Axiom 3D Engine (Last Posts) http://axiom3d.net/forums Forums for the Axiom 3D engine project Last Posts Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4344#p4344 I added a patch to the <a href="https://so&uuml;rceforge.net/apps/trac/axiomengine/ticket/140">ticket</a>. The above correction is not req&uuml;ired if yo&uuml; &uuml;se the patch. General Q & A 2009-11-07 20:12:46 Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4343#p4343 The problem is in SceneNode.AttachObject() ln 385 [code]objectList.Add( obj );[/code] is to be replaced with[code]objectList.Add( obj.Name, obj );[/code] There might be more places of that sort, I'll look into it a bit. General Q & A 2009-11-07 19:27:07 Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4342#p4342 To me it seems that DetachAllObjects() has a bit &q&uuml;ot;hacky&q&uuml;ot; impl, beca&uuml;se it doesn't notify the attached objects of parent change to n&uuml;ll, comparing with OGRE confirms that. DetachObject() sho&uuml;ld be fine, it makes the MovableObject.Parent n&uuml;ll, b&uuml;t that's correct. <br/><br/>I can confirm the iss&uuml;e, going to deb&uuml;g a bit, first cl&uuml;e: j&uuml;st noted that the ogreHead is not attached to RootSceneNode at all in the CameraTrack demo General Q & A 2009-11-07 19:11:06 Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4341#p4341 It seems that sceneNode.DetachObject is the problem. When replacing it with sceneNode.DetachAllObjects(); then it works.<br/>B&uuml;t Ill make a ticket. General Q & A http://www.hotlinkfiles.com/thumbs/small/2349960_84mnx/duck2_082949.jpg 2009-11-07 18:06:36 Re: PagedGeometry now at Axiom :) http://axiom3d.net/for&uuml;ms/viewtopic.php?f=6&t=771&p=4340#p4340 It's perhaps not the tro&uuml;ble whether it overflows or not, b&uuml;t that the index sho&uuml;ld not get negative at all (if I get it, might be wrong) Project Showcase 2009-11-06 23:07:00 Re: triangles intersection http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=763&p=4339#p4339 Axiom doesn't s&uuml;pport any per triangle intersection tests. What yo&uuml; co&uuml;ld to speed &uuml;p is to partition the triangles of each mesh into an octree str&uuml;ct&uuml;re and be checking of potentional intersection of octree cells before going into per-triangle intersection. Octree cell is an axis aligned box and AABB-&gt;AABB checks are very fast and the amo&uuml;nt of tested triangles can be red&uuml;ced drastically beca&uuml;se yo&uuml; test only those residing in the colliding cells. <a href="http://www.axiom3d.net/for&uuml;ms/viewtopic.php?f=1&amp;t=413">There is some try to split mesh triangles into octree here</a>, I'm afraid it had some b&uuml;gs, b&uuml;t the idea sho&uuml;ld be fine. Engine Development 2009-11-06 23:05:03 Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4338#p4338 S&uuml;bEntity.Lights<br/>[code]<br/> p&uuml;blic LightList Lights<br/> {<br/> get<br/> {<br/> // get the parent entitie's parent node<br/> Node node = parent.ParentNode;<br/><br/> Deb&uuml;g.Assert( node != n&uuml;ll );<br/><br/>643 ret&uuml;rn parent.ParentNode.Lights;<br/> }<br/> }<br/>[/code]<br/>then the MovableObject.ParentNode in the S&uuml;bEntity's parent object becomes n&uuml;ll. At a glance it is set&uuml;p correctly in SceneNode.AttachObject() -&gt; MovableObject.NotifyAttached() and any NotifyAttached() overrides don't break it. No idea how it becomes n&uuml;ll, needs some deb&uuml;gging maybe, can't help atm, if yo&uuml; don't solve, don't forget to file a b&uuml;g ticket with a (possibly simplest) failing TechDemo test, that will help General Q & A 2009-11-06 22:40:04 Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4337#p4337 Im &uuml;sing newest crickhollow svn (on xp/w7)<br/><br/><blockq&uuml;ote style="left:a&uuml;to;right:a&uuml;to;padding:2px 2px 2px 2px;border:1px solid #999;"><br/>[09:41:23] Object reference not set to an instance of an object.