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From: Dair G. <da...@re...> - 2004-06-16 01:57:26
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=46rank C wrote: >> But when I load the same floor model used in the screen shots posted=20 >> earlier, the bug is clearly happening in Geom Test. You can try the=20 >> same model here: <http://www.strout.net/temp/Floor.3DMF> > >The texture is ARGB32... I've seen this, and it appears to be the same=20 >(or related) problem I mentioned earlier; Yep, I think it's the same thing - i.e., bug 967765. I had a quick look and confirmed that the vertices for your closer-than-hither test weren't coming out as nans or anything: but the fact it shows up when texturing a poly that's entirely in view suggests that our projection is incorrect. Swapping the texture type to RGB32 will put us back onto the opaque path, which in theory should be doing exactly the same projection: obviously isn't, but that was the plan (i.e., what we give GL out of our pre-transformed transparency buffer should be what it ends up with after projecting what we give it for opaque triangles). -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: Dair G. <da...@re...> - 2004-06-16 01:57:22
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James W. Walker wrote:
>2. In E3Renderer_Method_SubmitGeometry, if the geometry's attribute set=20
>contains a surface shader, then Q3Push_Submit before submitting the=20
>geometry, and Q3Pop_Submit after.
>
>I was just wondering if anyone thinks there should be a more elegant or=20
>efficient solution.
The push/pop are quite expensive for what's just a temporary swapping
out of the active texture - that's really the background to why we use
the current approach.
Although I'm not sure why that's not working then - the idea was that by
swapping out we coud handle things like the box. The box is a group of
faces, so it would be equivalent to:
group
texture
face0
face1
face2
face3 { texture }
face4
face5
When the box group is entered its texture becomes active, and when face3
renders it temporarily swaps in the texture from its attribute set then
restores the box texture afterwards.
Presumably the swapping can't affect faces 0/1/2, so is it that faces
4/5 don't get textured? In which case are we restoring the texture
correctly once face3 finishes?
-dair (there's a more general problem we don't handle with the above
though, where an individual triangle within a TriMesh might have a
custom texture on it too: who ever said the TriMesh was the simplest and
most efficient geometry? :-)
___________________________________________________
mailto:dair+refnum.com http://www.refnum.com/
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From: Dair G. <da...@re...> - 2004-06-16 01:38:09
|
=46rank C wrote: >....or do your own lighting, which is impossible with Quesa at the =20 >moment... It's perfectly possibly - you just need to write a plug-in renderer. :-) The current IR tries to push as much work down towards OpenGL as possible, as doing your own lighting takes you off any HW T&L path. Which isn't to say that a different lighting model wouldn't be useful, but the best way to do it nowadays would be to use a vertex shader that would allow you to plug your own model in/use QD3D's model as desired. -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: Dair G. <da...@re...> - 2004-06-16 01:08:13
|
Keith Wiley wrote:
>>If so, I would guess that the array is twice as long as
>> the number of vertices in the object, one U and one V coordinate per
>> vertex. Is that right?
>
>Actually, I'm studying the online PDF "Making Cool QuickDraw 3D
>Applications" and it looks like the attributes array is the same
>length as the number of vertices, which each element being a 2D UV
>coord.
That's correct (i.e., the second statement). There are really two counts
involved:
TQ3Uns32 numTriangleAttributeTypes;
TQ3TriMeshAttributeData *triangleAttributeTypes;
TQ3Uns32 numEdgeAttributeTypes;
TQ3TriMeshAttributeData *edgeAttributeTypes;
TQ3Uns32 numVertexAttributeTypes;
TQ3TriMeshAttributeData *vertexAttributeTypes;
The "numFooAttributeTypes" fields indicate the number of
TQ3TriMeshAttributeData structures pointed to by the corresponding
"fooAttributeTypes" field.
Each TQ3TriMeshAttributeData points to a block of data of some type and
a block of TQ3Uns8-sized flags indicating the validity of the entries in
the data.
The size of those blocks comes from the numTriangles/numEdges/numPoints
fields as appropriate (e.g., the size of the data in one of the items
pointed to by the triangleAttributeTypes field is numTriangles * N).
The size of N, the data stored in each entry withn the data block,
varies depending on the attribute type - TQ3ColorRGB, TQ3Vector3D,
TQ3Param2D, etc.
