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From: Yili Z. <pa...@gm...> - 2013-11-11 07:08:33
|
Basic Tutorial 1 Question<http://axiomengine.sourceforge.net/forum/viewtopic.php?f=1&t=1483&sid=d0c95a3b654e2b2f872aca82a6f39424#p7414> Hi, I use NuGet to install Axiom SDK template into Visual Studio 2010, and create a new project based on that template. Then I follow the basic tutorial: <http://axiomengine.sourceforge.net/forum/viewtopic.php?f=1&t=1483&sid=d0c95a3b654e2b2f872aca82a6f39424#> <http://axiomengine.sourceforge.net/forum/viewtopic.php?f=1&t=1483&sid=d0c95a3b654e2b2f872aca82a6f39424#> Code: public void CreateScene() { _scene.AmbientLight = new ColorEx(1, 1, 1); Entity ent = _scene.CreateEntity("Penguin", "penguin.mesh"); SceneNode node = _scene.RootSceneNode.CreateChildSceneNode("PenguinNode"); node.AttachObject(ent); } When I run the program, I get this result: [image: axiom.png]axiom.png (26.91 KiB) Viewed 1 time I want to ask that why the mesh is displayed at that position? I think the mesh should be displayed at (0, 0, 0) according to [image: Image] So the position should be bottom left, but the result is bottom right. -- Yili Zhao |
From: Yili Z. <pa...@gm...> - 2013-11-11 07:01:33
|
Basic Tutorial 1 Question<http://axiomengine.sourceforge.net/forum/viewtopic.php?f=1&t=1483&sid=d0c95a3b654e2b2f872aca82a6f39424#p7414> Hi, I use NuGet to install Axiom SDK template into Visual Studio 2010, and create a new project based on that template. Then I follow the basic tutorial: <http://axiomengine.sourceforge.net/forum/viewtopic.php?f=1&t=1483&sid=d0c95a3b654e2b2f872aca82a6f39424#> <http://axiomengine.sourceforge.net/forum/viewtopic.php?f=1&t=1483&sid=d0c95a3b654e2b2f872aca82a6f39424#> Code: public void CreateScene() { _scene.AmbientLight = new ColorEx(1, 1, 1); Entity ent = _scene.CreateEntity("Penguin", "penguin.mesh"); SceneNode node = _scene.RootSceneNode.CreateChildSceneNode("PenguinNode"); node.AttachObject(ent); } When I run the program, I get this result: [image: axiom.png]axiom.png (26.91 KiB) Viewed 1 time I want to ask that why the mesh is displayed at that position? I think the mesh should be displayed at (0, 0, 0) according to [image: Image] So the position should be bottom left, but the result is bottom right. -- Yili Zhao |
From: Michael C. <cum...@gm...> - 2008-05-28 10:33:57
|
Are you getting an error, if so what is it, and provide a stacktrace? And it would help if you posted your changes as well. borrillis On Mon, May 26, 2008 at 5:30 AM, Jonathan Dickinson <jon...@gm...> wrote: > Hi All, > > I am trying to convert the current terrain manager to an editable one > (like the original ETM author did). I can't get to grips with the C++ > code so I thought I would try myself. > > I have basically moved the (unsafe) routine in Init to a new method > (FillPositionBuffer) and I am trying to call it from every frame: if I > only call it once it works (i.e. not editable), but if I call it a few > times it failes (i.e. editable). I am calling it from > RenderVisibleObjects in the scene manager. > > What gives? All I want to do is to have the vertex buffer update every > frame so that I can follow the routine: > > Make it work -> Make it right -> Make it fast > > I created the buffer using a variety of BufferUsages (with no luck). I > have near identical code to the original (just split the tex coords > and pos loops). > > -- > Jonathan > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > axiomengine-users mailing list > axi...@li... > https://lists.sourceforge.net/lists/listinfo/axiomengine-users > |
From: Jonathan D. <jon...@gm...> - 2008-05-26 09:30:21
|
Hi All, I am trying to convert the current terrain manager to an editable one (like the original ETM author did). I can't get to grips with the C++ code so I thought I would try myself. I have basically moved the (unsafe) routine in Init to a new method (FillPositionBuffer) and I am trying to call it from every frame: if I only call it once it works (i.e. not editable), but if I call it a few times it failes (i.e. editable). I am calling it from RenderVisibleObjects in the scene manager. What gives? All I want to do is to have the vertex buffer update every frame so that I can follow the routine: Make it work -> Make it right -> Make it fast I created the buffer using a variety of BufferUsages (with no luck). I have near identical code to the original (just split the tex coords and pos loops). -- Jonathan |
