Hydrax v0.4 - New version released + Editor!
- spookyboo
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- Gnoblar
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Hello,
I tried to compile hydrax and the demo but i've got two bugs when i run it.
there is a screenshot :
When i rotate the camera, there is a little delay before the water that was out of screen is shown. And the window where we usually see the fps only shows strange characters. (it's hard to explain, sorry for my english)
I used code::blocks with MinGW on Windows xp and Ogre 1.4.7 SDK. The file "hydrax.cpp" was twice in the c::b project so i removed one of them from the project to build it. It is the only change i made to the project.
I'm new to Ogre so i guess i've done something wrong but i don't see what :/
anyway this water is really amazing, nice work!
I tried to compile hydrax and the demo but i've got two bugs when i run it.
there is a screenshot :
When i rotate the camera, there is a little delay before the water that was out of screen is shown. And the window where we usually see the fps only shows strange characters. (it's hard to explain, sorry for my english)
I used code::blocks with MinGW on Windows xp and Ogre 1.4.7 SDK. The file "hydrax.cpp" was twice in the c::b project so i removed one of them from the project to build it. It is the only change i made to the project.
I'm new to Ogre so i guess i've done something wrong but i don't see what :/
anyway this water is really amazing, nice work!
- Xavyiy
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@Akle
Read this: http://www.ogre3d.org/phpBB2/viewtopic. ... xt+problem
It's a non Hydrax concerned problem.
EDIT: You are not using the demo project included with hydrax, true?
@spookyboo
Sure, but decals are important to use the plugin in games or similar things.
@Cobra8472
I've seen the code and it seems to be correct, run with the debugger and post the call stack.
Read this: http://www.ogre3d.org/phpBB2/viewtopic. ... xt+problem
It's a non Hydrax concerned problem.
EDIT: You are not using the demo project included with hydrax, true?
@spookyboo
Sure, but decals are important to use the plugin in games or similar things.
@Cobra8472
I've seen the code and it seems to be correct, run with the debugger and post the call stack.
Last edited by Xavyiy on Thu Apr 17, 2008 8:59 pm, edited 1 time in total.
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- Halfling
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Code: Select all
> Hydrax.dll!Hydrax::Hydrax::update(const float & timeSinceLastFrame=0.00000000) Line 564 + 0x3 bytes C++
Engine.exe!WaterFrameListener::frameStarted(const Ogre::FrameEvent & evt={...}) Line 29 + 0x18 bytes C++
OgreMain_d.dll!10cb1a46()
[Frames below may be incorrect and/or missing, no symbols loaded for OgreMain_d.dll]
OgreMain_d.dll!10cb20d2()
OgreMain_d.dll!10cb26cb()
OgreMain_d.dll!10cb2641()
Engine.exe!ExampleApplication::go() Line 86 + 0xe bytes C++
Engine.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * __formal=0x00000000, char * strCmdLine=0x0016261e, HINSTANCE__ * __formal=0x00000000) Line 44 + 0x8 bytes C++
Engine.exe!__tmainCRTStartup() Line 589 + 0x35 bytes C
Engine.exe!WinMainCRTStartup() Line 414 C
kernel32.dll!76453833()
ntdll.dll!776ba9bd()
Btw; I have the same issue with the water being clipped when turning the camera, I'm using VS2005
Thanks for taking the time Xaviviy, and great work on the decals!
-
- Gnoblar
- Posts: 4
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the strange characters bug was from a bad installation of c::b and mingw, thanks and sorry for that question :/
I still have the issue when turning the camera.
I'm using the demo project included with hydrax, the only modification i've done is removing one of the two "hydrax.cpp" of the project and adding the hydrax.dll's directory in the search directories for the linker.
I noticed i've got several Ogre Exceptions in the Ogre.log, here they are:
I don't know if these exceptions have an impact on the demo or not
I still have the issue when turning the camera.
I'm using the demo project included with hydrax, the only modification i've done is removing one of the two "hydrax.cpp" of the project and adding the hydrax.dll's directory in the search directories for the linker.
