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I think I should first implement Scene::unload and fix the previous bug.
Only the mesh isn't freed.
Original comment by korn...@gmail.com
on 29 Sep 2011 at 2:17
No. It's freed correctly. The problem is that Scene.mesh finding is done by
Ogre, and it always finds one mesh only. I need to find the place where I add
the dir to search for the mesh.
Original comment by korn...@gmail.com
on 29 Sep 2011 at 2:34
Yep. I addResourceLocation myself for all themes... and, of course, Ogre finds
the first Scene.mesh, i.e., from Classic.
Original comment by korn...@gmail.com
on 29 Sep 2011 at 2:36
fixed it.
Original comment by korn...@gmail.com
on 30 Sep 2011 at 11:51
separated it in code and resources.
add selection to interface.
Original comment by korn...@gmail.com
on 30 Sep 2011 at 2:48
CEED screwed names a bit with too smart naming. Need to rename in code and see
if all the rest works.
Original comment by korn...@gmail.com
on 30 Sep 2011 at 3:09
CEED doesn't edit properties... sad.
Original comment by korn...@gmail.com
on 30 Sep 2011 at 3:59
have to use old editor.
Original comment by korn...@gmail.com
on 30 Sep 2011 at 3:59
added Scene selection. but the app can't handle new Room cleanly. if i try to
change from Room to Cube or Cube2, it crashes. Backtrace doesn't help, it only
shows that there is a problem with GL context switch.
Original comment by korn...@gmail.com
on 1 Oct 2011 at 5:32
or rather, context switch occurs, because GL system is simply shut down.
Original comment by korn...@gmail.com
on 1 Oct 2011 at 5:33
I need to create a separate application, as always, to test this model
switching.
Original comment by korn...@gmail.com
on 1 Oct 2011 at 5:38
Separate test application switches fine between Room and Cube.
Original comment by korn...@gmail.com
on 2 Oct 2011 at 4:20
From the other side, switch from Cube to Cube2 works perfectly fine. That means
that mechanism itself works fine.
Can the size of the mesh be a bottleneck in Mahjong, but not in a test app that
does not hold other meshes?
Original comment by korn...@gmail.com
on 2 Oct 2011 at 4:24
Here is the blend file of the room.
Original comment by Kai.Saerthen.Darker
on 2 Oct 2011 at 7:14
Attachments:
The material property alpha_rejection was the problem. Don't know why. Without
it, all works fine.
Original comment by korn...@gmail.com
on 2 Oct 2011 at 10:30
Without alpha_rejection the rendering is incorrect.
Lattice on the ceiling should be displayed with alpha. And without
alpha_rejection transparrent areas are black. It's not a critical problem, but
it is a problem anyway. We need to be able to display meshes with alpha.
And one more thing. I placed the tiles on the table when i exported the mesh.
Whay are they flying in the middle of the room (see screenshot)?
Original comment by Kai.Saerthen.Darker
on 2 Oct 2011 at 8:00
Attachments:
It's by design to see the shadows. Only for Solitaire.
Can you show me where alpha should be? A final image?
Original comment by korn...@gmail.com
on 3 Oct 2011 at 1:24
So, it's temporary. Okay.
Here are the screenshots of a ceiling.
During the game, player cannot se the ceiling, so this is not a critical bug.
But we're going to show the room to a player in the begining of the game and
when the game is finished, so we need to fix it anyway.
Original comment by Kai.Saerthen.Darker
on 3 Oct 2011 at 5:17
Attachments:
Use of scene_blend alpha_blend with depth_write off isn't appropriate.
Original comment by korn...@gmail.com
on 7 Oct 2011 at 2:43
The issue 389 created for alpha issue resolution.
Original comment by korn...@gmail.com
on 8 Oct 2011 at 4:17
Original issue reported on code.google.com by
korn...@gmail.com
on 29 Sep 2011 at 12:41