh
On Mon, Dec 22, 2008 at 1:54 PM, Jorrit Tyberghein <
jorrit.tybergh...@gmail.com> wrote:
> Can you show us all the errors you get?
>
> Greetings,
>
> On Mon, Dec 22, 2008 at 6:22 PM, Tim Shannon
> wrote:
> > L
ional dependency as far as I know. cegui isn't required
> to get blender2crystal to work. I think you can just ignore that.
>
> Greetings,
>
> On Mon, Dec 22, 2008 at 4:34 AM, Tim Shannon
> wrote:
> > I'm trying to get blender2crystal up and running, but I'
I'm trying to get blender2crystal up and running, but I'm hitting a
roadblock with a dependency.
After building from source, and I try to start blender2crystal in blender,
it says it's missing pycegui.
When I try I install blender2crystal using the Ubuntu repositories (what I'm
running on btw), i
I think it's just slow. Although I don't think it's any slower than usual.
On Fri, Nov 14, 2008 at 10:49 AM, Christopher B. Jack <[EMAIL PROTECTED]>wrote:
> I'm not getting email so either the list is really slow traffic-wise right
> now or the posts somehow are not getting to me...
>
> --
> ===
As I understood it, they actually made two versions of apricot. One with
the blender game engine, and one with the CS engine. The blender2cs plugin
exports all of the blender assets as cs assets. You get .xml files instead
of .blend files.
On Tue, Oct 28, 2008 at 2:31 PM, Daniel Esser <[EMAIL P
Kind of funny considering I just read this article:
http://arstechnica.com/articles/paedia/gpu-sweeney-interview.ars
But yeah, I agree, ditch the software render.
On Wed, Sep 17, 2008 at 4:51 AM, Jorrit Tyberghein <
[EMAIL PROTECTED]> wrote:
> To streamline CS development and make future change
http://www.smashingapps.com/2008/08/28/5-best-free-file-hosting-services-to-store-your-files.html
Nice article with lots of options. Haven't tried any of them myself yet.
On Mon, Sep 1, 2008 at 11:26 PM, Jim Sager <[EMAIL PROTECTED]> wrote:
> I think Dentoid was hosting CS related files for a w
After creating a new project with the jamtemplate, when configure then jam,
I get a whole bunch of errors that stem from the fact that
csutil/commonhandlers.h can't be found.
All the other includes are found, and the file does infact exist at
/usr/local/include/crystalspace-1.9/csutil/
So I'm kin
That would be it. I was looking at the old documentation, and building the
latest cs.
thanks for the heads up. I'll do a little more research next time, I swear.
On Tue, Aug 26, 2008 at 7:24 AM, Lukas Erlinghagen <[EMAIL PROTECTED]> wrote:
> Tim Shannon schrieb:
> >
>
walktest: error while loading shared libraries: libcrystalspace-1.9.so:
cannot open shared object file: No such file or directory
That is the error I'm getting after CS compiles fine and I try to start up
walktest. My first guess is that for some reason the latest jam file isn't
setting the envi
A quick google brings up a discussion back in 2006 on the mailing list which
basically states that ODE is the better plugin to go with, because the
bullet one is incomplete. Is this still the case. Bullet seems to be
improving quite a bit lately.
--
I'm sure I'll probably get flamed six ways from Sunday, but you could take a
look at Silverlight / Moonlight. I hear there are some pretty impressive
3d capabilities possible with it.
Although the problem is that it's not widely used yet, and may never take
off, but there's a good chance it'll b
This is why I love open source.
On another note, I'm guessing fast foliage is on the list of things to
do for the Open Apricot project as well.
Apricot.blender.org
On Thu, Mar 20, 2008 at 10:58 AM, Rob Lanphier <[EMAIL PROTECTED]> wrote:
> (resend now that I'm on the list)
> Original M
No matter if you guys are successful or not, I highly suggest you give back
something to the community. You mentioned that you were planning on using
Blender, so if you make changes to the existing blender export tools, or
develop your own, then share with the community that helped you get off the
Disclaimer, I know nothing about mobile arm processors other than that code
needs to be compiled differently for them than an x86, but can Crystal Space
ever be compiled for an ARM processor in case anyone wanted to use it for a
mobile device, assuming that all the other dependent packages are alre
Yep, setting the CRYSTAL_CONFIG_TOOL environment variable to the correct
path fixed my problem. I appear to be building correctly now.
also, my CSLIBS_CONFIG variable is still blank, not sure if it's needed,
but so far it isn't.
thanks for the help.
Tim Shannon wrote:
>
c Sunshine wrote:
> What does CEL's config.log show after the configure attempt?
>
> -- ES
>
> Tim Shannon wrote:
>
>> After making and installing crystal space successfully using the
>> following command:
>> ./configure --enable-debug --prefix=/opt/Cry
Just tried that, and it didn't work.
Thanks anyway.
Patrick Ye wrote:
> On Jan 2, 2008 11:54 AM, Tim Shannon <[EMAIL PROTECTED]> wrote:
>
>> After making and installing crystal space successfully using the
>> following command:
>> ./configure --enab
After making and installing crystal space successfully using the
following command:
./configure --enable-debug --prefix=/opt/CrystalSpace/debug
make
sudo make install
When, I try to do the same for CEL, I get the following error.
*** Crystal Space could not be found or was unusable.
c/CS/changeset/28306
>
> If you can't upgrade to the trunk for some reason, then a work-around is
> presented in the related ticket:
>
> http://trac.crystalspace3d.org/trac/CS/ticket/355
>
> -- ES
>
>
> Tim Shannon wrote:
>
>> I'm getting the error
I'm getting the error below when trying to build on Ubuntu 7.10. I
found online that this may be due to the fact the g++ 4.1, and building
with g++ 4.2 solves this. I believe the exact code in issue has to do
with the cal3d library (one which I definitely want to use). I've run
sudo aptitude
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
ge
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
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