From: Michael C. <cum...@gm...> - 2008-04-18 18:13:12
|
Have you tried uncommenting the diffuse declaration and assigning a material that has a diffuse color? On Fri, Apr 18, 2008 at 10:53 AM, Алексей Зинченко <a.z...@gm...> wrote: > Hi all :) > How can i render colored beizer? > I tried to remake Beizer demo but my best result is textured surface or > white-colored. > One idea is to add Color property to struct but i recieve black screen > or crash. > What i need to change in following code ? > > PS Method of "class Surfaces : ExampleApplication" > > protected override void CreateScene() > { > // Set ambient light > SceneManager.AmbientLight = new ColorEx(0.2f, 0.2f, 0.2f); > > // Create point light > Light light = SceneManager.CreateLight("MainLight"); > > // Accept default settings: point light, white diffuse, just set position. > // I could attach the light to a SceneNode if I wanted it to move > automatically with > // other objects, but I don't. > light.Diffuse = new ColorEx(1, 0, 0); > light.Type = Axiom.Graphics.LightType.Directional; > light.Direction = new Vector3(-0.5f, -0.5f, 0); > > > VertexDeclaration patchDeclaration = > HardwareBufferManager.Instance.CreateVertexDeclaration(); > patchDeclaration.AddElement(0, 0, VertexElementType.Float3, > VertexElementSemantic.Position); > patchDeclaration.AddElement(0, 12, VertexElementType.Float3, > VertexElementSemantic.Normal); > //patchDeclaration.AddElement(0, 24, VertexElementType.Color, > VertexElementSemantic.Diffuse); > > > // Patch data > PatchVertex[] patchVertices = new PatchVertex[9]; > > //array filling is here > > PatchMesh patch = MeshManager.Instance.CreateBezierPatch("Surface", > patchVertices, patchDeclaration, 3, 3, 5, 5, VisibleSide.Both, > BufferUsage.StaticWriteOnly, BufferUsage.DynamicWriteOnly, true, true); > > // Start patch a 0 detail > patch.SetSubdivision(0.6f); > > // Create entity based on patch > Entity patchEntity = SceneManager.CreateEntity("Entity1", "Surface"); > patchEntity.RenderDetail = SceneDetailLevel.Wireframe; > > Material material = (Material) > MaterialManager.Instance.Create("BaseWhite"); > patchEntity.MaterialName = "BaseWhite"; > Pass currentPass = material.GetTechnique(0).GetPass(0); > > // Attach the entity to the root of the scene > SceneManager.RootSceneNode.AttachObject(patchEntity); > > Camera.Position = new Vector3(500, 500, 1500); > Camera.LookAt(new Vector3(0, 200, -300)); > } > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > axiomengine-users mailing list > axi...@li... > https://lists.sourceforge.net/lists/listinfo/axiomengine-users > > |
From: А. З. <a.z...@gm...> - 2008-04-18 14:53:09
|
Hi all :) How can i render colored beizer? I tried to remake Beizer demo but my best result is textured surface or white-colored. One idea is to add Color property to struct but i recieve black screen or crash. What i need to change in following code ? PS Method of "class Surfaces : ExampleApplication" protected override void CreateScene() { // Set ambient light SceneManager.AmbientLight = new ColorEx(0.2f, 0.2f, 0.2f); // Create point light Light light = SceneManager.CreateLight("MainLight"); // Accept default settings: point light, white diffuse, just set position. // I could attach the light to a SceneNode if I wanted it to move automatically with // other objects, but I don't. light.Diffuse = new ColorEx(1, 0, 0); light.Type = Axiom.Graphics.LightType.Directional; light.Direction = new Vector3(-0.5f, -0.5f, 0); VertexDeclaration patchDeclaration = HardwareBufferManager.Instance.CreateVertexDeclaration(); patchDeclaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position); patchDeclaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal); //patchDeclaration.AddElement(0, 24, VertexElementType.Color, VertexElementSemantic.Diffuse); // Patch data PatchVertex[] patchVertices = new PatchVertex[9]; //array filling is here PatchMesh patch = MeshManager.Instance.CreateBezierPatch("Surface", patchVertices, patchDeclaration, 3, 3, 5, 5, VisibleSide.Both, BufferUsage.StaticWriteOnly, BufferUsage.DynamicWriteOnly, true, true); // Start patch a 0 detail patch.SetSubdivision(0.6f); // Create entity based on patch Entity patchEntity = SceneManager.CreateEntity("Entity1", "Surface"); patchEntity.RenderDetail = SceneDetailLevel.Wireframe; Material material = (Material) MaterialManager.Instance.Create("BaseWhite"); patchEntity.MaterialName = "BaseWhite"; Pass currentPass = material.GetTechnique(0).GetPass(0); // Attach the entity to the root of the scene SceneManager.RootSceneNode.AttachObject(patchEntity); Camera.Position = new Vector3(500, 500, 1500); Camera.LookAt(new Vector3(0, 200, -300)); } |
