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From: Roger H. <rog...@mi...> - 2005-07-11 17:34:35
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Hi Steven, I don't have a solution but I do have some suggestions on how to proceed. IRRenderer_Texture_ConvertSize only gets called if your texture's size if not a power of 2 (which you say it is) or it is greater than OpenGL can handle. Maybe you could try 128x128 and see if that works. If you only use the interactive renderer, and that is reducing your texture to a smaller size then there is nothing to be gained from submitting a large texture. Of course if you customer has a machine with more VRAM then they may not have the same size limitation. Are you by any chance running on a Powerbook with an external screen attached? As far as the missing wheels are concerned, can you save the data you are rendering as 3DMF? Could you e-mail the file to me? How are you drawing the background? If you are drawing with QuickDraw and then overwriting with 3D data with the interactive renderer, then that was broken a long time ago. Though my apps are not games, most of the Quesa people have games applications and they need the full speed which OpenGL can provide using the graphics processors on the video cards. Unfortunately these take over the window totally and you cannot mix QuickDraw or even Quartz graphics with 3D data. I had to recode my programs to use a new facility which provides a camera transform for either background or foreground (or even somewhere in between). The details are in the list archives I'm sure. Roger Holmes. Microspot Ltd. On 11 Jul, 2005, at 17:42, Steven Verstoep wrote: > Hi all, > > I just subscribed to this list, but I am not new to quesa. I have > subscribed to more lists and forums, but I was just posting to dead > threads for years! (that was about a year ago). Anyway I want to do an > update to my game adrenalin racing. I noticed that the site quesa has > been updated so that makes me believe that quesa is alive. > > I have downloaded quesa 1.7 from sourceforge (I used to have 1.6). > Version 1.7 fixed the following issues for me: > > - Starting a race displays garbage on screen > - First 3 frames are flickering with window backgroundcolor => frame > <=> backgroundcolor flicker (Quesa actually creates the DrawContext 3 > times) > - 2 player ghost/arcade crashes (is the error caused by the level > picture overview?) > > But it created 3 new Issues. Maybe someone can shed some light on this: > > ### Showroom rendering sometimes gets totally white and hogs up > cpupower. I did a shark and found the following: > If I render a trimesh which is texturemapped with a texture which > displays the capabilities of the car __glTessErrorString(int) is > called and takes up 15% of cpupower. The texture is created at > runtime and is 256x128 in size (and is only created once). The total > function call path is: > > __glTessErrorString(int) gluScaleImageCTX gluScaleImage > IRRenderer_Texture_ConvertSize IRRenderer_Texture_ConvertImage > ir_texture_load(TQ3CachedTexture*) > ir_texture_cache_add(OpaqueTQ3Object*, TQ3InteractiveData*, > OpaqueTQ3Object*, > OpaqueTQ3Object*) IRRenderer_Texture_Set > IRRenderer_Update_Shader_Surface E3Renderer_Method_UpdateShader > e3view_stack_update(E3View*, unsigned > long) E3View_State_SetShaderSurface > e3shader_surface_submit(OpaqueTQ3Object*, long, OpaqueTQ3Object*, void > const*) e3view_submit_retained_render(E3View*, > OpaqueTQ3Object*) E3View_SubmitRetained E3Object_Submit > Q3Object_Submit IRGeometry_Attribute_Handler IRGeometry_Submit_TriMesh > E3Renderer_Method_SubmitGeometry e3geometry_render(OpaqueTQ3Object*, > long, OpaqueTQ3Object*, void > const*) e3view_submit_retained_render(E3View*, > OpaqueTQ3Object*) E3View_SubmitRetained E3Object_Submit > Q3Object_Submit e3group_submit_contents(OpaqueTQ3Object*, long, > E3Group*, void > const*) e3group_display_submit_contents(OpaqueTQ3Object*, long, > OpaqueTQ3Object*, void const*) e3view_submit_retained_render(E3View*, > OpaqueTQ3Object*) E3View_SubmitRetained E3DisplayGroup_Submit > Q3DisplayGroup_Submit RenderOverview MakeShowRoom ArcadeScreen > > ### Cars no longer have wheels > I started debugging this, but now it even crashes when I load my > wheels. The code that crashes is: e3group_display_ordered_duplicate > when I duplicate a wheel trimesh from a list of preloaded wheels to > use for the car. > ### Background scenery images dissappear > I use a texture in the order of 1024x768 as a background scenery for > the environment. This is actually a trimesh that is texture mapped. I > put two of them next to each other to have a seamless scrolling > background. Now it happens that the textures start flickering. > Sometimes they are rendered correctly and sometimes they are > completely blue. Also sometimes the left one does render but not the > right one or visa versa. > > All this used to work on previous versions of quesa and Quickdraw 3D > 0S9 > > Steven Verstoep > www.revaro.net > > > > ------------------------------------------------------- > This SF.Net email is sponsored by the 'Do More With Dual!' webinar > happening > July 14 at 8am PDT/11am EDT. We invite you to explore the latest in > dual > core and dual graphics technology at this free one hour event hosted > by HP, > AMD, and NVIDIA. To register visit http://www.hp.com/go/dualwebinar > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |