Components and Build
by Bret Patterson · in iTorque 2D · 05/08/2009 (8:04 pm) · 8 replies
I can't use the iTGB direct to build because it creates a new project everytime and wipes out my engine components links. Also even when I do use it I don't see any PVR's generated.
How do I get PVR files to be generated without using the build project functionality? I made all my background tiles set to PVR and yet I never see any PVR's generated on the file system.
I'm not too worried about the launch to build not that I have the process down smoothly with xcode. But not being able to use PVR is a problem.
How do I get PVR files to be generated without using the build project functionality? I made all my background tiles set to PVR and yet I never see any PVR's generated on the file system.
I'm not too worried about the launch to build not that I have the process down smoothly with xcode. But not being able to use PVR is a problem.
About the author
#2
Everything works perfectly when I do that. The issues is when I go into TGB Builder, open a project, and then select build project and PVR, Package, etc then click build. TGB Builder recreates the iphone project without my extensions and then builds that. Since it doesn't have my extensions none of my behavior components are present in the game.
Additionally nothing I've been able to find allows me to generate PVR files. I'm fine without using the TGB Builder Launch into simulator/device because I've already got a workflow I'm very happy with. The primary complaint I have is the inability to generate PVR Files from within the TGB Builder.
05/09/2009 (5:43 am)
Perhaps I didn't explain myself very well. In order for me to compile and run iTGB, game on mac or iphone, I have to add a group to the project and then add links to my C++ components. Then I have to rebuild everything. When I rebuild for the phone I add the group/files to the iphone project and then build it. When I rebuild iTGB I add it to the iTGB project and rebuild target ALL which does TGBGame, TGB Builder, both in release and debug mode.Everything works perfectly when I do that. The issues is when I go into TGB Builder, open a project, and then select build project and PVR, Package, etc then click build. TGB Builder recreates the iphone project without my extensions and then builds that. Since it doesn't have my extensions none of my behavior components are present in the game.
Additionally nothing I've been able to find allows me to generate PVR files. I'm fine without using the TGB Builder Launch into simulator/device because I've already got a workflow I'm very happy with. The primary complaint I have is the inability to generate PVR Files from within the TGB Builder.
#3
It's a wrapper for the texturetool to get the headers right for iTGB use.
05/09/2009 (10:25 am)
Have a look inside tools/PVRTC/PVRTC_Mac/. Build that and put in a commonly accessible location, then make it part of your build process in the Xcode project.It's a wrapper for the texturetool to get the headers right for iTGB use.
#4
Something being released in the documentation is that you have to "flag" the images you want compressed to PVR. This way you can choose which images to compress yourself. Double click on the ImageMap after you have added it to your project. There will be a new check box for PVR.
05/09/2009 (10:27 am)
I'll look into the usability issue, but as for the PVR issue:Something being released in the documentation is that you have to "flag" the images you want compressed to PVR. This way you can choose which images to compress yourself. Double click on the ImageMap after you have added it to your project. There will be a new check box for PVR.
#5
Can you post an individual, specific example of what your extension is (file format, functionality, etc) and how you include it in your project.
This will allow me to check the build process and see how it can be included. I'm just a bit fuzzy about what you are adding and how it is not being included.
05/09/2009 (10:30 am)
Quote:TGB Builder recreates the iphone project without my extensions and then builds that. Since it doesn't have my extensions none of my behavior components are present in the game.
Can you post an individual, specific example of what your extension is (file format, functionality, etc) and how you include it in your project.
This will allow me to check the build process and see how it can be included. I'm just a bit fuzzy about what you are adding and how it is not being included.
#6
1. Torque2d_iphone
2. Torque2d
For both of them do the following:
1. right click in the groups & files explorer on Torque2d and select Add->New Group
2. Name the group "EngineExtensions"
3. Right click on "EngineExtensions" and select "Add->existing files"
4. Navigate to a directory containing your custom Native Behavior Components (mine is "~/Development/iPhoneApplications/EngineExtensions")
5. Add all of the files in that directory and select "create links to objects"
Essentially I'm doing the same thing you do for adding the game.cs,common,resources to the project except I'm adding my native C++ components.
Build normally and it'll include all the new behaviors and work beautifully.
Goto iTGB and choose the build project and launch a build. xCode will launch and build but it will be missing the EngineExtensions group and all of the native behaviors.
05/10/2009 (9:59 am)
Open up both projects:1. Torque2d_iphone
2. Torque2d
For both of them do the following:
1. right click in the groups & files explorer on Torque2d and select Add->New Group
2. Name the group "EngineExtensions"
3. Right click on "EngineExtensions" and select "Add->existing files"
4. Navigate to a directory containing your custom Native Behavior Components (mine is "~/Development/iPhoneApplications/EngineExtensions")
5. Add all of the files in that directory and select "create links to objects"
Essentially I'm doing the same thing you do for adding the game.cs,common,resources to the project except I'm adding my native C++ components.
Build normally and it'll include all the new behaviors and work beautifully.
Goto iTGB and choose the build project and launch a build. xCode will launch and build but it will be missing the EngineExtensions group and all of the native behaviors.
#7
@Ronny I'll look into it thanks.
05/10/2009 (10:01 am)
@Michael I went to the images and clicked on the PVR button. But I'm not sure how to get it to compress the images from within iTGB.@Ronny I'll look into it thanks.
#8
As for the PVR issue, once an image (cannot be cell-based) is flagged as PVR, it should be automatically compressed and added to your data/images/ directory.
I will run some tests, but if anyone else can confirm this please let me know.
05/10/2009 (10:05 am)
@Brett - OK. I'll look into the problem. I think I know what is happening and will get back to you.As for the PVR issue, once an image (cannot be cell-based) is flagged as PVR, it should be automatically compressed and added to your data/images/ directory.
I will run some tests, but if anyone else can confirm this please let me know.
Torque Owner Peter Dwyer
Are you including your components in the correct build of the application?
They need to be built into TGBGame.app for them to work on the iphone or in a test build.