From: Michael C. <cum...@gm...> - 2007-05-15 23:20:54
|
Yes, for the most part the OgreDotNet tutorials should worrk fairly well with Axiom. You may need to adjust some attributes and method names but the= y should be fairly trivial. Same goes for MOgre. On 5/15/07, Alberto Le=F3n <leo...@gm...> wrote: > > Hi, recently I was playing for Axiom. For one year I worked with > OgreDotNet. When I was run the first Axiom basic tutorial It give me the > impression that is like the OgreDotNet tutorial. And I want ask you if I = can > run OgreDotNet tutorials in Axiom Engine, because you don't put more > tutorials. > > Thanks. > Alberto Le=F3n > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > axiomengine-users mailing list > axi...@li... > https://lists.sourceforge.net/lists/listinfo/axiomengine-users > > |
From: <leo...@gm...> - 2007-05-15 19:50:39
|
Hi, recently I was playing for Axiom. For one year I worked with OgreDotNet= . When I was run the first Axiom basic tutorial It give me the impression tha= t is like the OgreDotNet tutorial. And I want ask you if I can run OgreDotNet tutorials in Axiom Engine, because you don't put more tutorials. Thanks. Alberto Le=F3n |
From: Kiaran B. <zi...@ja...> - 2007-02-13 20:28:03
|
Hi, Save over 50% on your medication http://www.ledrx .com Remove space in the above link Riddle House and saw lights glimmering in its upper windows. Frank knew at once what was going on. The boys had broken into the house again, and judging by the flickering quality of the light, they had started a fire. |
From: Michael C. <cum...@gm...> - 2006-09-18 09:12:29
|
The Axiom team is proud to announce that we have finally been able to provide the community with a download. Being the first in a series of releases, this is your chance to make sure this will be a very stable and useable release. Please take the time to download and work with it in your projects. Of course, report any issues on the forums or the SourceForge bugtracker you may have so they can be corrected before the final release. We are planning to have an RC2 in two weeks time and a final release 2 weeks after that. There are four different packages available in this release; full, binary, source and media. The full package includes all source and binaries. The source package includes all source files, dependencies and build system. The binary package has just the binary assemblies and dependencies in a ready to run form. There is only one binary package for Windows/DX initially, a cross platform SDL binary package will be added soon. The media package contains the media folder and is a requirement for both the binary and source packages. The media folder is much small than in the past as we have trimmed a lot of the fluff from it. The files are available from the SourceForge Release System. This release has been codenamed 'hobbiton'. Now, those of you that have been paying attention are going to ask 'I thought the next release was codenamed 'bree'? To quote one of my favorite non-LOTR characters, 'Let me axplain...noh, there is too much, let me summup'. The bree branch was started with some very large goals, updating to Ogre 1.06, .Net 2.0Collections, new Plugin System, and upgrade to MDX 2.0. After a year of development, we were nowhere near being able to release, let alone have a compilable system. Even though we were progressing on the goal of updating to OGRE compatibility, it was hard to gauge where we were since the source couldn't compile. This produced several side effects, one it was demoralizing to everyone who was contributing to the project as there was no visible results, second