Telamon wrote:First, I didn't have d3dx9_24.dll (found it online someplace)
Second, it fails during startup. Here's the ogre log:
12:38:43: Parsing script sample.fontdef
12:38:43: Bad attribute line: glyph 0.152344 0.125 0.160156 0.1875 in font Ogre
I plan to look at the code and try to figure it out once I first some of my more mundane classwork (MIPS asm anyone?)
Telemon wrote:the limit on indices is kind of a downer since it prevents me from being able to do collision detection against any terrain larger than 256x256
batonrye wrote:Telemon wrote:the limit on indices is kind of a downer since it prevents me from being able to do collision detection against any terrain larger than 256x256
Well, you could set up a quad tree system where the terrain is subdivided into smaller quadrants, each individual trimeshes, and only the possibly effected sections (within a distance of an object) are considered for collisions.
Emil wrote:If you try out your own mesh and attempt to simulate it as a triangle mesh make sure that it is a CLOSED mesh. Novodex will return NULL when the actor is created if the mesh isn't closed... or simply crash.
Then how do i close a mesh?
Overlay* o = (Overlay*) OverlayManager::getSingleton().getByName("Nogredex/Cursor");
Ogre::Exception( Exception::ERR_ITEM_NOT_FOUND, "Could not find overlay Nogredex/Cursor", "NogredexDemoFrameListener" );
mCursor = o->getChild("Nogredex/CursorPanel");
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