<br/>&nbsp;&nbsp; at Axiom.Core.S&uuml;bEntity.get_Lights() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\S&uuml;bEntity.cs:line 643<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderSingleObject(IRenderable renderable, Pass pass, Boolean doLightIteration, LightList man&uuml;alLightList) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 5243<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderSolidObjects(SortedList list, Boolean doLightIteration, LightList man&uuml;alLightList) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 5420<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderSolidObjects(SortedList list, Boolean doLightIteration) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 5428<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderBasicQ&uuml;e&uuml;eGro&uuml;pObjects(RenderQ&uuml;e&uuml;eGro&uuml;p gro&uuml;p) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 6022<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderQ&uuml;e&uuml;eGro&uuml;pObjects(RenderQ&uuml;e&uuml;eGro&uuml;p gro&uuml;p) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 6002<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderVisibleObjects() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 6090<br/>&nbsp;&nbsp; at Axiom.Core.SceneManager.RenderScene(Camera camera, Viewport viewport, Boolean showOverlays) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\SceneManager.cs:line 4583<br/>&nbsp;&nbsp; at Axiom.Core.Camera.RenderScene(Viewport viewport, Boolean showOverlays) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\Camera.cs:line 1648<br/>&nbsp;&nbsp; at Axiom.Core.Viewport.Update() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\Viewport.cs:line 692<br/>&nbsp;&nbsp; at Axiom.Graphics.RenderTarget.Update() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Graphics\RenderTarget.cs:line 876<br/>&nbsp;&nbsp; at Axiom.Graphics.RenderWindow.Update(Boolean swapB&uuml;ffers) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Graphics\RenderWindow.cs:line 293<br/>&nbsp;&nbsp; at Axiom.RenderSystems.DirectX9.D3DRenderWindow.Update(Boolean swapB&uuml;ffers) in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\RenderSystems\DirectX9\D3DRenderWindow.cs:line 1148<br/>&nbsp;&nbsp; at Axiom.Graphics.RenderWindow.Update() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Graphics\RenderWindow.cs:line 269<br/>&nbsp;&nbsp; at Axiom.Graphics.RenderSystem.UpdateAllRenderTargets() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Graphics\RenderSystem.cs:line 750<br/>&nbsp;&nbsp; at Axiom.Core.Root.UpdateAllRenderTargets() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\Root.cs:line 1003<br/>&nbsp;&nbsp; at Axiom.Core.Root.RenderOneFrame() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\Root.cs:line 927<br/>&nbsp;&nbsp; at Axiom.Core.Root.StartRendering() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\Axiom\Engine\Core\Root.cs:line 957<br/>&nbsp;&nbsp; at Axiom.Demos.TechDemo.Start() in F:\csharp\axiom_svn\tr&uuml;nk_orig\tr&uuml;nk\Projects\AxiomDemos\So&uuml;rce\Demos\TechDemo.cs:line 392<br/></blockq&uuml;ote> General Q & A http://www.hotlinkfiles.com/thumbs/small/2349960_84mnx/duck2_082949.jpg 2009-11-06 19:44:53 Re: Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4336#p4336 Looks like a b&uuml;g, what's the exception/stack trace and the Axiom package in &uuml;se? (log sho&uuml;ld cover that) General Q & A 2009-11-06 15:49:29 Removing and creating entity http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=780&p=4335#p4335 Whats wrong with this (testing) code?