From: Haron <dar...@gm...> - 2007-03-10 10:05:41
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Hi, I have a break in nopengl module developing because of my job but if you have a time we can do some work together. I'll be appreciate for that. Two heads are better than one :) > a) proto from nGLServer2 and nGfxServer2 don't match (mostly nString > againt char*), therefore, when running, the app use the default methodes > instead of the GL ones (and crash). > > b) in nglserver2_win32window.cc, ChooseAcceleratedPixelFormat line 21 : > Shoud be : > > ......... > if (pixelformat != 0) > { > return pixelformat; > } > ........ > > else, LoadContext() isn't able to select a valid graphic context... > > c) in nmesh2_main.cc, LoadResource line 158 : When loading mesh, try to > check for dx7 compatibility, even on opengl. instead of faking a dx7 > feature, I just commented lines 158 to 165 (anyway, who would like a dx7 > compatibility anymore ????). I'll check that. > 2) Running Issues !!! > I merge nopengl + its viewer into regular tree ; it use the right > renderpath.xml (glsl_renderpath.xml) and right startup script. The viewer > load a mesh (choosed examples/opelblitz.2) > > So : A black screen, no gui, when pressing esc, get assert. Instead of an > opel truck, there's just some white vertex (kind of a line) on the bottom of > screen, which actually "move" when use the mouse (rotate/pan/zoom) ( :-) ) > (yes, app go through all render steps) I know that. I just make it works without exceptions. But it still has some logical errors. > After looking at all empty *.vert and *.frag, no output seem obvious, so : > Anybody is already working on it (Haron perhaps...) ??? May I help in anyway > (well, since I can do nothing move without opengl shaders !!!) ???? I rewrote only some simple DX shaders to GLSL. Other should be done. If you have time and desire to help it would be great. Haron |