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TGEA 1.0.2 Released

by asmaloney (Andy) · in Torque Game Engine Advanced · 08/10/2007 (4:14 pm) · 48 replies

TGEA 1.0.2 is now available for download. Here are the release notes:


TGEA 1.0.2 [09 Aug 2007]
----------

New:

- support for Constructor 1.0.3 DIFs
- added dynamic light->surface attenuation to shaders without bump mapping
- updated interior vertex buffer to use vertex based normals and tangent space data
- added tangent space data to static mesh vertex buffer
- added static mesh dynamic and static lighting support (changes also affect interior static lighting and may affect interior dynamic lighting)
- added static mesh rendering and materials (should work with all shaders and look like other interior surfaces with similar materials)
- added smooth shading to interior rendering and checked it against generated shaders
- updated lighting system to TGE 1.5.2
- updated MathUtils::transformBoundingBox to use scale
- support for overriding render manager culling mode (for static meshes)
- culling update reflect pass support
- added way for selectCurrentDetail to report its effective pixel size, which the DetailManager uses in its metrics
- SceneState can now do radius projection, removing need for a valid GFX context when doing LOD calculations
- ShapeBase and Projectile do proper LOD

Bug Fixes:
- fix for lighting on scaled object
- fixed dynamic lighting specular
- eliminated dynamic lighting edge clamp artifacts
- reduced lighting system speed-over-quality minimum lexel intensity pushing more falloff into the lighting texture
- added falloff expansion code to keep model hotspot within the innermost lexels
- fixed dynamic shadow crash bug
- fixed static mesh face culling and removed previously added cull override for interior render manager
- fixed DX prim vertex number bug
- removed second call to load material textures
- improved static mesh rendering performance
- added an early out to fix crash when there are no zones or zones with no surfaces in the Interior (happens in NULL only or static mesh only Interiors).
- fix for user not being able to use any of the options on the bottom yellow bar in the demo after full screen alt+tab
- fix for drag-resizing the TGEA window problems
- fix for gfxD3DDevice not resetting after standby/suspend/lock
- fix ShaderGen bug with alpha textures
- remove redundant streaming of DebrisData's minSpinSpeed and maxSpinSpeed
- fix compile warning in GFXD3DDevice constructor related to GFXVertexColor enum
- fix uninitialized flags in CustomMaterial::setStageData()
- fix fogging on custom materials
- alpha test without blend fix
- fix to keep atlas from emitting over-budget chunks.
- fix for win32 memory manager code to make it compile properly w/o memory manager enabled
- added check to reduce redundant notifications on SimSet adds
- LOD fixes for DetailManager and classes that used it
- Projectile MaxGhostCount pack/unpack fixes
- fix for flickering terrain lighting
- fix for cull mode not being reset in TerrBatch

[continued...]
#21
08/12/2007 (2:08 pm)
Gah - I have finals to work on!
#22
08/12/2007 (2:59 pm)
Silly little thing...

Line 32 of gFont.h is the following extern declaration:

extern ResourceInstance* constructNewFont(Stream& stream);

which is no longer needed.
#23
08/12/2007 (3:16 pm)
Ok,

Here is a real bug.

If you disable the memory manager stock TGEA will not compile due to a bunch of linker errors associated with not being able to find definitions for operator new(unsigned int,void *).

Todd
#24
08/12/2007 (3:25 pm)
The linker problem appears to be caused by the changes in WinMemory.cpp where the definition of new(unsigned int, void*) is being #ifdef'd out if the memory manager is disabled.

Todd
#25
08/13/2007 (2:36 am)
Sweeet!
#26
08/13/2007 (2:42 am)
Quote:
William Todd Scott said:
Ok,

Here is a real bug.

If you disable the memory manager stock TGEA will not compile due to a bunch of linker errors associated with not being able to find definitions for operator new(unsigned int,void *).

Huh? I thought the release notes said it was fixed.

Quote:
- fix for win32 memory manager code to make it compile properly w/o memory manager enabled
#27
08/13/2007 (2:48 am)
Can't find the release notes on "TGEA 1.0.2 tools don't build anymore, don't try it"
After adding some of the missing files into TGEA Lib (like the new tri RayCast stuff), they at least build, but it seems like I've missed one or two files as the resulting map2dif plus exports from constructor just crash TGEA.

Lucky that TGEA 1.0.2 hasn't been in QA for a fair amount of time, otherwise it would hard to understand how even massive build errors can have been missed that already show up after right click - build on nearly any of the tools


But beside that so far a good release :-)
Its slower than 1.0.1 but I didn't expect anything else after the projectile lights work correctly on legacy and many other fixes.
#28
08/13/2007 (6:59 am)
What's the "correct" way to fix winMemory.cpp to fix the linker errors with the memory manager disabled?
#29
08/13/2007 (7:23 am)
Quote:Add castRay to Trigger.

Thanks, I can use that!
#30
08/13/2007 (7:37 am)
Ok guys, nevermind my question. For some reason now, it links without problems when I disable the memory manager.
#31
08/13/2007 (12:16 pm)
I see RigidBody has been included again. It was missing in the previous release.

But I found this when linking on release mode:
LINK : fatal error LNK1104: could not open file 'ljpeg.lib'

EDIT:NVM... I compiled only the TGEA solution... should have opened the full TGEA SDK. Nothing to see here... move along.
EDIT2: No RigidShape in this release :(. At least it was easy to port from TGE.
#32
08/13/2007 (1:56 pm)
Ok... this may be a bug. In this version the item LOD has a problem. It will stay in a reduced-poly state even when I come close. It changes to full poly when I come really near to it. It was working fine with the previous version. I may post some shots if required.
#33
08/13/2007 (3:40 pm)
Just FYI, if you diff and merge the changes with your 1.02 build, don't forget to rebuild everything first if you get linker errors. =P
#34
08/13/2007 (11:24 pm)
I installed constructor 1.0.3 and tgea. I made a simple box with a default the texture 'Full128x128'. I exported as map2difplus tgea which uses: map2dif_plus_tse.exe by default. I add a material.cs to it's folder. I go into my game and hit f11->f4 and add the dif. After three seconds tgea crashes.

the material.cs:
new Material(Full128x128)
{   
   baseTex[0] = "Full128x128";

 };
#35
08/14/2007 (12:45 am)
Try naming them materials, instead of material...:) maybe??
#36
08/14/2007 (7:13 am)
I'll check that, thanks, I was a bit tired last night.
#37
08/14/2007 (9:22 am)
Stefan,

I must have made a mistake in my merge. Thanks for the heads up.

Todd
#38
08/14/2007 (1:48 pm)
Also try re-exporting the DIF without those numbers in the name. We found that some graphical functions didn't work when there where a mix of numbers and special characters in the texture name. In our case it was just the bump map that didn't work, but this might be a different manifestation of that problem.
#39
08/14/2007 (4:25 pm)
My file was named correct (materials.cs). I don't see anything wrong in the way I'm doing this. It crashes everytime I insert my dif. I changed the name of the texture and imported into a new folder in the texture browser. Then I made a simple box hat thad that texture. Do we use the export->torque game engine advanced or something else? frustration is setting in... it's a friggin box.
#40
08/14/2007 (4:32 pm)
Aren't we still supposed to use Export as Legacy TGEA DIF?

I had the same problem when I was learning Constructor, I believe.