RigidShape class in TGEA
by Ivan Mandzhukov · in Torque Game Engine Advanced · 11/18/2007 (4:53 am) · 4 replies
OK, first of all i noticed, that RigidShape is missing in TGEA 1.0.3, but it seems to work quite well in TGE 1.4.2, also integrated in TGE 1.5
Thomas Lund Resource :
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5495
I compiled TGEA with the corrections above:
using DirectX SDK 11.2007 and Windows Server 2003 R2 Platform SDK.
TGEA compiled without errors/warnings, but
-the size of the engine is 4 times larger now, also very slow FPS
-it seems that there are some errors in runtime compiling shaders now(using fog for example, i put that shaderdata in comment to work properly)
-also RigidShapeData isn't working at all
suggestions ?
Thomas Lund Resource :
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5495
I compiled TGEA with the corrections above:
using DirectX SDK 11.2007 and Windows Server 2003 R2 Platform SDK.
TGEA compiled without errors/warnings, but
-the size of the engine is 4 times larger now, also very slow FPS
-it seems that there are some errors in runtime compiling shaders now(using fog for example, i put that shaderdata in comment to work properly)
-also RigidShapeData isn't working at all
suggestions ?
#2
11/24/2007 (6:14 am)
The size raises because GG does upx the executable for the download, your compiler does not do that. So it will be larger.
#3
I used Brian Richardson'resource:
http://www.knowhere.net/gg/rigidshapetse.zip
There is a difference in renderImage call.
Anyway .. shading problem - fixed.
I tried to inderstand the code (rigidShape.cc and rigidShape.h) and search for the corrections.
I think only Brian can help here.:)
11/24/2007 (7:41 am)
OK,thanks.I used Brian Richardson'resource:
http://www.knowhere.net/gg/rigidshapetse.zip
There is a difference in renderImage call.
Anyway .. shading problem - fixed.
I tried to inderstand the code (rigidShape.cc and rigidShape.h) and search for the corrections.
I think only Brian can help here.:)
#4
It looks like renderImage call needs only one parameter, just removed '*image' handle pointer, RigidShape now rocks in TGEA 1.0.3
this is the right correction:
void RigidShape::renderImage(SceneState *state, SceneRenderImage *image)
{
Parent::renderImage(state); // problem was here
.............................................
.............................................
.............................................
.............................................
}
11/25/2007 (8:53 am)
All problems FIXED.It looks like renderImage call needs only one parameter, just removed '*image' handle pointer, RigidShape now rocks in TGEA 1.0.3
this is the right correction:
void RigidShape::renderImage(SceneState *state, SceneRenderImage *image)
{
Parent::renderImage(state); // problem was here
.............................................
.............................................
.............................................
.............................................
}
Torque Owner Skylar Kelty
SkylarK
Yeh we've had this issue before, if you use older directx sdk's it has fixed this kind of issue before although I am using November 07 with no problems..
Probably something wrong with the way you integrated it then ^^