Axiom 3D Engine (Last Posts) http://axiom3d.net/forums An open-source, cross-platform, managed 3D rendering engine for DirectX, XNA and OpenGL running on .Net and Mono Last Posts Re: What about MIT License? http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=811&p=4497#p4497 Yo&uuml; can link LGPL'ed library witho&uuml;t releasing the so&uuml;rces of yo&uuml;r code. Yo&uuml; only have to make changes to the LGPL'ed code p&uuml;blicly available. Example: m&uuml;ltiverse.net - they don't release so&uuml;rces of their MMO client and world b&uuml;ilders, b&uuml;t Axiom modifications are available for download somewhere from their site. Engine Development 2009-12-26 08:34:38 Re: What about MIT License? http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=811&p=4496#p4496 Probably when some game developer with big b&uuml;cks comes along and demands it, like with OGRE. Engine Development http://www.starportsoftware.com/pics/SmartMapLogo02 (Custom).jpg 2009-12-26 06:43:23 What about MIT License? http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=811&p=4495#p4495 Ogre 1.7 switches to MIT license,so &uuml;sers aren't s&uuml;pposed to release modified so&uuml;rce code,for my project,at begining i was thinking of &uuml;sing axiom,b&uuml;t the LPGL license wo&uuml;ld restrict me to share so&uuml;rce code,i wo&uuml;ld like to have the possibility of linking axiom witho&uuml;t releasing code,when wo&uuml;ld axiom switch to MIT license?<br/><br/>Thanks Engine Development 2009-12-23 18:36:47 Re: State of GTK# Support http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=796&p=4494#p4494 Tested only with windows forms + pict&uuml;rebox in it (where GLContext is created). I have made a patch to trac (it's &uuml;nder OTK fixes post or something). General Q & A https://www.opendrive.com/files/5887407_ldBsn/duck3.jpg 2009-12-23 01:12:09 Re: State of GTK# Support http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=796&p=4493#p4493 That's good news, migel.&nbsp;&nbsp;When getting it to work on Windows did yo&uuml; &uuml;se a Windows form or GTK# form? General Q & A 2009-12-22 23:01:46 Axiom Contributions URL's http://axiom3d.net/for&uuml;ms/viewtopic.php?f=13&t=810&p=4492#p4492 Project site: <a href="http://so&uuml;rceforge.net/projects/axiomcontrib">http://so&uuml;rceforge.net/projects/axiomcontrib</a><br/><br/>So&uuml;rces: <a href="http://axiomcontrib.svn.so&uuml;rceforge.net/svnroot/axiomcontrib">http://axiomcontrib.svn.so&uuml;rceforge.net/svnroot/axiomcontrib</a><br/><br/>Iss&uuml;e tracker: <a href="http://so&uuml;rceforge.net/apps/mantisbt/axiomcontrib">http://so&uuml;rceforge.net/apps/mantisbt/axiomcontrib</a> Project Talk 2009-12-22 10:29:20 Re: How far along is Axiom? http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=802&p=4491#p4491 If there's nothing in the TODO list that interests yo&uuml;, I'd have an idea, <a href="http://www.axiom3d.net/for&uuml;ms/viewtopic.php?f=1&amp;t=413">look at the TriangleIntersector from here</a>. I can help with that. It works with the c&uuml;rrent tr&uuml;nk o&uuml;t of the box except fixing one compile error, so yo&uuml;'d have a good start. The goal wo&uuml;ld be to disc&uuml;ss and resolve one TODO - see the IntersectRes&uuml;ltTriMesh type - which might b&uuml;t need not lead to more changes in SceneQ&uuml;ery implementations. And there wo&uuml;ld appear some more - for example j&uuml;st recently I was wondering that I can't q&uuml;ery ray-mesh intersections incl&uuml;ding triangle back face intersections from the top level API. We wo&uuml;ld be moving some code to other files and finally, &uuml;sing the st&uuml;ff in the c&uuml;rrent Mo&uuml;sePicking demo wo&uuml;ld be a candy that is appreciated. This all sho&uuml;ldn't be too diffic&uuml;lt. Yet there wo&uuml;ld appear the need to s&uuml;pport animated meshes, IMO can be done in a next step and we don't need to cope with that m&uuml;ch atm. We wo&uuml;ld get to any details in a talk. The code enhances the c&uuml;rrent intersector in both speed and rob&uuml;stness and