the community tends to think the project is dead because forward momentum is so slow. I decided that with the beta of XNA Game Studio and the XNA Framework that the community at large needed to know that Axiom was not a dead project and that it is a very viable solution for XNA development (yes there is an XNA renderer under way, I'll get to that ). It is still a good solution for OpenGL and DirectX and will continue to be. However there is an obvious opportunity to gain a lot of forward momentum by piggy-backing on the newness of the XNA Framework. So about a month ago, we backtracked and started development on hobbiton. We came to the realization that it was going to be very difficult to get bree to a relatively stable state. However we couldn't ignore some of the advancements that had been made in bree. So we decided that the best place to start was the last known revision to work reliably. This just so happened to be the last release that leed had put out. After several weeks of search out patches and fixing up bugs we now have a fairly stable code base to release. There are several things to note about this release, the biggest is that is is essentially the same as 0.7.0.0 with some bugfixes and minor improvements. That means that if you have been working with the SVN Head, your code will break against hobbiton. We do apologize for this, but it will be a needed step in order for us to make major leaps forward in a very short time. By taking this step we have been able to get ALL the demos working on .Net and Mono! So all of the namespace changes, most of the OGRE updates, the plugin architecture, and other changes were not moved back into hobbiton to ensure a nice fast stable release. So what happens now? hobbiton will replace SVN HEAD after the final release and bug fixes and minor updates will occur there. As for bree, it will be rebased on the hobbiton source and all OGRE 1.06 updates reapplied. The plugin system, updates to the math library and .Net 2.0 collections will be researched for viability and performance. The OGRE updating will move on a slightly different track however. Feature sets will be identified and updated, this should allow us to make progress and keep the system building and the demos running. So what's all this noise about XNA? I'll attempt to answer your questions about using Axiom and XNA here. First lets discuss the XNA framework. There are two platforms for XNA, Windows and Xbox. The Xbox platform is not yet available, which is good, because there are some heavy requirements in order to run on it. For the Windows platform we are already working on a PlatformManager and renderer for the XNA Framework. There is no completion date for this yet, but it is a priority. There are some technical hurdles to overcome, the biggest being XNA does not have a fixed-function pipeline, so Axiom's fixed-function pipeline needs to be converted to the equivalent shader model. Doable, but tedious. For the Xbox, we have the same issues as for Windows, plus there is no support for P/Invoke, which basically means we can't use DevIL. So in short, Windows XNA will be available in the short term, with minor changes to the base code. However, there will be a longer and more intensive development effort to support the Xbox platform. So enjoy this release and let us know if there are any issues, we'll get them corrected as soon as possible! The Axiom Team http://axiomengine.sf.net |
From: Serge Lobko-L. a. a. <ser...@gm...> - 2006-08-14 14:15:22
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html><head><title></title> <META http-equiv=Content-Type content="text/html; charset=iso-8859-1"> <meta http-equiv="Content-Style-Type" content="text/css"> <style type="text/css"><!