I noticed i've got several Ogre Exceptions in the Ogre.log, here they are:
Code: Select all
03:54:16: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Reflection in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: Error loading texture Reflection. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Reflection in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Refraction in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: Error loading texture Refraction. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Refraction in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Depth in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: Error loading texture Depth. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Depth in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource HydraxReflectionMap in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: Error loading texture HydraxReflectionMap. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource HydraxReflectionMap in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource HydraxRefractionMap in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: Error loading texture HydraxRefractionMap. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource HydraxRefractionMap in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource HydraxDepthMap in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
03:54:16: Error loading texture HydraxDepthMap. Texture layer will be blank. Loading the texture failed with the following exception: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource HydraxDepthMap in resource group Hydrax or any other group. in ResourceGroupManager::openResource at D:\ogre-win32-v1-4-7\OgreMain\src\OgreResourceGroupManager.cpp (line 604)
- spookyboo
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- Xavyiy
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@Akle
Mmm.. do you experiment the same camera delay using the precompiled demo example? Or just when you run your own binary?
@spookyboo
Sorry for my interpretation, my Engish is very little.. !
Xavi.
P.D.: Probably tomorrow I'm going to release the 0.3 version, but without the editor, next release will be the 0.3.1 with the editor and some bugfixes, but any new feature. After that, the development will follow the usual roadmap 0.4, 0.5, etc...
Mmm.. do you experiment the same camera delay using the precompiled demo example? Or just when you run your own binary?
@spookyboo
Sorry for my interpretation, my Engish is very little.. !
Xavi.
P.D.: Probably tomorrow I'm going to release the 0.3 version, but without the editor, next release will be the 0.3.1 with the editor and some bugfixes, but any new feature. After that, the development will follow the usual roadmap 0.4, 0.5, etc...
-
- Gnoblar
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I fixed the problem I had earlier of the water drawing on top of everything by setting my other objects to render queue groups >90. I don't know if this solved the problem or if I'm simply hiding it and going to run into more issues further on.
Anyway, my next problem is regarding materials of other objects.
I have followed the initialisation of the Hydrax instance as in the demo application (the only changes have been to sun colour/position but I have tried the demo settings and that does not make a difference). Without a depth component (see the following code snippet)...
...my ship renders correctly with all materials (purple body, black windshield, red tail):
However, I want to add depth so the water looks like water. I change the above code to the following:
and that leaves me with this:
As you can see, the windshield is no longer black and the tail is no longer red. It seems that the mesh can only have 1 material when depth is enabled.
The ship's material and model was created in 3DS Max and exported with oFusion. Here is the .material file:
I've also tried removing the phong shader (also oFusion generated) from Material_#41/Ship_Materia but that has no effect.
Anyway, my next problem is regarding materials of other objects.
I have followed the initialisation of the Hydrax instance as in the demo application (the only changes have been to sun colour/position but I have tried the demo settings and that does not make a difference). Without a depth component (see the following code snippet)...
Code: Select all
m_hydrax->setComponents(
static_cast<Hydrax::HydraxComponent>(Hydrax::HYDRAX_COMPONENT_SUN |
Hydrax::HYDRAX_COMPONENT_FOAM |
Hydrax::HYDRAX_COMPONENT_SMOOTH |
Hydrax::HYDRAX_COMPONENT_CAUSTICS));
However, I want to add depth so the water looks like water. I change the above code to the following:
Code: Select all
m_hydrax->setComponents(
static_cast<Hydrax::HydraxComponent>(Hydrax::HYDRAX_COMPONENT_SUN |
Hydrax::HYDRAX_COMPONENT_FOAM |
Hydrax::HYDRAX_COMPONENT_DEPTH |
Hydrax::HYDRAX_COMPONENT_SMOOTH |
Hydrax::HYDRAX_COMPONENT_CAUSTICS));
As you can see, the windshield is no longer black and the tail is no longer red. It seems that the mesh can only have 1 material when depth is enabled.