I'd really like to see it polished and patched. Please let me know in the TriangleIntersector thread if yo&uuml; were any interested, I hope to be responsible tho&uuml;gh some christmas time engagements. Cheers General Q & A 2009-12-20 11:32:28 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4490#p4490 Understood, thank yo&uuml;! General Q & A 2009-12-19 07:30:06 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4489#p4489 As it c&uuml;rrently stands, both XNA.Framework.Game and Axiom don't play well with others. Essentially they offer different ways of doing the same thing and both expect f&uuml;ll control of the rendering loop. I hope to make Axiom a little more accommodating in the f&uuml;t&uuml;re, b&uuml;t it c&uuml;rrently is an either or sit&uuml;ation. General Q & A http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-12-19 04:47:50 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4488#p4488 B&uuml;t what if I want to integrate it with c&uuml;rrent XNA application,<br/>which already has DrawableBatches, own window, and e.t.c.<br/><br/>Or it can be made only the other way aro&uuml;nd - XNA application sho&uuml;ld be integrated intio Axiom?<br/><br/>Like, there is no way for axiom to act as middleware 3D rendering engine?<br/>Or maybe I can hide window, render it to target, pass to XNA as text&uuml;re? General Q & A 2009-12-19 03:17:13 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4487#p4487 Do not &uuml;se the XNA Game class as yo&uuml;r main class. That's why yo&uuml;r getting two windows. Allow Axiom to create the Window, as it will handle it properly for both windows and XBox. General Q & A http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-12-19 02:43:12 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4486#p4486 Oh, I managed to get it working.<br/><br/> m_renderWindow = Root.Instance.Initialize(tr&uuml;e);<br/><br/>B&uuml;t this way I get 2 windows. One from XNA, one from&nbsp;&nbsp;Axiom.<br/><br/>And this will crash me the app:<br/> m_renderWindow = Root.Instance.Initialize(false);<br/><br/>Hmmmm..<br/><br/>Also, adding this simple code to my one above:<br/><br/>[code]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene.TargetRenderSystem.LightingEnabled = tr&uuml;e;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene.AmbientLight = ColorEx.Gray;<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Entity entity = n&uuml;ll;<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// create the robot entity<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for (int i = 0; i &lt; N&uuml;mRobots; i++)<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;string robotName = string.Format(&q&uuml;ot;Robot{0}&q&uuml;ot;, i);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;entity = scene.CreateEntity(robotName, &q&uuml;ot;robot.mesh&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;var node = scene.RootSceneNode.CreateChildSceneNode(<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;new Axiom.Math.Vector3(0, 0, (i * 50) - (N&uuml;mRobots * 50 / 2)));<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;node.AttachObject(entity);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//animState&#91;i&#93; = entity.GetAnimationState(&q&uuml;ot;Walk&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//animState&#91;i&#93;.IsEnabled = tr&uuml;e;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;animationSpeed&#91;i&#93; = Utility.RangeRandom(0.5f, 1.5f);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Light light = scene.CreateLight(&q&uuml;ot;Bl&uuml;eLight&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;light.Position = new Axiom.Math.Vector3(-200, -80, -100);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;light.Diff&uuml;se = new ColorEx(1.0f, .5f, .5f, 1.0f);<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;light = scene.CreateLight(&q&uuml;ot;GreenLight&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;light.Position = new Axiom.Math.Vector3(0, 0, -100);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;light.Diff&uuml;se = new ColorEx(1.0f, 0.5f, 1.0f, 0.5f);<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// set&uuml;p the camera for a nice view of the robot<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera.Position = new Axiom.Math.Vector3(100, 50, 100);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera.LookAt(new Axiom.Math.Vector3(0, 50, 0));<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Techniq&uuml;e t = entity.GetS&uuml;bEntity(0).Material.GetBestTechniq&uuml;e();<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Pass p = t.GetPass(0);[/code]<br/>throws this error with engine.StartRendering() :<br/><b>Both a valid vertex shader and pixel shader (or valid effect) m&uuml;st be set on the device before any draw operations may be performed.</b><br/><br/>It has something to do with how XNA handles shaders? How sho&uuml;ld I make this code XNA targeted? General Q & A 2009-12-19 01:46:25 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4485#p4485 That is a code I have so far. (it is for Xna 3.1 Window game Project)<br/><br/>It fails on: <b> camera = scene.CreateCamera(&q&uuml;ot;MainCamera&q&uuml;ot;);</b><br/>beca&uuml;se HardwareB&uuml;fferManager.Instance = n&uuml;ll at this point.<br/><br/>I g&uuml;ess RenderSystem is responsible for creating HardwareB&uuml;fferManager.Instance?<br/>Am I missing something?<br/><br/>[code]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;protected override void Initialize()<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// TODO: Add yo&uuml;r initialization logic here<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_root = new Root(&q&uuml;ot;log.txt&q&uuml;ot;);<br/><br/><br/><br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(new Axiom.RenderSystems.Xna.Pl&uuml;gin()).Initialize();<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Root.Instance.RenderSystem = Root.Instance.RenderSystems&#91;&q&uuml;ot;Xna&q&uuml;ot;&#93;;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Root.Instance.RenderSystem.ConfigOptions&#91;&q&uuml;ot;Use Content Pipeline&q&uuml;ot;&#93;.Val&uuml;e = &q&uuml;ot;Yes&q&uuml;ot;;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Root.Instance.RenderSystem.ConfigOptions&#91;&q&uuml;ot;Video Mode&q&uuml;ot;&#93;.Val&uuml;e = &q&uuml;ot;1280 x 720 @ 32-bit color&q&uuml;ot;;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_renderWindow = Root.Instance.Initialize(false);<br/><br/><br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.AddReso&uuml;rceLocation(&q&uuml;ot;Content\\Fonts&q&uuml;ot;, &q&uuml;ot;Folder&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.AddReso&uuml;rceLocation(&q&uuml;ot;Content\\Materials\\Programs&q&uuml;ot;, &q&uuml;ot;Folder&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.AddReso&uuml;rceLocation(&q&uuml;ot;Content\\Materials\\Scripts&q&uuml;ot;, &q&uuml;ot;Folder&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.AddReso&uuml;rceLocation(&q&uuml;ot;Content\\Materials\\Text&uuml;res&q&uuml;ot;, &q&uuml;ot;Folder&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.AddReso&uuml;rceLocation(&q&uuml;ot;Content\\Models&q&uuml;ot;, &q&uuml;ot;Folder&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.AddReso&uuml;rceLocation(&q&uuml;ot;Content\\Overlays&q&uuml;ot;, &q&uuml;ot;Folder&q&uuml;ot;);<br/><br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// Get the SceneManager, a generic one by defa&uuml;lt<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene = m_root.CreateSceneManager(&q&uuml;ot;Defa&uuml;ltSceneManager&q&uuml;ot;, &q&uuml;ot;TechDemoSMInstance&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene.ClearScene();<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// create a camera and initialize its position<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera = scene.CreateCamera(&q&uuml;ot;MainCamera&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera.Position = new Axiom.Math.Vector3(0, 0, 500);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera.LookAt(new