Ah, thanks for pointing that out. I have loads of troubles to simply compile Ogre in ubuntu-64bit so I simply use my programming time in windows. Will change it right now, thanks.
Kencho wrote:@xplozyph, I'm having the same trouble in Linux (which I'm eventually forced to use, by the way). Unfortunately, photobucket, youtube and the like convert the videos to the flv (flash video) format, which exist only since version 8, so you wouldn't be able to watch it
@Kencho: I don't understand well. I have no trouble looking at videos on youtube or google video at all since there are in flash and their respective flash-based video player is somewhat "retrocompatible" with my 7th version of flash. My problem with photobucket being that it requires to have flash on it's 8th edition, not exactly the same.
Do you mean that you would still have the same issues posting it on youtube because what you upload is a flv animation? I don't understand well your answer, sorry I repeat myself, I stricly have no trouble with youtube or google video
danharibo wrote:
Kencho wrote:@xplozyph, I'm having the same trouble in Linux (which I'm eventually forced to use, by the way). Unfortunately, photobucket, youtube and the like convert the videos to the flv (flash video) format, which exist only since version 8, so you wouldn't be able to watch it
Use Video LAN?
We are speaking about the respective site-specific flash-based video players here, not a video file itself which wouldn't cause such troubles, of course
Humm... A signature, what for? I don't want to see it on other people's, except maybe if I release it under an open-source-like license...
Now it's looking great with PLSM2, nice work Kencho.
I had to change few things as PLSM2 sets far clip distance to 0 if your card is capable of RSC_INFINITE_FAR_PLANE.
Only changes were checks in Starfield::preViewportUpdate() and SkyDome::preViewportUpdate() to ensure that getFarClipDistance() is something else than 0.
er wrote:Now it's looking great with PLSM2, nice work Kencho.
I had to change few things as PLSM2 sets far clip distance to 0 if your card is capable of RSC_INFINITE_FAR_PLANE.
Only changes were checks in Starfield::preViewportUpdate() and SkyDome::preViewportUpdate() to ensure that getFarClipDistance() is something else than 0.
Keep up the good work !
Ah thanks! I still haven't touched PLSM2, but this information will be helpful for sure once I do it, thanks!
There's no problem with that, I have doubts that you had misunderstood my point the first time that's why I insisted
By the way, I'm glad to have insisted 'cause it's really cool, whoaaaa You've done great work, that's really impressive, especially with the terrain lighting influence
Humm... A signature, what for? I don't want to see it on other people's, except maybe if I release it under an open-source-like license...
Great! By the way, forgot to mention two additions I did yesterday, but are still untested: Functions to (un)register all the RenderTargetListeners (aka: domes, sun...) to a certain render target, instead of doing it manually one by one; and CaelumListeners, great to test new functionality or overriding Caelum functionality
@Kencho Is it working with vs_1_1 for you? I'm noob with shaders, but I'm referring to Sinbad's answer if you look at link I posted. Profile was only thing I changed + few mods in test app to meet Eihort.
Hmm... what I suspected... Have you tried running it under OpenGL? I didn't got any problems because I only use the OpenGL renderer. At first I put only the ps_2_0 profile and it crashed, even though my card is a 6600GT. After I added arbfp1 everything went great
Now I have a good hint about where to investigate
Only stars and sun are visible with opengl, no skydome and I'm experiencing some whole screen blue effects now, can't take shots as system crashes after few secs after I start app (is there any usefull info in that dump file?), not sure why it's happening ...
But hey, what can you expect from ATI&OpenGL
with last crash Caelum.dll disappeared from apps dir
er wrote:with last crash Caelum.dll disappeared from apps dir
Hum, seems that today's not a good day for caelum. This morning I lost my whole work on clouds after a system crash, so now I'm in the same place I was three days ago
er wrote:with last crash Caelum.dll disappeared from apps dir
Hum, seems that today's not a good day for caelum. This morning I lost my whole work on clouds after a system crash, so now I'm in the same place I was three days ago
Did you check your temp folders or do a search for files modified in the last 3 days (or even last 1 day)? I am no expert with IDE's but I know most programs keep temporary saves of things in temp directories. It might be worth a try.
I changed to use OpenGL instead of DirectX9 and now Caelum loads up fine. I really want to use the DirectX9 renderer though, because it runs a lot faster for our scene than the OpenGL renderer.
Kencho wrote:Hum, seems that today's not a good day for caelum. This morning I lost my whole work on clouds after a system crash, so now I'm in the same place I was three days ago
That sucks, how often do you check you code into source control? I get nervous when I leave things unchecked for that exact reason.