-- body { margin: 5px 5px 5px 5px; background-color: #ffffff; } /* ========== Text Styles ========== */ hr { color: #000000} body, table /* Normal text */ { font-size: 9pt; font-family: 'Courier New'; font-style: normal; font-weight: normal; color: #000000; text-decoration: none; } span.rvts1 /* Heading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #0000ff; } span.rvts2 /* Subheading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #000080; } span.rvts3 /* Keywords */ { font-size: 10pt; font-family: 'Arial'; font-style: italic; color: #800000; } a.rvts4, span.rvts4 /* Jump 1 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } a.rvts5, span.rvts5 /* Jump 2 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } span.rvts6 { font-size: 11pt; font-family: 'tahoma'; font-weight: bold; color: #ffffff; } span.rvts7 { font-size: 11pt; font-family: 'tahoma'; } a.rvts8, span.rvts8 { font-size: 11pt; font-family: 'tahoma'; color: #0000ff; text-decoration: underline; } span.rvts9 { font-size: 8pt; font-family: 'arial'; font-style: italic; color: #c0c0c0; } a.rvts10, span.rvts10 { font-size: 8pt; font-family: 'arial'; color: #0000ff; text-decoration: underline; } /* ========== Para Styles ========== */ p,ul,ol /* Paragraph Style */ { text-align: left; text-indent: 0px; padding: 0px 0px 0px 0px; margin: 0px 0px 0px 0px; } .rvps1 /* Centered */ { text-align: center; } --></style> </head> <body> <p>Thanks Mike, it has just reminded me to subscribe to Tom's blog :) </p> <p><br></p> <p>Monday, August 14, 2006, 5:00:55 PM, you wrote:</p> <p><br></p> <div><table border=0 cellpadding=1 cellspacing=2 style="border-color: #000000; border-style: solid;"> <tr valign=top> <td width=14 style="background-color: #0000ff;"> <p><span class=rvts6>></span></p> </td> <td width=681 style="background-color: #ffffff;"> <p><span class=rvts7>Just saw this on Tom Miller's Blog. For windows only right now, but I'm already signed up for the beta :)</span></p> <p><br></p> <p><a class=rvts8 href="http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx">http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx</a><span class=rvts7> </span></p> </td> </tr> </table> </div> <p><br></p> <p><br></p> <p><br></p> <p><br></p> <p><span class=rvts9>-- </span></p> <p><span class=rvts9>Best regards,</span></p> <p><span class=rvts9> Serge </span><a class=rvts10 href="mailto:ser...@gm...">mailto:ser...@gm...</a></p> </body></html> |
From: Michael C. <cum...@gm...> - 2006-08-14 14:00:59
|
Just saw this on Tom Miller's Blog. For windows only right now, but I'm already signed up for the beta :) http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx |
From: Serge Lobko-L. a. a. <ser...@gm...> - 2006-06-20 08:27:06
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html><head><title></title> <META http-equiv=Content-Type content="text/html; charset=iso-8859-1"> <meta http-equiv="Content-Style-Type" content="text/css"> <style type="text/css"><!-- body { margin: 5px 5px 5px 5px; background-color: #ffffff; } /* ========== Text Styles ========== */ hr { color: #000000} body, table /* Normal text */ { font-size: 9pt; font-family: 'Courier New'; font-style: normal; font-weight: normal; color: #000000; text-decoration: none; } span.rvts1 /* Heading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #0000ff; } span.rvts2 /* Subheading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #000080; } span.rvts3 /* Keywords */ { font-size: 10pt; font-family: 'Arial'; font-style: italic; color: #800000; } a.rvts4, span.rvts4 /* Jump 1 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } a.rvts5, span.rvts5 /* Jump 2 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } span.rvts6 { font-size: 11pt; font-family: 'tahoma'; font-weight: bold; color: #ffffff; } span.rvts7 { font-size: 11pt; font-family: 'tahoma'; } span.rvts8 { font-size: 8pt; font-family: 'arial'; font-style: italic; color: #c0c0c0; } a.rvts9, span.rvts9 { font-size: 8pt; font-family: 'arial'; color: #0000ff; text-decoration: underline; } /* ========== Para Styles ========== */ p,ul,ol /* Paragraph Style */ { text-align: left; text-indent: 0px; padding: 0px 0px 0px 0px; margin: 0px 0px 0px 0px; } .rvps1 /* Centered */ { text-align: center; } --></style> </head> <body> <p>Hello Michael,</p> <p><br></p> <p>So you decided to finally get rid of that funny thing called "DotNet3D.Math"? ;-)</p> <p><br></p> <p>Monday, June 19, 2006, 7:19:58 PM, you wrote:</p> <p><br></p> <div><table border=0 cellpadding=1 cellspacing=2 style="border-color: #000000; border-style: solid;"> <tr valign=top> <td width=14 style="background-color: #0000ff;"> <p><span class=rvts6>></span></p> </td> <td width=681 style="background-color: #ffffff;"> <p><span class=rvts7>Today, I committed a major change to the code base on trunk. This change eliminates the dependency on an external Math Library. Unfortunately, this will have an effect on all current applications out there. Hopefully this will not be a major detraction as it comes so fast on the heels of the switch from RealmForge.Utility to DotNet3D.Math. The classes remain the same and the namespaces are very similar.