The ship's material and model was created in 3DS Max and exported with oFusion. Here is the .material file:
Code: Select all
material Material_#41/Ship_Material
{
technique
{
pass
{
ambient 0.419608 0.419608 1 1
diffuse 0.956863 0.701961 0.701961 1
specular 0 0.933333 0.109804 1 16.1
shading phong
}
}
}
material Material_#41/Ship_Windshield
{
technique
{
pass
{
ambient 0 0 0 1
diffuse 0 0 0 1
specular 0.9 0.9 0.9 1 20
}
}
}
material Material_#41/Ship_Gun
{
technique
{
pass
{
ambient 1 0 0 1
diffuse 0 0 0 1
specular 0.9 0.9 0.9 1 20
}
}
}
- Xavyiy
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Mmm.. Hydrax bug!, Yes.. actually I've only considered one material per mesh, I'm going to try solving it for 0.3 version wich will be release very very early(like tomorrow).MessiahAndrw wrote:I fixed the problem I had earlier of the water drawing on top of everything by setting my other objects to render queue groups >90. I don't know if this solved the problem or if I'm simply hiding it and going to run into more issues further on.
Anyway, my next problem is regarding materials of other objects.
I have followed the initialisation of the Hydrax instance as in the demo application (the only changes have been to sun colour/position but I have tried the demo settings and that does not make a difference). Without a depth component (see the following code snippet)......my ship renders correctly with all materials (purple body, black windshield, red tail):Code: Select all
m_hydrax->setComponents( static_cast<Hydrax::HydraxComponent>(Hydrax::HYDRAX_COMPONENT_SUN | Hydrax::HYDRAX_COMPONENT_FOAM | Hydrax::HYDRAX_COMPONENT_SMOOTH | Hydrax::HYDRAX_COMPONENT_CAUSTICS));
However, I want to add depth so the water looks like water. I change the above code to the following:and that leaves me with this:Code: Select all
m_hydrax->setComponents( static_cast<Hydrax::HydraxComponent>(Hydrax::HYDRAX_COMPONENT_SUN | Hydrax::HYDRAX_COMPONENT_FOAM | Hydrax::HYDRAX_COMPONENT_DEPTH | Hydrax::HYDRAX_COMPONENT_SMOOTH | Hydrax::HYDRAX_COMPONENT_CAUSTICS));
As you can see, the windshield is no longer black and the tail is no longer red. It seems that the mesh can only have 1 material when depth is enabled.
The ship's material and model was created in 3DS Max and exported with oFusion. Here is the .material file:I've also tried removing the phong shader (also oFusion generated) from Material_#41/Ship_Materia but that has no effect.Code: Select all
material Material_#41/Ship_Material { technique { pass { ambient 0.419608 0.419608 1 1 diffuse 0.956863 0.701961 0.701961 1 specular 0 0.933333 0.109804 1 16.1 shading phong } } } material Material_#41/Ship_Windshield { technique { pass { ambient 0 0 0 1 diffuse 0 0 0 1 specular 0.9 0.9 0.9 1 20 } } } material Material_#41/Ship_Gun { technique { pass { ambient 1 0 0 1 diffuse 0 0 0 1 specular 0.9 0.9 0.9 1 20 } } }
Sorry for my Enlgish and thanks for the bug report!
- Xavyiy
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Change the following two funtions in Hydrax.cpp with this new code:
Does it revolve the mutiple material per entity issue?
Xavi.
Code: Select all
void Hydrax::CDepthListener::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt)
{
mHydrax->mMesh->getEntity()->setVisible(false);
Ogre::SceneManager::MovableObjectIterator EntityIterator =
mHydrax->mSceneManager->getMovableObjectIterator("Entity");
Ogre::Entity* CurrentEntity;
unsigned int k;
mMaterials.empty();
while (EntityIterator.hasMoreElements())
{
CurrentEntity = static_cast<Ogre::Entity*>(EntityIterator.peekNextValue());
for(k = 0; k < CurrentEntity->getNumSubEntities(); k++)
{
mMaterials.push(CurrentEntity->getSubEntity(k)->getMaterialName());
CurrentEntity->getSubEntity(k)->setMaterialName(mHydrax->getMaterialManager()->getMaterial(MaterialManager::MAT_DEPTH)->getName());
}
EntityIterator.moveNext();
}
mHydrax->mDepthPlane->getParentNode()->translate(0,mHydrax->mPlanesError,0);
if (mHydrax->mCamera->getPosition().y < mHydrax->mDepthPlane->getParentNode()->getPosition().y)
{
mCameraPlaneDiff = mHydrax->mDepthPlane->getParentNode()->getPosition().y-mHydrax->mCamera->getPosition().y+0.05;
mHydrax->mDepthPlane->getParentNode()->translate(0,-mCameraPlaneDiff,0);
}
else
{
mCameraPlaneDiff = 0;
}
mHydrax->mCamera->enableCustomNearClipPlane(mHydrax->mDepthPlane);
}
void Hydrax::CDepthListener::postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt)
{
Ogre::SceneManager::MovableObjectIterator EntityIterator =
mHydrax->mSceneManager->getMovableObjectIterator("Entity");
Ogre::Entity* CurrentEntity;
unsigned int k;
while (EntityIterator.hasMoreElements())
{
CurrentEntity = static_cast<Ogre::Entity*>(EntityIterator.peekNextValue());
for(k = 0; k < CurrentEntity->getNumSubEntities(); k++)
{
CurrentEntity->getSubEntity(k)->setMaterialName(mMaterials.front());
mMaterials.pop();
}
EntityIterator.moveNext();
}
mHydrax->mMesh->getEntity()->setVisible(true);
mHydrax->mCamera->disableCustomNearClipPlane();
if (mCameraPlaneDiff != 0)
{
mHydrax->mDepthPlane->getParentNode()->translate(0,mCameraPlaneDiff,0);
}
mHydrax->mDepthPlane->getParentNode()->translate(0,-mHydrax->mPlanesError,0);
}
Xavi.