So for the UV case, if one of the entries in the vertexAttributeTypes
array was to hold the UVs then the data field in that entry would be an
array of TQ3Param2Ds.
If numPoints were 5, there would be 5 TQ3Param2Ds pointed to by that
data field: there may actually be <5 valid entries (as controlled by the
flags array, if present) but there must be enough space for 5 as the
array is just cast to the appropriate type and walked through.
-dair
___________________________________________________
mailto:dair+refnum.com http://www.refnum.com/
|
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From: Dair G. <da...@re...> - 2004-06-16 01:08:12
|
Keith Wiley wrote: >Some of the other objects in the world are displaying texture >scrolling as well, but yet some other objects aren't. I didn't want >anything to scroll that I don't explicitly designate as such of >course. I can't figure out why some unintended objects and textures >are scrolling while others remain normal. The only place the UV transform is applied is in ir_texture_set_state. We don't reset it back to the identity when a non-textured objet is senn, but whenever a texture is activated it should be set to the current uv transform of the texture shader. This should either be identity or your animating transform, so whenever a texture is active a valid transform should be set as well. I would try hacking in some code to ir_texture_set_state - if you only have one object which is animated then you can test every other texture at that point and make sure that they're always applying an identity matrix. If they're not then you can work backwards to see where there shader got its transform from - perhaps the texture is talking to the wrong shader, so we end up fetching the animating transform for a texture that should be static? -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: Dair G. <da...@re...> - 2004-06-16 01:08:12
|
Joseph J. Strout wrote: >So, please have a look at=20 ><http://quesa.sourceforge.net/developer/book/11_loadsave/index.html>=20 >and point out any errors or glaring omissions. Looks good to me - although the saving code does more error checking, so it might be worth watching for failures from Q3File_OpenRead or the xxx_New calls? -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: Dair G. <da...@re...> - 2004-06-16 00:38:25
|
Edward K. Chew wrote: >6. View plane camera? > >Hey, I thought I'd toss that one out FWIW, as it is the last remaining=20 >unimplemented feature which continues to break my app. Then again,=20 >maybe I'm the only one who ever used it. :-) It is logged, but it needs someone to understand what QD3D's behaviour was in order to create the appropriate transform: <https://sourceforge.net/tracker/index.php?func=3Ddetail&aid=3D907878& group_id=3D45158&atid=3D442052> However, now that the IR passes the QD3D matrices on to GL rather than translating cameras manually, once e3camera_viewplane_frustum_matrix was implemented then it should "just work". -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: Dair G. <da...@re...> - 2004-06-16 00:38:20
|
James W. Walker wrote: >2. Fixed a bug in picking involving certain decomposable objects.=20 =2E.. >I also made a change to Geom Test to reveal this bug. Going back through old mail, this caught my eye: I've opened 973627 to track a test suite, as this is the kind of thing that would be ideal to add to that if it existed. I.e., a slightly obscure bug which could easily break again by accident: if we had a test harness available we could just write a test case to demonstrate the bug, fix it, and then confirm that the test now passes. We set one up at work recently, and I've found that just having a place available to stick test cases makes you much more likely to get round to writing them. -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: SourceForge.net <no...@so...> - 2004-06-16 00:26:10
|
Bugs item #973627, was opened at 2004-06-16 00:26 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=973627&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Test Suite Initial Comment: It would be very useful to have an automated test suite for running regression tests, to generate a set of current images and compare them to set of reference images to identify problems (e.g., a change to the renderer which causes an unexpected side effect). This could also be turned into a performance testing tool, as a test harness can easily execute performance tests along with regression tests. We have the beginnings of input data for this in SDK/ModelsTest, but really need a cross-platform app that can construct a scene, capture an image, and compare that image to a reference copy. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=973627&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-16 00:15:08
|
Bugs item #967958, was opened at 2004-06-07 05:40 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967958&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Trimesh transparency vertex attributes not applied properly Initial Comment: Transparency color vertex attributes in a trimesh do not appear to properly flag all vertices/triangles as transparent. This screenshot: <http://webhome.idirect.com/~frankco/ transerror.jpg> shows a heightmap that has been flooded with transparency color vertex attributes and should draw entirely in the transparent color, but it appears that (possibly) every-other triangle is solid. The same model works as expected in QD3D. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-16 00:15 Message: Logged In: YES user_id=439944 Can you attach the model to this bug, or make it available? The list of transparent triangles is constructed in ir_geom_trimesh_build_transparent: do you see anything odd if you step through there? Also, does the TriMesh have a usage array for this vertex attribute? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967958&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-16 00:11:17
