jnonline / ogstudio

Automatically exported from code.google.com/p/ogstudio
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Separate tile and scene themes #386

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Scenes can be placed into res/scenes/ directory.

I must revisit theming and make it work.

Original issue reported on code.google.com by korn...@gmail.com on 29 Sep 2011 at 12:41

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
fixed it.

Original comment by korn...@gmail.com on 30 Sep 2011 at 11:51

GoogleCodeExporter commented 9 years ago
separated it in code and resources.
add selection to interface.

Original comment by korn...@gmail.com on 30 Sep 2011 at 2:48

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
CEED doesn't edit properties... sad.

Original comment by korn...@gmail.com on 30 Sep 2011 at 3:59

GoogleCodeExporter commented 9 years ago
have to use old editor.

Original comment by korn...@gmail.com on 30 Sep 2011 at 3:59

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Separate test application switches fine between Room and Cube.

Original comment by korn...@gmail.com on 2 Oct 2011 at 4:20

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Here is the blend file of the room.

Original comment by Kai.Saerthen.Darker on 2 Oct 2011 at 7:14

Attachments:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
The issue 389 created for alpha issue resolution.

Original comment by korn...@gmail.com on 8 Oct 2011 at 4:17