</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7>So to wrap up:</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7>Namespace changes</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7> DotNet3D.Math is now Axiom.Math</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7>Filesystem changes:</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7> The classes in Axiom.Math are physically located in the Engine\Math directory.</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7>Thank you for your continued support.</span></p> <p><span class=rvts7> </span></p> <p><span class=rvts7>Borrillis</span></p> </td> </tr> </table> </div> <p><br></p> <p><br></p> <p><br></p> <p><br></p> <p><span class=rvts8>-- </span></p> <p><span class=rvts8>Best regards,</span></p> <p><span class=rvts8> Serge </span><a class=rvts9 href="mailto:ser...@gm...">mailto:ser...@gm...</a></p> </body></html> |
From: Michael C. <cum...@gm...> - 2006-06-19 18:15:55
|
Aleks, 1) I am going to make the assumption you are working on the trunk. 2) Which dev enironment are you working with? VS.NET, nAnt, or #Develop? 3) The current version of MDX 2.0 that Axiom is known to compile with is April 2006. 4) if you paste your build log to axiom.pastebin.com I can help you more. On 6/19/06, al...@go... <al...@go...> wrote: > > Hello, Michael or Borrillis, > > > Help me please to compile Axiom: > > > My problem in Managed DirectX .Net 2.0 > > > I have only several compile errors and all it in > > RenderSystems-DirectX9 Project, for example > > > LightType type hasn't Point > > LightType type hasn't Directional > > > etc... > > > > And my file "C:\WINDOWS\Microsoft.NET\DirectX for Managed > Code\2.0.900.0\microsoft.directx.dll" > > realy has empty LightType... > > > I tried to setup > > dxsdk_jun2005.exe > > and > > DirectX_9c_Feb06 > > > and others versions of DX, but the file 2.0.900.0\microsoft.directx.dll did not be changed. > > > Where I can get right MDX.dll .NET 2.0 ? > > > Can you just send my this file? > > > Thanks. > > Aleks. > > > > > > > > Today, I committed a major change to the code base on trunk. This change > eliminates the dependency on an external Math Library. Unfortunately, this > will have an effect on all current applications out there. Hopefully this > will not be a major detraction as it comes so fast on the heels of the > switch from RealmForge.Utility to DotNet3D.Math. The classes remain the > same and the namespaces are very similar. > > > > So to wrap up: > > > > Namespace changes > > > > DotNet3D.Math is now Axiom.Math > > > > Filesystem changes: > > > > The classes in Axiom.Math are physically located in the Engine\Math > directory. > > > > > > Thank you for your continued support. > > > > Borrillis > > > > > > _______________________________________________ > axiomengine-users mailing list > axi...@li... > https://lists.sourceforge.net/lists/listinfo/axiomengine-users > > > |
From: <al...@go...> - 2006-06-19 17:51:30
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html><head><title></title> <META http-equiv=3DContent-Type content=3D"text/html; charset=3Diso-8859-1"> <meta http-equiv=3D"Content-Style-Type" content=3D"text/css"> <style type=3D"text/css"><!-- body { margin: 5px 5px 5px 5px; background-color: #ffffff; } /* ---------- Text Styles ---------- */ hr { color: #000000} body, table /* Normal text */ { font-size: 9pt; font-family: 'Courier New'; font-style: normal; font-weight: normal; color: #000000; text-decoration: none; } span.rvts1 /* Heading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #0000ff; } span.rvts2 /* Subheading */ { font-size: 10pt; font-family: 'Arial'; font-weight: bold; color: #000080; } span.rvts3 /* Keywords */ { font-size: 10pt; font-family: 'Arial'; font-style: italic; color: #800000; } a.rvts4, span.rvts4 /* Jump 1 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } a.rvts5, span.rvts5 /* Jump 2 */ { font-size: 10pt; font-family: 'Arial'; color: #008000; text-decoration: underline; } span.rvts6 { font-size: 11pt; font-family: 'tahoma'; font-weight: bold; color: #ffffff; } span.rvts7 { font-size: 11pt; font-family: 'tahoma'; } span.rvts8 { font-size: 8pt; font-family: 'arial'; font-style: italic; color: #c0c0c0; } a.rvts9, span.rvts9 { font-size: 8pt; font-family: 'arial'; color: #0000ff; text-decoration: underline; } /* ---------- Para Styles ---------- */ p,ul,ol /* Paragraph Style */ { text-align: left; text-indent: 0px; padding: 0px 0px 0px 0px; margin: 0px 0px 0px 0px; } .rvps1 /* Centered */ { text-align: center; } --></style> </head> <body> <p>Hello, Michael or <span class=3Drvts7>Borrillis,</span></p> <p><br></p> <p>Help me please to compile Axiom:</p> <p><br></p> <p>My problem in Managed DirectX .Net 2.0</p> <p><br></p> <p>I have only several compile errors and all it in</p> <p>RenderSystems-DirectX9 Project, for example</p> <p><br></p> <p>LightType type hasn't Point</p> <p>LightType type hasn't Directional</p> <p><br></p> <p>etc...</p> <p><br></p> <p><br></p> <p>And my file "C:\WINDOWS\Microsoft.NET\DirectX for Managed Code\2.0.900.0= \microsoft.directx.dll"</p> <p>realy has empty LightType... </p> <p><br></p> <p>I tried to setup</p> <p>dxsdk_jun2005.exe</p> <p>and</p> <p>DirectX_9c_Feb06</p> <p><br></p> <p>and others versions of DX, but the file 2.0.900.0\microsoft.directx.dll = did not be changed.</p> <p><br></p> <p>Where I can get right MDX.dll .NET 2.0 ?</p> <p><br></p> <p>Can you just send my this file?</p> <p><br></p> <p>Thanks.</p> <p>Aleks.</p> <p><br></p> <p><br></p> <p><br></p> <div><table border=3D0 cellpadding=3D1 cellspacing=3D2 style=3D"border-colo= r: #000000; border-style: solid;"> <tr valign=3Dtop> <td width=3D12 style=3D"background-color: #0000ff;"> <p><span class=3Drvts6>></span></p> </td> <td width=3D715 style=3D"background-color: #cdc8be;"> <p><span class=3Drvts7>Today, I committed a major change to the code base o= n trunk. This change eliminates the dependency on an external Math Library.= Unfortunately, this will have an effect on all current applications = out there. Hopefully this will not be a major detraction as it comes so fas= t on the heels of the switch from RealmForge.Utility to DotNet3D.Math. The = classes remain the same and the namespaces are very similar.</span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7>So to wrap up:</span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7>Namespace changes</span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7> DotNet3D.Math is now Axiom.Math<= /span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7>Filesystem changes:</span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7> The classes in Axiom.Math are physical= ly located in the Engine\Math directory.</span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7>Thank you for your continued support.</span></p> <p><span class=3Drvts7> </span></p> <p><span class=3Drvts7>Borrillis</span></p> </td> </tr> </table> </div> <p><br></p> </body></html> |
From: Michael C. <cum...@gm...> - 2006-06-19 16:20:01
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Today, I committed a major change to the code base on trunk. This change eliminates the dependency on an external Math Library. Unfortunately, this will have an effect on all current applications out there. Hopefully this will not be a major detraction as it comes so fast on the heels of the switch from RealmForge.Utility to DotNet3D.Math. The classes remain the same and the namespaces are very similar. So to wrap up: Namespace changes DotNet3D.Math is now Axiom.Math Filesystem changes: The classes in Axiom.Math are physically located in the Engine\Math directory. Thank you for your continued support. Borrillis |
From: Michael C. <cum...@gm...> - 2006-06-04 18:38:29