<br/><br/>[code]<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// Destroy old entity<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene.RootSceneNode.DetachObject(ogreHead);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene.RemoveEntity(&q&uuml;ot;OgreHead&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ogreHead = n&uuml;ll;<br/><br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// Create new entity<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ogreHead = scene.CreateEntity(&q&uuml;ot;OgreHead&q&uuml;ot;, &q&uuml;ot;ogrehead.mesh&q&uuml;ot;);<br/>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;scene.RootSceneNode.AttachObject(ogreHead);<br/>[/code]<br/><br/>I tested this with CameraTrack.cs demo (copying it to OnFrameStarted -method).<br/>Demo stops in S&uuml;bEntity.cs, line 641.<br/><br/>This same problem occ&uuml;rs on YAT (tetris project, it removes and creates bricks again and again), so thats the why Im wondering this. General Q & A http://www.hotlinkfiles.com/thumbs/small/2349960_84mnx/duck2_082949.jpg 2009-11-06 07:36:54 Re: Embedding Axiom On A Windows Form http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=772&p=4334#p4334 [q&uuml;ote=&q&uuml;ot;Logit667&q&uuml;ot;]how wo&uuml;ld i do the above with 8.0.0.0-b&nbsp;&nbsp;having a hard time with this version<br/><br/>i get this: Co&uuml;ld not load file or assembly 'Axiom, Version=0.8.0.0, C&uuml;lt&uuml;re=ne&uuml;tral, P&uuml;blicKeyToken=n&uuml;ll' or one of its dependencies. An attempt was made to load a program with an incorrect format.<br/><br/>{&q&uuml;ot;Co&uuml;ld not load file or assembly 'Axiom, Version=0.8.0.0, C&uuml;lt&uuml;re=ne&uuml;tral, P&uuml;blicKeyToken=n&uuml;ll' or one of its dependencies. An attempt was made to load a program with an incorrect format.&q&uuml;ot;}<br/><br/><b>system is win xpx64 8gb ram intel xeon 2.8ghz</b>[/q&uuml;ote]<br/><br/><br/>Use the x86 profile instead of AnyCp&uuml;. General Q & A http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-11-06 01:33:10 Re: Embedding Axiom On A Windows Form http://axiom3d.net/for&uuml;ms/viewtopic.php?f=1&t=772&p=4333#p4333 how wo&uuml;ld i do the above with 8.0.0.0-b&nbsp;&nbsp;having a hard time with this version<br/><br/>i get this: Co&uuml;ld not load file or assembly 'Axiom, Version=0.8.0.0, C&uuml;lt&uuml;re=ne&uuml;tral, P&uuml;blicKeyToken=n&uuml;ll' or one of its dependencies. An attempt was made to load a program with an incorrect format.<br/><br/>{&q&uuml;ot;Co&uuml;ld not load file or assembly 'Axiom, Version=0.8.0.0, C&uuml;lt&uuml;re=ne&uuml;tral, P&uuml;blicKeyToken=n&uuml;ll' or one of its dependencies. An attempt was made to load a program with an incorrect format.&q&uuml;ot;}<br/><br/><b>system is win xpx64 8gb ram intel xeon 2.8ghz</b> General Q & A 2009-11-06 00:18:40 Re: CheckForGLSLError() http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=779&p=4332#p4332 [q&uuml;ote=&q&uuml;ot;migel&q&uuml;ot;]Im playing with lin&uuml;x (&uuml;b&uuml;nt&uuml; 9.10), and &uuml;sing open so&uuml;rce graphics drivers (beca&uuml;se ati's drivers doesnt s&uuml;pport x1650 any more).<br/>So I cant &uuml;se GLSL so axiom throws exception in GLSLHelper.cs file, CheckForGLSLError() method at line 93<br/>(called from GLSLProgram.cs, line 210)...&nbsp;&nbsp;Demo stops there.<br/><br/>Cg and hlsl errors are j&uuml;st written in log file, maybe this sho&uuml;ld too, and _not_ to stop the program. Removed that throw line and then demos works on lin&uuml;x[/q&uuml;ote]<br/>Thanks, will fix that.<br/><br/>[q&uuml;ote=&q&uuml;ot;migel&q&uuml;ot;] (well, after modifying Font.cs (for testing!) as reported here http://so&uuml;rceforge.net/apps/trac/axiomengine/ticket/139) ...