|
Bugs item #967950, was opened at 2004-06-07 05:31 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967950&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Trimesh diffuse color vertex attributes don't override Initial Comment: If you have a trimesh containing an attribute set that uses a diffuse color, then add diffuse color vertex attributes, the color remains that of the main attribute set rather than the vertex colors. QD3D overrides the attributes in the main set with any like- attributes in face/edge/vertex attribute arrays. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-16 00:11 Message: Logged In: YES user_id=439944 This actually should be implemented - we have a couple of optimisations to avoid calculating it unless we have to (so one of them might be going off incorrectly), but IRGeometryTriMesh.c's ir_geom_trimesh_vertex_colours_inherit should perform the full inheritance. Can you attach a model that demonstrates the problem? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967950&group_id=45158 |
|
From: SourceForge.net <no...@so...> - 2004-06-16 00:09:08
|
Bugs item #967914, was opened at 2004-06-07 03:22 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967914&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Highlight style's specular settings do not override Initial Comment: An attribute set's specular settings do not get overridden by a highlight style. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-16 00:09 Message: Logged In: YES user_id=439944 Can you attach a model that demonstrates the problem? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967914&group_id=45158 |
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From: Dair G. <da...@re...> - 2004-06-16 00:08:22
|
After trying and failing to attach a couple of examples to some bugs, I had a look at the docs... :-) It looks like attachments to the bug tracker can be no larger than 256Kb, and as far as I can see there's no way to increase it. Which is a bit of a pain, but if you need to submit data and don't have anywhere to put it let me know and I'll put a copy up on refnum.com that can be linked to. -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |
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From: SourceForge.net <no...@so...> - 2004-06-16 00:05:52
|
Bugs item #922742, was opened at 2004-03-24 16:32 Message generated for change (Comment added) made by pox You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=922742&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Alpha textures do not work properly with fog or specularity Initial Comment: In order to mimic QD3D's pre-multiplied alpha behaviour, Quesa resorts to using an additive blend mode for textures with alpha bits (GL_ONE, GL_ONE_MINUS_SRC_ALPHA). This works for the most part, but results in vertex effects like fog and specular highlights being blended additively over entire polygons rather than clipping to the alpha channel, as they would when using a blend mode like (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). QD3D does not display these artifacts, so binary compatibility is compromised in these cases. ---------------------------------------------------------------------- >Comment By: Frank Condello (pox) Date: 2004-06-15 20:05 Message: Logged In: YES user_id=171509 This problem has changed recently due to changes in the transparent surface renderer. In the current source, fog is not rendered at all on transparent surfaces. Contrary to my initial report, it appears that specular highlights are blended over entire polygons in QD3D as well (as opposed to clipping to alpha channels) so the specular-on-transparency behavior would be fine, once bug #973022 is addressed. An option to attenuate highlights based on the alpha channel would be a nice addition in the future however. ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 18:45 Message: Logged In: YES user_id=439944 Can you attach a model demonstrating the problem? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=922742&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-16 00:00:02
|
Bugs item #967765, was opened at 2004-06-06 20:54 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967765&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Bad view transformations for transparent objects Initial Comment: Transparent vertices warp and eventually shoot off into infinity when approaching the camera/hither plane. This is likely a problem with the transforms used in ir_geom_transparent_add. See attached CFM Mac OS X application for an example. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-16 00:00 Message: Logged In: YES user_id=439944 Trying to attach example app. ---------------------------------------------------------------------- Comment By: Frank Condello (pox) Date: 2004-06-06 20:57 Message: Logged In: YES user_id=171509 Well that didn't work - grab the test application here: <http:// webhome.idirect.com/~frankco/rb/TransTest.sit> ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967765&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:30:50