- Xavyiy
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- TheParanoid
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nice screens .. but demo doesn't work for me
Some part of the logfile
There it says :
10:55:37: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 896)
Some part of the logfile
Code: Select all
10:55:36: Info: Freetype returned null for character 158 in font BlueHighway
10:55:36: Info: Freetype returned null for character 159 in font BlueHighway
10:55:36: Info: Freetype returned null for character 160 in font BlueHighway
10:55:36: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
10:55:36: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
10:55:36: Parsing script OgreLoadingPanel.overlay
10:55:36: Finished parsing scripts for resource group Bootstrap
10:55:36: Parsing scripts for resource group General
10:55:36: Parsing script OffsetMapping.material
10:55:36: Parsing script SkyBox.material
10:55:36: Finished parsing scripts for resource group General
10:55:36: Parsing scripts for resource group Hydrax
10:55:36: Finished parsing scripts for resource group Hydrax
10:55:36: Parsing scripts for resource group Internal
10:55:36: Finished parsing scripts for resource group Internal
10:55:36: Texture: ct_fr.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:55:36: Texture: ct_bk.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:55:36: Texture: ct_lf.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:55:36: Texture: ct_rt.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:55:37: Texture: ct_up.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:55:37: Texture: ct_dn.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
10:55:37: [Hydrax] Hydrax object created.
10:55:37: [Hydrax] Module set.
10:55:37: [Hydrax] Creating module.
10:55:37: [Hydrax] Creating PerlinPGModule module.
10:55:37: [Hydrax] PerlinPGModule created.
10:55:37: [Hydrax] Module created.
10:55:37: [Hydrax] Creating materials,
10:55:37: [Hydrax] Creating water material...
10:55:37: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 896)
10:55:43: *-*-* OGRE Shutdown
10:55:43: Unregistering ResourceManager for type Compositor
10:55:43: Unregistering ResourceManager for type Font
10:55:43: Unregistering ResourceManager for type Skeleton
10:55:37: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\src\OgreGpuProgram.cpp (line 896)
-
- Gnoblar
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That fixed it - thanks!Xavyiy wrote:Change the following two funtions in Hydrax.cpp with this new code:Does it revolve the mutiple material per entity issue?Code: Select all
void Hydrax::CDepthListener::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) { mHydrax->mMesh->getEntity()->setVisible(false); Ogre::SceneManager::MovableObjectIterator EntityIterator = mHydrax->mSceneManager->getMovableObjectIterator("Entity"); Ogre::Entity* CurrentEntity; unsigned int k; mMaterials.empty(); while (EntityIterator.hasMoreElements()) { CurrentEntity = static_cast<Ogre::Entity*>(EntityIterator.peekNextValue()); for(k = 0; k < CurrentEntity->getNumSubEntities(); k++) { mMaterials.push(CurrentEntity->getSubEntity(k)->getMaterialName()); CurrentEntity->getSubEntity(k)->setMaterialName(mHydrax->getMaterialManager()->getMaterial(MaterialManager::MAT_DEPTH)->getName()); } EntityIterator.moveNext(); } mHydrax->mDepthPlane->getParentNode()->translate(0,mHydrax->mPlanesError,0); if (mHydrax->mCamera->getPosition().y < mHydrax->mDepthPlane->getParentNode()->getPosition().y) { mCameraPlaneDiff = mHydrax->mDepthPlane->getParentNode()->getPosition().y-mHydrax->mCamera->getPosition().y+0.05; mHydrax->mDepthPlane->getParentNode()->translate(0,-mCameraPlaneDiff,0); } else { mCameraPlaneDiff = 0; } mHydrax->mCamera->enableCustomNearClipPlane(mHydrax->mDepthPlane); } void Hydrax::CDepthListener::postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) { Ogre::SceneManager::MovableObjectIterator EntityIterator = mHydrax->mSceneManager->getMovableObjectIterator("Entity"); Ogre::Entity* CurrentEntity; unsigned int k; while (EntityIterator.hasMoreElements()) { CurrentEntity = static_cast<Ogre::Entity*>(EntityIterator.peekNextValue()); for(k = 0; k < CurrentEntity->getNumSubEntities(); k++) { CurrentEntity->getSubEntity(k)->setMaterialName(mMaterials.front()); mMaterials.pop(); } EntityIterator.moveNext(); } mHydrax->mMesh->getEntity()->setVisible(true); mHydrax->mCamera->disableCustomNearClipPlane(); if (mCameraPlaneDiff != 0) { mHydrax->mDepthPlane->getParentNode()->translate(0,mCameraPlaneDiff,0); } mHydrax->mDepthPlane->getParentNode()->translate(0,-mHydrax->mPlanesError,0); }
Xavi.
- TheParanoid
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- Xavyiy
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I've tried it on more than 15 pc's(family, friends, etc) and it runs in all.TheParanoid wrote:i downloaded the demo from the first post und didn't change or compile anything ... yep, DirectX 9.0cXavyiy wrote:@TheParanoid
Are you running it under DirectX? If not you have to set Hydrax::MaterialManager::SM_CG in setShaderMode(...).
Have your graphic card SM 2.0 support? Do you have the latest version of your drivers? What's your card?
Xavi
P.D.: I'm going to release the 0.3 version in some hours.
- Xavyiy
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- x 87
Hi all!
Hydrax 0.3 has been released, more info on first post: http://www.ogre3d.org/phpBB2/viewtopic.php?t=38148
Hydrax 0.3 version Source and precompiled demo availabes.
Here's the code for set-up the SimpleGrid module if anyone want to use it:(See demo project for the ProjectedGrid module setup code example)
Hope you like it!
Hydrax 0.3 has been released, more info on first post: http://www.ogre3d.org/phpBB2/viewtopic.php?t=38148
Hydrax 0.3 version Source and precompiled demo availabes.
Here's the code for set-up the SimpleGrid module if anyone want to use it:(See demo project for the ProjectedGrid module setup code example)
Code: Select all
Hydrax::Module::SimpleGrid *mModule
= new Hydrax::Module::SimpleGrid(// Hydrax parent pointer
mHydrax,
// Noise module
new Hydrax::Noise::Perlin(/* Default options */),
// Simple grid options (Can be updated each frame -> setOptions(...))
Hydrax::Module::SimpleGrid::Options(256, Hydrax::Size(10000,10000) /* See more constructors */));
- TheParanoid
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- Xavyiy
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Does the precompiled demo work on your machine?Infuse wrote:Great work Xavyiy!!! sucks that it never sets up on my machine
------------------------------------------------------
Next steep?
DllExport enum HydraxComponent
{
HYDRAX_COMPONENT_SUN = 1 << 0,
HYDRAX_COMPONENT_FOAM = 1 << 1,
HYDRAX_COMPONENT_DEPTH = 1 << 2,
/// Smooth transitions and caustics components need depth component
HYDRAX_COMPONENT_SMOOTH = 1 << 3,
HYDRAX_COMPONENT_CAUSTICS = 1 << 4,
HYDRAX_COMPONENT_UNDERWATER = 1 << 5,
HYDRAX_COMPONENTS_NONE = 0x0000,
HYDRAX_COMPONENTS_ALL = 0x001F,
};