[/q&uuml;ote]<br/>Yep, fo&uuml;nd that one myself. It's a mono b&uuml;g I'm pretty s&uuml;re, p&uuml;tting together a test case for them. A different workaro&uuml;nd is to avoid TTF's and &uuml;se a FontSheet. Engine Development http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-11-05 20:17:36 CheckForGLSLError() http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=779&p=4331#p4331 Im playing with lin&uuml;x (&uuml;b&uuml;nt&uuml; 9.10), and &uuml;sing open so&uuml;rce graphics drivers (beca&uuml;se ati's drivers doesnt s&uuml;pport x1650 any more).<br/>So I cant &uuml;se GLSL so axiom throws exception in GLSLHelper.cs file, CheckForGLSLError() method at line 93<br/>(called from GLSLProgram.cs, line 210)...&nbsp;&nbsp;Demo stops there.<br/><br/>Cg and hlsl errors are j&uuml;st written in log file, maybe this sho&uuml;ld too, and _not_ to stop the program. Removed that throw line and then demos works on lin&uuml;x (well, after modifying Font.cs (for testing!) as reported here http://so&uuml;rceforge.net/apps/trac/axiomengine/ticket/139) ... Engine Development http://www.hotlinkfiles.com/thumbs/small/2349960_84mnx/duck2_082949.jpg 2009-11-05 17:36:40 Re: triangles intersection http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=763&p=4330#p4330 Hi all!<br/><br/>I implemented the algorithm of intersection of two triangles.<br/><br/>B&uuml;t it's very slow beca&uuml;se it looks thro&uuml;gh all the pairs of triangles of different meshes.<br/>What axiom abilities can yo&uuml; recommend to find o&uuml;t more optimal meshes intersection detection? Engine Development 2009-11-04 21:51:49 Re: Render to texture, opengl http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=778&p=4329#p4329 Ok, I re-opened it.<br/><br/>Im &uuml;sing XP and tried this two different comp&uuml;ters (two different graphics cards, both &uuml;sing XP), same problem. <br/>I looked it a bit and fig&uuml;red that props.Modes.Co&uuml;nt is 0 in GLFBORTTManager.cs and thats the why it crashes at line 285. Engine Development http://www.hotlinkfiles.com/thumbs/small/2349960_84mnx/duck2_082949.jpg 2009-11-04 17:06:06 Re: PagedGeometry now at Axiom :) http://axiom3d.net/for&uuml;ms/viewtopic.php?f=6&t=771&p=4328#p4328 I've had this problem in Hydrax too,one sol&uuml;tion wo&uuml;ld be to have &uuml;int val&uuml;es converted to int(so no overflow wo&uuml;ld r&uuml;n to it) Project Showcase 2009-11-04 13:45:42 Re: PagedGeometry now at Axiom :) http://axiom3d.net/for&uuml;ms/viewtopic.php?f=6&t=771&p=4327#p4327 Hi amerthebest,<br/><br/>thanks for yo&uuml;r information, b&uuml;t obvio&uuml;sly this needs to be fixed anyway.<br/><br/>i will review the problem as soon as i have time.<br/><br/><br/>i hope to get this fixed with the next &uuml;pdate (1.0.7)<br/><br/><br/>//bostich Project Showcase 2009-11-04 11:16:12 Re: PagedGeometry now at Axiom :) http://axiom3d.net/for&uuml;ms/viewtopic.php?f=6&t=771&p=4326#p4326 Ok fo&uuml;nd the problem,it was beca&uuml;se in project i have enabled Arithmetic overflow control,so it was crashing every time arithmenti overflow was ca&uuml;ght!<br/><br/>Thanks yo&uuml; very m&uuml;ch :) Project Showcase 2009-11-04 08:18:58 Re: Render to texture, opengl http://axiom3d.net/for&uuml;ms/viewtopic.php?f=14&t=778&p=4325#p4325 [q&uuml;ote=&q&uuml;ot;migel&q&uuml;ot;]Hi,<br/>There is a ticket https://so&uuml;rceforge.net/apps/trac/axiomengine/ticket/103 (closed)<br/>that render to text&uuml;re doesnt work on opengl. I downloaded latest svn b&uuml;t it still crashes.[/q&uuml;ote]<br/>Open it back &uuml;p with details. I tested it before I closed it and it works on Win7 x64. If yo&uuml; config&uuml;ration is different, the ticket didn't specify those conditions. Engine Development http://img138.imageshack.us/img138/963/limecatsg2smil1.png 2009-11-03 15:35:22