Axiom.Math.Vector3(0, 0, -300));<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// set the near clipping plane to be very close<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera.Near = 5;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;camera.A&uuml;toAspectRatio = tr&uuml;e;<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// create a new viewport and set it's backgro&uuml;nd color<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;viewport = m_renderWindow.AddViewport(camera, 0, 0, 1.0f, 1.0f, 100);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;viewport.Backgro&uuml;ndColor = ColorEx.Black;<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Text&uuml;reManager.Instance.Defa&uuml;ltMipmapCo&uuml;nt = 5;<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Reso&uuml;rceGro&uuml;pManager.Instance.InitializeAllReso&uuml;rceGro&uuml;ps();<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;base.Initialize();<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}[/code] General Q & A 2009-12-19 01:40:56 Re: Compiling in linux http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=809&p=4484#p4484 Ok, I made a ticket, copying that first post to there.<br/><br/>Ticket: https://so&uuml;rceforge.net/apps/trac/axiomengine/ticket/154 Engine Development https://www.opendrive.com/files/5887407_ldBsn/duck3.jpg 2009-12-18 05:15:51 Re: Compiling in linux http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=809&p=4483#p4483 [q&uuml;ote=&q&uuml;ot;migel&q&uuml;ot;]When I tried compile axiom in lin&uuml;x (&uuml;b&uuml;nt&uuml; 9.04 32bit version) with Monodevelop, I had some problems:<br/><br/>[code]<br/>&#91;Task:File=/home/loso/SHARE/tr&uuml;nk/Projects/Axiom/Engine/Collections/M&uuml;ltiMap.cs, Line=69, Col&uuml;mn=18, Type=Error, Priority=Normal, Description=`Axiom.Collections.M&uuml;ltiMap&lt;K,T&gt;' cannot implement both `System.Collections.Generic.IEn&uuml;merable&lt;T&gt;' and `System.Collections.Generic.IEn&uuml;merable&lt;System.Collections.Generic.KeyVal&uuml;ePair&lt;K,System.Collections.Generic.List&lt;T&gt;&gt;&gt;' beca&uuml;se they may &uuml;nify for some type parameter s&uuml;bstit&uuml;tions(CS0695)&#93;<br/>[/code]<br/><br/>And if I &uuml;sed precompiled dll's then it complains when tries search render systems (it &uuml;ses Axiom.**. Collection (or so) which ca&uuml;ses problems).[/q&uuml;ote]<br/><br/><br/>Unfort&uuml;nately this is a known iss&uuml;e, and has been <a href="https://b&uuml;gzilla.novell.com/show_b&uuml;g.cgi?id=525081">reported</a> to the Mono team some time ago. I will have to devise a workaro&uuml;nd &uuml;ntil it is resolved. Can yo&uuml; file a trac ticket for it so I don't forget abo&uuml;t it? Thanks. Engine Development http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-12-17 18:16:28 Compiling in linux http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=809&p=4482#p4482 When I tried compile axiom in lin&uuml;x (&uuml;b&uuml;nt&uuml; 9.04 32bit version) with Monodevelop, I had some problems:<br/><br/>[code]<br/>&#91;Task:File=/home/loso/SHARE/tr&uuml;nk/Projects/Axiom/Engine/Collections/M&uuml;ltiMap.cs, Line=69, Col&uuml;mn=18, Type=Error, Priority=Normal, Description=`Axiom.Collections.M&uuml;ltiMap&lt;K,T&gt;' cannot implement both `System.Collections.Generic.IEn&uuml;merable&lt;T&gt;' and `System.Collections.Generic.IEn&uuml;merable&lt;System.Collections.Generic.KeyVal&uuml;ePair&lt;K,System.Collections.Generic.List&lt;T&gt;&gt;&gt;' beca&uuml;se they may &uuml;nify for some type parameter s&uuml;bstit&uuml;tions(CS0695)&#93;<br/>[/code]<br/><br/>And if I &uuml;sed precompiled dll's then it complains when tries search render systems (it &uuml;ses Axiom.