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Just wanted to send out a quick note giving some details on the projects progress to date. Some of you who have been watching the commit mailing lists have seen some activity lately, but for those who don't we didn't want to leave you in the dark. We realize that things have been a little quite lately on these lists, however that doesn't mean we aren't working. Recent Changes - Two branches were created for working on specific tasks - DotNet3D_Integration This branch was created to allow us to work with the new DotNet3D library and integrating it with the current Axiom code base. This branch was recently merged back into trunck and the RealmForge.Utility library is no longer needed. Prebuild files have been updated and the NAnt build files will be updated shortly. - bree This branch was created to manage the task of updating the Axiom code base to OGRE 1.06 compatibility. Any work on that task is being committed here and will be merged back to trunck occasionally - RealmForge.Utility dependency removed. As part of the DotNet3D Integration, the RealmForge.Utility assembly and namespace have been removed infavor of the DotNet3D.Math library. More is going on every day, and we are hoping now that a major hurdlw is past us that you will see more on these lists and forums from here on out. Many thanks for all your support. Borrillis |
From: Terry L. T. <c0d...@us...> - 2006-05-18 19:19:33
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From: Terry L. T. <c0d...@gm...> - 2006-05-16 19:00:02
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From: Terry L. T. <c0d...@gm...> - 2006-05-16 18:40:59
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T2ZmIHRvcGljIHRvIHRoZSBsaXN0LiAgV2Fzbid0IHJlYWxseSBhYm91dCBBeGlvbSAuLi4KCk9u IDUvMTYvMDYsIE1pY2hhZWwgQ3VtbWluZ3MgPGN1bW1pbmdzLm1pY2hhZWxAZ21haWwuY29tPiB3 cm90ZToKPgo+IEhvdyBjYW4gaXQgYmUgb2ZmIHRvcGljIGlmIGl0IGlzIHRoZSB0b3BpYz8KPgo+ Cj4gT24gNS8xNi8wNiwgVGVycnkgTC4gVHJpcGxldHQgPGMwZDNnMzNrQHVzZXJzLnNvdXJjZWZv cmdlLm5ldD4gd3JvdGU6Cj4gPgo+ID4gSG1tbS4gIGh0dHA6Ly9udW5pdC5jb20vYmxvZ3MvP3A9 MjYKPiA+Cj4gPiBbSXQncyBiZWVuIHRvbyBkYW1uZWQgcXVpZXQgYXJvdW5kIGhlcmUgLSBJICpo YWQqIHRvIHBvc3Qgc29tZXRoaW5nLAo+ID4gZXZlbiBpZiBvZmYtdG9waWNdCj4gPgo+ID4KPgo+ Cg== |
From: Michael C. <cum...@gm...> - 2006-05-16 18:36:25
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How can it be off topic if it is the topic? On 5/16/06, Terry L. Triplett <c0d...@us...> wrote: > > Hmmm. http://nunit.com/blogs/?p=3D26 > > [It's been too damned quiet around here - I *had* to post something, even > if off-topic] > > |
From: Terry L. T. <c0d...@us...> - 2006-05-16 17:49:15
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SG1tbS4gIGh0dHA6Ly9udW5pdC5jb20vYmxvZ3MvP3A9MjYKCltJdCdzIGJlZW4gdG9vIGRhbW5l ZCBxdWlldCBhcm91bmQgaGVyZSAtIEkgKmhhZCogdG8gcG9zdCBzb21ldGhpbmcsIGV2ZW4gaWYK b2ZmLXRvcGljXQo= |
From: Michael C. <cum...@gm...> - 2006-04-14 16:09:07
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here : http://www.microsoft.com/downloads/details.aspx?FamilyID=3D7ab978b5-5f1a-4f= 6a-88eb-fc646138beca&DisplayLang=3Den<https://postmaster.magenic.com/exchwe= b/bin/redir.asp?URL=3Dhttp://www.microsoft.com/downloads/details.aspx?Famil= yID=3D7ab978b5-5f1a-4f6a-88eb-fc646138beca%26DisplayLang=3Den> |
From: Joao C. <ca...@gm...> - 2006-03-30 09:26:25
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Very, very nice! Thanks On 3/30/06, Terry L. Triplett <c0d...@us...> wrote: > > It helps of course to supply the URL: > http://www.theserverside.net/articles/showarticle.tss?id=3DDeIcazaQA > > > On 3/29/06, Terry L. Triplett <c0d...@us...> wrote: > > > > A short but sweet interview - useful for a quick update on what's been > > going on with Mono. Note that the statement about winforms in the last > > quote should probably read "About 80% of the new Windows Forms 2.0 is > > *completed*" (not missing). > > > > > |
From: Terry L. T. <c0d...@us...> - 2006-03-30 00:42:05
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SXQgaGVscHMgb2YgY291cnNlIHRvIHN1cHBseSB0aGUgVVJMOgpodHRwOi8vd3d3LnRoZXNlcnZl cnNpZGUubmV0L2FydGljbGVzL3Nob3dhcnRpY2xlLnRzcz9pZD1EZUljYXphUUEKCk9uIDMvMjkv MDYsIFRlcnJ5IEwuIFRyaXBsZXR0IDxjMGQzZzMza0B1c2Vycy5zb3VyY2Vmb3JnZS5uZXQ+IHdy b3RlOgo+Cj4gQSBzaG9ydCBidXQgc3dlZXQgaW50ZXJ2aWV3IC0gdXNlZnVsIGZvciBhIHF1aWNr IHVwZGF0ZSBvbiB3aGF0J3MgYmVlbgo+IGdvaW5nIG9uIHdpdGggTW9uby4gIE5vdGUgdGhhdCB0 aGUgc3RhdGVtZW50IGFib3V0IHdpbmZvcm1zIGluIHRoZSBsYXN0Cj4gcXVvdGUgc2hvdWxkIHBy b2JhYmx5IHJlYWQgIkFib3V0IDgwJSBvZiB0aGUgbmV3IFdpbmRvd3MgRm9ybXMgMi4wIGlzCj4g KmNvbXBsZXRlZCoiIChub3QgbWlzc2luZykuCj4KPgo= |