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Bugs item #967641, was opened at 2004-06-06 15:21 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967641&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Flickering objects (shading?) Initial Comment: Using the 6/1/4 cvs version of Quesa, there are flickering (triangles?) objects in Nanosaur for Windows; these look like they might be "shadows" or other shading objects being drawn incorrectly. The version of Quesa I am using from 2/1/3 does not have these artifacts. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:30 Message: Logged In: YES user_id=439944 This is probably the depth buffer - we ask for a deeper buffer now than we used to and although GL should fall back automatically perhaps it's not on this machine. Can you try tweaking the depthBits value used in gldrawcontext_win_new in GLDrawContext.c, and see how using 16/24/32 affects it? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967641&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:29:09
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Bugs item #967639, was opened at 2004-06-06 15:19 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967639&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Nanosaur Overview Map not transparent Initial Comment: With the latest version of Quesa from cvs (6/1/4) the overview map in Nanosaur (for Windows) is not transparent. Using the cvs version from 2/1/3 the map is correctly transparent. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:29 Message: Logged In: YES user_id=439944 Can you try rolling back IRTransparent to before 1.16? (you may need other bits as well, so try a version from CVS at 2004/01/01). That was the point where transparent prims were submitted in frustum coordinates rather than world coordinates, and the QD3D->GL camera code changed to using pushing matrices through. One of those two are probably the culprit. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967639&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:25:38
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Bugs item #967633, was opened at 2004-06-06 15:11 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967633&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Fog does not work correctly Initial Comment: The current version of Quesa (cvs as of 6/1/4) does not render fog correctly in Nanosaur Extreme under Windows. The verison of Quesa from Bugdom renders fog correctly. (But I can't use it due to lighting and floor tiling issues). You can swap in the Bugdom Quesa.dll to see how for should work, and the source for the Bugdom Quesa is at: <ftp://ftp.ifd.com/pub/Quesa_Bugdom.zip> Note that this is not a new issue, all versions of Quesa from cvs that I have used have had this issue with Nanosaur. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:25 Message: Logged In: YES user_id=439944 Should now be fixed - please reopen and attach a screenshot if not (Nanosaur used RAVE fog on the Mac, so it may be that your Windows Nanosaur is using its own fog implementation rather than calling Quesa). We were trying to avoid submitting a fog style if it didn't change the current state, but a typo meant that changes to the fogEnd/density/color fields would be ignored in the comparison (and so a fog change could be incorrectly ignored). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967633&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:13:34
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Bugs item #967190, was opened at 2004-06-05 17:27 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967190&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Quesa Fails loading objects Initial Comment: The version of Quesa that is in CVS fails to load objects in Bugdom. I am using an older (much older!) version of Quesa in Bugdom now that loads these files correctly. I'd really like to update to the latest Quesa due to the speed improvements, but have not been able to sort out why the files do not load. I've attached the items that fail to load before the project crashes to this report. My working copy of Quesa is here in case anyone needs it again: ftp://ftp.ifd.com/pub/Quesa_Bugdom.zip Here is the function used to load the files: /***************** READ 3DMF MODEL ************************/ // // Reads the 3DMF file and saves into new struct OpaqueTQ3Object*. // // INPUT: file = File Object containing reference to 3DMF file // // OUTPUT: model =object containing all the important data in the 3DMF file // // static TQ3Status MyRead3DMFModel(TQ3FileObject file, struct OpaqueTQ3Object* *model) { struct OpaqueTQ3Object* myGroup; struct OpaqueTQ3Object* myObject; /* INIT MODEL TO BE RETURNED */ *model = 0; // assume return nothing myGroup = myObject = 0; /* OPEN THE FILE OBJECT & EXIT GRACEFULLY IF UNSUCCESSFUL */ if (Q3File_OpenRead(file,0) != kQ3Success) // open the file DoFatalAlert("Reading 3DMF file failed!"); /**************************************/ /* READ ALL THE OBJECTS FROM THE FILE */ /**************************************/ do { /* READ A METAFILE OBJECT FROM THE FILE OBJECT */ myObject = Q3File_ReadObject(file); if (myObject == 0) { if (myGroup) Q3Object_Dispose(myGroup); DoAlert("MyRead3DMFModel: Q3File_ReadObject Failed!"); QD3D_ShowRecentError(); break; } /* ADD ANY DRAWABLE OBJECTS TO A GROUP */ if (Q3Object_IsDrawable(myObject)) // see if is a drawable object { if (myGroup) // if group exists Q3Group_AddObject(myGroup,myObject); // add object to group else if (*model == 0) // if no model data yet / this is first { *model = myObject; // set model to this object myObject = 0; // clear this object } else // this isn't the first & only object, so add to group { myGroup = Q3DisplayGroup_New(); // make new group if (myGroup == 0) DoFatalAlert("MyRead3DMFModel: Q3DisplayGroup_New