Kerm: Fortunately it's not a whole week off, just today, tomorrow, and probably wednesday (the busy days).
elfprince13 wrote:
Kerm: Fortunately it's not a whole week off, just today, tomorrow, and probably wednesday (the busy days).
Hey, no arguments from me, I'm just glad you're taking some of your precious time to continue working on this project in the midst of your life and schoolwork. 
elfprince13 wrote:
I squeezed in an hour of work on loading real geometry today.
If you check out this screenshot you'll notice that the data has been loaded (bottom right pane), but isn't being render (bottom left pane).

That's great! Did you happen to write that debugger view yourself, by any chance? In either case, congrats and gogogogo. If you check out this screenshot you'll notice that the data has been loaded (bottom right pane), but isn't being render (bottom left pane).

elfprince13 wrote:
I didn't, it's built into the osgviewer utility that I've been using to test my plugin.
Ah, well, it gives a pretty spiffy overview if I may say so myself. How many more days of progressless agony must we endure before you have more time for Freebuild? 
elfprince13 wrote:
tomorrow, more or less.
Huzzah, that's great to hear. Good luck and as much patience as possible in the endeavor. 
Finished the second of two unpleasant homework problem sets that were standing between me and FB time. Woot. Packed day of classes tomorrow (busy basically 8:15am-8:30pm) and then I have a slacker day.
swivelgames wrote:
Very nice work all around, elf. I'm starting to get eager 
You and me both! Good luck on the packed day of classes, elfprince. I hope you have the mental stamina to get through it without being too burnt out. 

elfprince13 wrote:
Woot. Halfway done, and going strong. I just need a little more snackage to carry me through.
Very nice, a little snackage is always an important component of any long assignment. I need to re-stock-up on the snackage myself.
So, my next goal is to get the texture coordinates working properly, and to figure out why none of the triangles are displaying.
elfprince13 wrote:
So, my next goal is to get the texture coordinates working properly, and to figure out why none of the triangles are displaying.
*None* of the triangles? Isn't everything a triangle, so that would mean only your skybox is getting rendered?
Well, technically they are triangle-strip primitives, but they aren't visible even though it seems to know they are there (from the overlays in the debug view).
elfprince13 wrote:
Well, technically they are triangle-strip primitives, but they aren't visible even though it seems to know they are there (from the overlays in the debug view).
That sounds pretty frustrating to debug (although what isn't frustrating to debug?). I hope that you're able to track down the problems with minimal hair-out-tearing.
I think I'm going to trace through the call tree on some of the interior rendering in the old engine to make sure I'm properly setting up the data I've read in.
[edit]
O_O I think just discovered another part of why the rendering is flipping terrible in stock tge. the whole muckiness with setting canonical state means that even if the engine sorted by the state flags (and you can customize the way in which objects are sorted from scene graph to render time), it doesn't do any good, because you are guaranteed to be newly in a canonical state whenever renderObject is called. It makes things easy, but it also makes things slow, since a good openGL program seeks to minimize state changes and share state as much as possible between objects. Lazy programmers should DIAF.
[edit 2]
The Kermcave gets a modern-art makeover:
[edit]
O_O I think just discovered another part of why the rendering is flipping terrible in stock tge. the whole muckiness with setting canonical state means that even if the engine sorted by the state flags (and you can customize the way in which objects are sorted from scene graph to render time), it doesn't do any good, because you are guaranteed to be newly in a canonical state whenever renderObject is called. It makes things easy, but it also makes things slow, since a good openGL program seeks to minimize state changes and share state as much as possible between objects. Lazy programmers should DIAF.
[edit 2]
The Kermcave gets a modern-art makeover:

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