Edward Rotberg's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| BUG: Light Rays cause VERY WIERD slowdown - sometimes | More information: I've changed the title to add "BUG:" as this effect can be seen even in... read more | 07/08/2010 (9:03 am) |
| Swizzle() and bitmapConvertRGB_to_RGBX_c() and load times. | Thanks for the speedy response Pat! = Ed =... read more | 06/29/2010 (3:12 pm) |
| Debugging the web plugin | Yeah, I figured that much out. Unfortunately, things seem to be dying in js3250.dll on a dtoa() cal... read more | 06/16/2010 (10:31 am) |
| Debugging the web plugin | Thanks Manoel. I'll give it a go and report back. FWIW, from the console log it looks like it's dy... read more | 06/16/2010 (9:08 am) |
| Play in web (IE) | I'm having the opposite problem. Things work fine in IE (fine being a relative term), but I crash F... read more | 06/16/2010 (8:45 am) |
| Debugging the web plugin | Manoel, Did you ever get anywhere with this? I'm currently in the same fix. Things seem to work... read more | 06/16/2010 (8:40 am) |
| Vertex Colors for blended textures | I'm resurrecting this thread in hopes that Pat will look in. @Pat: I tried your [b][i]exact[/i][/b]... read more | 05/10/2010 (1:43 pm) |
| FIX: Light Scripting | Hey Tom, I notice that these changes are already in 1.0.1. Did you ever do any work on the serve... read more | 05/05/2010 (12:23 pm) |
| BUG: DDSFile::load() provides incorrect mipmap count | OK, so using a .PNG file actually does work, as Tom pointed out to me. it's just that DirectX won't... read more | 04/30/2010 (1:48 pm) |
| BUG: DDSFile::load() provides incorrect mipmap count | OK, more fuel for this fire. It turns out that Microsloth's documentation is BS when it comes to D3... read more | 04/30/2010 (11:30 am) |
| BUG: DDSFile::load() provides incorrect mipmap count | Well, there is also code (looks like it's pretty old and put in to fix a problem with a certain clas... read more | 04/29/2010 (8:35 pm) |
| BUG: DDSFile::load() provides incorrect mipmap count | Interesting. In any event, I've switched over to using .png files to force D3DUSAGE_AUTOGENMIPMAP t... read more | 04/29/2010 (5:07 pm) |
| BUG: DDSFile::load() provides incorrect mipmap count | OK, more information. Even working around this issue by setting the flag manually in the DDS file w... read more | 04/29/2010 (4:14 pm) |
| BUG: DDSFile::load() provides incorrect mipmap count | Well, it looks like the bug is in the file gfxbitmapddsloader.cpp. On line 269, it sets mMipMapCoun... read more | 04/29/2010 (3:35 pm) |
| Camera movement not tied to actual frame rate?!?!? | Caylo, Thanks for the input. I noticed that you set it to '40' in your post. Any reason for tha... read more | 04/16/2010 (2:20 pm) |
| Camera movement not tied to actual frame rate?!?!? | "J" said: [quote]I noticed this only when rendering a terrain object. If you don't have a ... read more | 04/16/2010 (8:41 am) |
| Camera movement not tied to actual frame rate?!?!? | To Ivan: [quote] It is definitely not the framerate that causes the problems. Just like I told befor... read more | 04/08/2010 (8:31 am) |
| Camera movement not tied to actual frame rate?!?!? | Ok, I've just gone through ITickable to see how this is all being handled, and honestly, this looks ... read more | 04/06/2010 (10:02 am) |
| Camera movement not tied to actual frame rate?!?!? | Hmmmm, I don't think that inerpolateTick() is called on 32ms intervals, after all, it can accept any... read more | 04/06/2010 (9:22 am) |
| Camera movement not tied to actual frame rate?!?!? | We don't even use a water block, and we are still seeing this. Has anyone tried this on a separated... read more | 04/02/2010 (9:16 am) |
| Camera movement not tied to actual frame rate?!?!? | @Tom: I disabled newtownion rotation (that's where I'm seeing this), and since the motion seems sig... read more | 03/31/2010 (9:21 am) |
| Camera movement not tied to actual frame rate?!?!? | I believe that TimeOFDay is only associated with a ScatterSky, which I don't believe that we have in... read more | 03/30/2010 (2:44 pm) |
| Camera movement not tied to actual frame rate?!?!? | Thanks Stefan. Enabling verticalSync (setting disableVirticalSync to 0) did not seem to help the is... read more | 03/30/2010 (12:56 pm) |
| Camera movement not tied to actual frame rate?!?!? | I don't see an option for vSync enable/disable. Is this done in the code? As for full screen, I am... read more | 03/30/2010 (12:07 pm) |
| Camera movement not tied to actual frame rate?!?!? | OK, so a bit more research seems to indicate that the class Camera inherits from ITickable (though I... read more | 03/30/2010 (11:12 am) |