failed!"); Q3Group_AddObject(myGroup,*model); // add existing model to group Q3Group_AddObject(myGroup,myObject); // add object to group Q3Object_Dispose(*model); // dispose extra ref *model = myGroup; // set return value to the new group } } if (myObject != 0) // dispose extra ref Q3Object_Dispose(myObject); } while(!Q3File_IsEndOfFile(file)); /* SEE IF ANYTHING WENT WRONG */ if (Q3Error_Get(0) != kQ3ErrorNone) { if (*model != 0) { Q3Object_Dispose(*model); *model = 0; } return(kQ3Failure); } return(kQ3Success); } ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:13 Message: Logged In: YES user_id=439944 Attaching the problem files. ---------------------------------------------------------------------- Comment By: Lane Roathe (raving) Date: 2004-06-06 22:17 Message: Logged In: YES user_id=48487 Well...sample code is just that, and I'll stick with doing things the "right" way since ignoring errors just leads to hidden problems, as below. I tested this by replacing the error code after the NULL with "continue;" and that allows some objects to load; however they are not correct (for instance, the leave cursor is upside down and the webbing doesn't even draw). A game can not be loaded because objects are not read correctly and cause the game to bomb out. Again, the version of Quesa from Burger that I compiled for Bugdom a long time ago loads all of the game objects correctly, so it would seem that something in it fixes the toc problem. QD3D reads all of these objects correctly, and Q3File_ReadObject never returns null on any of the objects. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-06-06 08:09 Message: Logged In: YES user_id=433183 The difference between your code and that in Qut.c (Qut_ReadModel) is that you quit when Q3File_ReadObject returns NULL. You could argue that this is valid, since the documentation says that Q3File_ReadObject returning NULL indicates an error. However, the sample code on p. 1026 of the QD3D manual also continues if Q3File_ReadObject returns NULL. The specific reason that Q3File_ReadObject returns NULL is that e3fformat_3dmf_bin_readobject does not know what to do about a table of contents, which e3fformat_3dmf_bin_read_toc has already dealt with. ---------------------------------------------------------------------- Comment By: Lane Roathe (raving) Date: 2004-06-06 06:01 Message: Logged In: YES user_id=48487 For some reason SF will not accept my attachments; probably requires that I use IE on Windows XP or some ... Anyway, I put the archive of the files that Quesa fails on online: <ftp://ftp.ifd.com/pub/Bugdom_3dmfs.zip> ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967190&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:10:04
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Bugs item #907879, was opened at 2004-03-01 21:41 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907879&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) >Summary: Table of contents not parsed in text 3DMFs Initial Comment: Frank Cox wrote: Quesa is having problems loading 3DMFs with multiple trimeshes that use shader references. Here's a simplified example model: http://webhome.idirect.com/~frankco/ test_3dm.sit It's a simple cube, with each face saved as a separate trimesh, but all faces reference the first texture shader. QD3D handles these files just fine. A second issue that popped up with 1.6d18 involves specular highlighting. I'm getting specular highlights on trimeshes that shouldn't be receiving them (i.e. meshes using a null shader). This only happens when at least one object in the scene has specular highlighting enabled, which leads me to suspect that the GL state may be left dangling between vertex flushes. ----- James Walker wrote: The bug appears to be in reading text 3DMF files. After I converted the test file to binary form with Anatas, a Quesa app was able to read all 6 textured TriMeshes. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:10 Message: Logged In: YES user_id=439944 Renaming to reflect underlying problem. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-06-05 16:56 Message: Logged In: YES user_id=433183 The underlying problem is that Quesa does not read the table of contents in text 3DMF. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907879&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:06:52
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Bugs item #905678, was opened at 2004-02-27 08:16 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=905678&group_id=45158 Category: None Group: None Status: Open Resolution: Fixed Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Joe Strout (jstrout) Summary: Texture filtering needs improvements Initial Comment: Here are the common filtering options in OpenGL. // Nearest (Quesa's "kQATextureFilter_Fast" setting) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Linear (Quesa's "kQATextureFilter_Best/Mid" setting) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Bilinear (Not supported in Quesa) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Trilinear (Not supported in Quesa) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); Bilinear and Trilinear are commonly the only options most scene graphs/games support, yet neither is supported in Quesa. Fixing this requires a few changes: 1). The "qualityFilter" member in the "TQ3CachedTexture" struct can't be defined as a single GLuint. It either needs min/max values, or should possibly be a "TQ3TextureFilter" name instead, that can be used as a hint when uploading the texture (but that means changing how and where the TQ3TextureFilter is translated into something OpenGL can use). 