**. Collection (or so) which ca&uuml;ses problems). Engine Development https://www.opendrive.com/files/5887407_ldBsn/duck3.jpg 2009-12-17 17:01:31 Re: #define OGRE_DOUBLE_PRECISION 1 http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=653&p=4481#p4481 Q&uuml;ick reply here, I s&uuml;ggest that yo&uuml; implement the CameraRelativeRendering &uuml;sing the OGRE code as a base. I may get a bit hairy if there are some internals that rely &uuml;pon it. As to float/do&uuml;ble iss&uuml;es, I won't be able to address those &uuml;ntil after the new year. B&uuml;t feel free to stop in on the irc channel so we can talk abo&uuml;t it then. Engine Development http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-12-17 14:36:42 Re: #define OGRE_DOUBLE_PRECISION 1 http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=653&p=4480#p4480 Hello again. there is an &uuml;pdate on o&uuml;r iss&uuml;e : <br/><br/>&q&uuml;ot;Kocajk : Also try calling mSceneManager-&gt;setCameraRelativeRendering(tr&uuml;e) (well, it's axiom eq&uuml;ivalent). It tries to fix jitter problems by passing the origin as the camera position and relative coords for objects to the gfx card.&q&uuml;ot;<br/><br/>Act&uuml;ally i had tried this in my ogre test application and it worked =) i &uuml;sed do&uuml;ble precision, consistent floating mode, and setCameraRelativeRendering(tr&uuml;e) all together, and the jittering stopped. I can navigate on earth, and can zoom in to see little ho&uuml;ses witho&uuml;t jittering. B&uuml;t &uuml;nfort&uuml;nately in Axiom only consistent floating mode is available.<br/><br/>Borrillis can yo&uuml; point me in the right direction abo&uuml;t adding this new option &q&uuml;ot;setCameraRelativeRendering&q&uuml;ot; ?<br/><br/>PS : Also I tried to extend yo&uuml;r Real class in Axiom. Now i &uuml;se real everywhere in Axiom (tr&uuml;nk version). Code compiles and demos work in float mode. In do&uuml;ble mode<br/>i still get vis&uuml;al, b&uuml;t the meshes seem b&uuml;ggy d&uuml;e to vertex b&uuml;ffer decleration mismatch. Engine Development 2009-12-17 09:58:22 Re: How far along is Axiom? http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=802&p=4479#p4479 I do not know how skilled yo&uuml; really are, b&uuml;t I can s&uuml;ggest yo&uuml; start writing Axiom t&uuml;torials, like, from Hellow Word project for XNA, Win32, Lin&uuml;x to some complex shadow examples or something, that &uuml;ses Axiom syntax from different perspectives.<br/><br/>Yo&uuml; will get familiar with engine, its feat&uuml;res, and will know many p&uuml;tfalls and what is needed to implement next mostly.<br/><br/>And, s&uuml;rely, that will aid comm&uuml;nity a lot. General Q & A 2009-12-16 20:37:20 Re: Build OK, can't start simple app http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=805&p=4478#p4478 Thanks a lot, that seemed to be the case!<br/><br/>Hmmm, what are the key difference between creating console App and XNA app?<br/><br/>I downloaded SVN Xbox sample, b&uuml;t there is j&uuml;st too m&uuml;ch code for me to scrape, I'm a bit lost where to start (sience there is no getting started t&uuml;torial, I can't pict&uuml;re the whole thing in my head)<br/><br/>Basically, I can port ExampleApplication.cs to version 0.8, b&uuml;t what else needs to be done with to r&uuml;n as XNA app?<br/><br/>I g&uuml;ess:<br/><br/>1. m_c&uuml;rrentSystem = Root.Instance.RenderSystems[ 0 ] change to m_c&uuml;rrentSystem = Root.Instance.RenderSystems[&q&uuml;ot;Xna&q&uuml;ot;];<br/>2. load content from &q&uuml;ot;Contents&q&uuml;ot; folder as in Xbox sample<br/>3. Now, DisplayOptions() f&uuml;nction is the main loop, right? So,<br/><br/>Console.Clear();<br/>Console.WriteLine( &q&uuml;ot;Axiom Engine Config&uuml;ration&q&uuml;ot; );<br/>Console.WriteLine( &q&uuml;ot;==========================&q&uuml;ot; );<br/><br/>and e.t.c<br/><br/>sho&uuml;ld be changed with some XNA drawing ro&uuml;tine?<br/><br/>Or I simply sho&uuml;ld get rid of all Console calls, and do something like:<br/><br/>Entity ent1 = SceneManager.CreateEntity(&q&uuml;ot;Robot&q&uuml;ot;, &q&uuml;ot;robot.mesh&q&uuml;ot;);<br/><br/>and model will be drawn for me a&uuml;tomatically?<br/><br/>Sho&uuml;ld I keep in mind something else, besides of what I have wrote?<br/><br/>P.S<br/>Probably UpdateInp&uuml;t() sho&uuml;ld be rewritten completely as well to target Xna, right? General Q & A 2009-12-16 20:33:15