| Headless Client - server stress testing | At present we are setting a variable in our script that we can test on the C++ side, so that seems t... read more | 03/25/2010 (6:33 am) |
| Headless Client - server stress testing | Because of my custom renderDelegate, and the fact that I don't know how to tell (on the C++ side) if... read more | 03/24/2010 (9:27 am) |
| Headless Client - server stress testing | Thanks Manoel, That solved the issue. Still, with the rather large level we had I was only able ... read more | 03/23/2010 (10:04 pm) |
| Server stress testing: Playback a recording over a remote server | Update: As expected, none of this worked. I've been trying this by manually setting up the connect... read more | 03/18/2010 (5:48 pm) |
| Recordings Dialog - How to get it to appear? | Nevermind - I figured it out. core/main.cs needs to be modified to exec the RecordingsDlg.gui file ... read more | 03/17/2010 (2:46 pm) |
| Creating a Headless Client using NullDevice | Let me add to this. I'm working with David, and if I do what he indicates here, the lighting.cs scr... read more | 03/15/2010 (1:29 pm) |
| How can I get the client-side (ghost) id of an TSStatic object? | Here ya go Jesse. Ryan Mounts figured this out. There was another approached being discussed in my... read more | 03/10/2010 (9:01 am) |
| Custom object added to Group not reflecting that group in C++ | OK, mClientGroup needs to be initialized to NULL in the SceneObject constructor. Otherwise we get a... read more | 03/10/2010 (8:55 am) |
| Custom object added to Group not reflecting that group in C++ | Oops. I may have been hasty there. Still working on it... = Ed =... read more | 03/10/2010 (8:44 am) |
| Custom object added to Group not reflecting that group in C++ | @Ryan: It Works. I had to make some adjustments to your code as it looks like you are running unde... read more | 03/10/2010 (8:40 am) |
| Custom object added to Group not reflecting that group in C++ | Sweeeeet, Ryan! I'll hook this all in today and let you know how it goes. I don't know if I can fi... read more | 03/10/2010 (8:12 am) |
| Custom object added to Group not reflecting that group in C++ | Ryan, On a LocalConnection, can't you put the object into it's SimGroup [b][i]under[/i][/b] the s... read more | 03/09/2010 (9:14 pm) |
| How can I get the client-side (ghost) id of an TSStatic object? | Jesse, This is what I meant when I said that I had "one last thing to try: in my original po... read more | 03/09/2010 (6:23 pm) |
| How can I get the client-side (ghost) id of an TSStatic object? | Jesse, This is exactly what I have done, but you cannot get ANY client-side ID information into t... read more | 03/09/2010 (4:56 pm) |
| Custom object added to Group not reflecting that group in C++ | Just a thought, but when you create the SimGroup on the client-side, it will probably have to be add... read more | 03/09/2010 (4:14 pm) |
| How can I get the client-side (ghost) id of an TSStatic object? | Jese, It IS complicated. But if you read and understand my original post about having some Maste... read more | 03/09/2010 (4:02 pm) |
| Custom object added to Group not reflecting that group in C++ | Sounds good. Let me know if you finish this and how it works. If you can't get around to it, I'll ... read more | 03/09/2010 (3:55 pm) |
| Custom object added to Group not reflecting that group in C++ | Ryan, I've already written the client-side rayCast and it returns the ghost ID just fine. Unfort... read more | 03/09/2010 (3:30 pm) |
| How can I get the client-side (ghost) id of an TSStatic object? | Thanks for the quick response Jesse. The problem is not getting the ghost ID for the object that ge... read more | 03/09/2010 (3:25 pm) |
| Custom object added to Group not reflecting that group in C++ | @Ryan -> You said: [quote]The Canvas only exists on the client. If you're doing everything in sc... read more | 03/09/2010 (8:52 am) |
| Populating a World/Zone with MySQL data? | Thanks Ken! It looks pretty straightforward. = Ed =... read more | 03/02/2010 (5:27 pm) |
| Populating a World/Zone with MySQL data? | @Ted, @Rodney: How are you guys hooking into MySql from Torque? I'm very interested in this for pe... read more | 03/02/2010 (3:15 pm) |
| Database Insertion in Torque 3d | @Ted -> I am interested in the ability to access MySql from Torque Script, via PHP or some other... read more | 03/02/2010 (12:13 pm) |
| Custom object added to Group not reflecting that group in C++ | Thanks Ryan. I will agree with you that having both the server and client sides running in a stand ... read more | 02/25/2010 (5:19 pm) |
| Insanely Awesome Chrome library | @TSI Gamer: Do you have problems with crashing if you exit a level an re-enter the game again? I h... read more | 02/25/2010 (5:11 pm) |