Closed GoogleCodeExporter closed 9 years ago
Here's a patch for converting lights, spot & directional need rotation fix
though.
Original comment by Phantasm...@gmail.com
on 28 Nov 2009 at 11:29
Attachments:
[deleted comment]
Thanks for the patch, I'll look into it.
More info about data conversion in Blender/BGE can be found in
blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp:
http://tinyurl.com/ye6f2qs
For the lights, see KX_LightObject *gamelight_from_blamp
Original comment by erwin.coumans
on 29 Nov 2009 at 6:03
I've fixed spot and directional now.
Original comment by Phantasm...@gmail.com
on 29 Nov 2009 at 10:33
Attachments:
I get a conflict with latest svn trunk and the patch (because of
copyright/license
header). Could you create a patch on latest trunk?
Also, we might want to add some logic that if there is no lights in the scene,
we add a
default light in Irrlicht (or disable lighting).
Thanks for the effort!
Original comment by erwin.coumans
on 29 Nov 2009 at 5:47
Alright here is the latest patch:
fixed lighting support
add ambient light when scenes have zero lights
support solid, add, alpha, alpha clip material modes
proper flat/smooth normals extraction
Do you or snailrose have any idea about getting a blender mesh's material?
Original comment by Phantasm...@gmail.com
on 30 Nov 2009 at 12:44
Attachments:
Thanks for the patch, I'll apply it soon.
Sure, what material information do you need?
Original comment by erwin.coumans
on 30 Nov 2009 at 5:26
I just need a valid pointer to the Material(s).
Original comment by Phantasm...@gmail.com
on 30 Nov 2009 at 8:14
[deleted comment]
Given a Blender::Mesh* mesh, Blender::Material* material = me->mat;
Note that if there is no material, the me->mat is NULL.
Each face has some index into this material array.
You can find all Material conversion/extraction code in
BL_BlenderDataConversion.cpp
(http://tinyurl.com/ye6f2qs)
In particular methods ConvertMaterial and BL_ConvertMesh.
Hope that helps,
Erwin
Original comment by erwin.coumans
on 30 Nov 2009 at 9:33
I know that, I even tried porting over give_current_material() and it's
dependent
functions but I just get a crash at runtime.
Original comment by Phantasm...@gmail.com
on 1 Dec 2009 at 3:59
Can you please update to the latest SVN revision (I made a few fixes), and
check it
again?
If you get crashes, please provide a .blend file, and some code snippet, with a
call
stack of the crash (and platform/compiler).
Cheers,
Erwin
Original comment by erwin.coumans
on 1 Dec 2009 at 4:15
I just applied your lighting3.txt patch. Thanks for the contribution!
http://code.google.com/p/gamekit/source/detail?r=112
By the way, when porting code from Blender, make sure not to copy and paste
directly,
to avoid GPL issues. Of course you are free to learn from the Blender source,
type it
again using the GameKit C++ structures etc.
Original comment by erwin.coumans
on 1 Dec 2009 at 8:06
No problem!
My original attempt works with the latest SVN, don't need to port any Blender
functions!
Original comment by Phantasm...@gmail.com
on 1 Dec 2009 at 9:39
If you have further improvements/patches/feedback, please let us know!
Original comment by erwin.coumans
on 4 Dec 2009 at 7:25
I'm having more pointer troubles, crashing when accessing beyond a material's
first
mtex unit.
this crashes after the first mtex unit:
if(ma->mtex)
{
for(int mi = 0; mi < 18; mi++)
{
mtex = ma->mtex[mi];
if(mtex && mtex->tex)
...
Original comment by Phantasm...@gmail.com
on 6 Dec 2009 at 4:33
There are issues with pointer arrays, right now only the first pointer is
patched.
This will show up with **mat and MTex* tex[18]
We have ideas to fix this, shouldn't take long.
Original comment by erwin.coumans
on 6 Dec 2009 at 5:30
Charlie fixed it, both for OgreKit and IrrKit (gamekit).
http://code.google.com/p/gamekit/source/detail?r=133
http://code.google.com/p/gamekit/source/detail?r=134
(note that OgreKit already can read multi-materials, Irrlicht version not yet)
Original comment by erwin.coumans
on 7 Dec 2009 at 5:25
Original comment by erwin.coumans
on 2 Feb 2010 at 5:02
Original issue reported on code.google.com by
erwin.coumans
on 16 Oct 2009 at 7:09