2). Mipmaps should be generated when not present in a texture shader for filter modes that require them. This will more closely match the QD3D behaviour. but also allow mips to be easily excluded by using a Fast/Mid filter setting. 3). Quesa needs additional TQ3TextureFilter names, and the meaning of existing names should be altered. I'd recommend something like this to maintain compatibility: kQATextureFilter_Fast = Nearest kQATextureFilter_Mid = Linear kQATextureFilter_Best = Bilinear kQATextureFilter_Trilinear = Trilinear ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:06 Message: Logged In: YES user_id=439944 Bilinear is currently supported (kQATextureFilter_Mid with mip-maps), but the existing texturing filtering options do need rethought - the existing options were picked up from RAVE and so use the kQAxxx_yyy naming convention. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=905678&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:02:57
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Bugs item #907880, was opened at 2004-03-01 21:42 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907880&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Stale (cached?) data saved in 3DMF file Initial Comment: I have a TriGrid with a custom attribute attached to it. I draw it, that works fine. I change the value of the custom attribute and save the file. What gets saved is a TriMesh (fair enough) with the original version of the custom attribute rather than the new value. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:02 Message: Logged In: YES user_id=439944 Roger, I believe this one came from you or RobinL - do you remember the context, or if it's still an issue? ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-05-29 08:41 Message: Logged In: YES user_id=433183 I cannot reproduce this. If the bug still exists, we need more information. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907880&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 23:01:43
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Bugs item #900694, was opened at 2004-02-19 22:03 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=900694&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dair Grant (grantd) Assigned to: James W. Walker (jwwalker) Summary: Add image import support to Unix/Windows Qut Initial Comment: Add support for image import to Qut will let us test textures on these platforms more easily. Need to fill in Qut_SelectPictureFile, and rework QutText.c so that it doesn't assume QuickTime. In the short term, possibly just hard-code a fixed texture into the source for GeomTest so that textures can be tested more easily. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 23:01 Message: Logged In: YES user_id=439944 Geom Test.dsp now updated. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-05-04 05:24 Message: Logged In: YES user_id=433183 P.S. Someone (other than me) needs to update Geom Test.dsp to include QutTexture.c. ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-05-03 18:12 Message: Logged In: YES user_id=433183 I have made changes to Geom Test and Qut so that the Toggle Texture and Box (textured) features of Geom Test can work on other platforms by loading TGA files. I chose the TGA format for ease of decoding. I have not touched Qut_SelectPictureFile, so I cannot claim that the bug is completely fixed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=900694&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 22:58:38
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Bugs item #940109, was opened at 2004-04-22 15:39 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=940109&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Tom Sanham (tomsanham) Assigned to: Nobody/Anonymous (nobody) Summary: Will not render on 2nd monitor of 2 monitor system (WinXP) Initial Comment: On a WindowsXP system with desktop spread over 2 monitors, GeomTest.exe fails to render if dragged over onto the second monitor. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 22:58 Message: Logged In: YES user_id=439944 How is your second monitor driven, with a second video card or the same video card as the primary display? If a second video card, does it support OpenGL? I.e., if you switch primary and secondary are you able to run on the previously-failing display? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=940109&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2004-06-15 22:56:30
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Bugs item #922747, was opened at 2004-03-24 21:35 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=922747&group_id=45158 Category: None Group: None >Status: Closed >Resolution: Invalid Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Orientation style has no effect on trimesh Initial Comment: Orientation styles have no effect on geometry that use the trimesh render path. They are handled properly for geometry that use the triangle buffer path however. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-06-15 22:56 Message: Logged In: YES user_id=439944 The orientation style does affect TriMeshes, but only when triangle normals have not been supplied (see IRGeometry_Generate_Triangle_Normals). If you supply triangle normals, you are responsible for ensuring those normals are consistent with the current orientation - see IRGeometry_Validate_Triangles for the explanation. Am closing this as invalid for now - reopen with a sample model if you have a case which isn't working correctly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=922747&group_id=45158 |