ogreSwf/vektrix

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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stoneCold
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Post by stoneCold »

@JeDi: I don't want to sound unthankful, but I already know all of these, meaning I CAN use google and wikipedia :wink:
but thanks for the wish to help

@yuriythebest: It already was possible, as long as I used the (old!) stable version of gameswf, but when I switched to the more updated cvs version many bugs came with it. The most major one is exactly in the AS to c++ variable code, which you asked for (it's the one I talked about above). About the addons section: it already has it's place in the ogreaddons cvs, but I can't upload a version to cvs which doesn't work :wink: I think / hope you understand. The last days I made some progress in solving the bug, we'll see if I get over it the next days.
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Assaf Raman
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Post by Assaf Raman »

@stoneCold: Try this version - it is working.

@Anyone else: you can download and see stoneCold's work - there is also an exe inside with the code.

:arrow: Here is the download link: http://www.sharebigfile.com/file/4753/ogreSWF.zip.html

This link will automatically be deleted 30 days after no download - so I hope stoneCold will put it on the CVS and then ppl should download from there.
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Post by syedhs »

Code: Select all

05:21:29: Creating viewport on target 'rtt/2424800', rendering from camera 'swf_texture1', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
05:21:29: Viewport for camera 'swf_texture1', actual dimensions L: 0 T: 0 W: 512 H: 512
05:21:29: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 4
Function: Frustum::setNearClipDistance
Description: Near clip distance must be greater than zero.. 
File: ..\src\OgreFrustum.cpp
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Assaf Raman
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Post by Assaf Raman »

:D
It can't find the swf file.

Check the code for it.

Did you copy all the files to ogrenew?

the file:
ogrenew\ogreSWF\swfFiles\panel.swf
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syedhs
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Post by syedhs »

Okay done.. seems all the files need to be uncompressed.. not just the DLLs/exe :wink:
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Post by :wumpus: »

OMG man you did it.. SWF rendering in Ogre. Cool stuff :D
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Post by JeDi »

And could this now also work on an overlay? I mean, is transparancy working? Cause that would be great for ingame UIs!
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Post by Assaf Raman »

I don't know. :roll:

If you get it working - write a post if you can.
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Post by JeDi »

I might just do that today. I'm going to download the latest release of Ogre now, and see that our projects are still running fine with it. I'll test it afterwards...
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stoneCold
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Post by stoneCold »

@JeDi: the SwfHUD class is in the works, meaning I already work on the direct to viewport rendering class, but it doesn't do the work with an overlay and a SwfTexture with transparency (because this will be very unperformant). I do it by directly rendering the triangles / geometry to the viewport, which is the most performant way (the overlay attempt needs a additional RT).

@Assaf Raman: I first oversaw your sentence above, then I forgot to ask, but what do you mean with...
Assaf Raman wrote:@stoneCold: Try this version - it is working.
btw, I'm very glad to have a additional support guy here at the forum, because I barely have time to answer questions rapidly :wink:.

greetings
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Assaf Raman
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Post by Assaf Raman »

@stoneCold:
  • Simply speaking – I meant to say "Here is a version that if you download and copy to ogremain dir – it will compile and run without a crashing."

    You said you had problems – a bug of some sort that keeps you from putting a version in the CVS. I wanted to try to help by giving you a version with some fixes – and may fix the bug you had. If you can give more information on the bug that keeps you from putting the code in the CVS I will be happy to help out if I can.

    Also I wanted to give the forum users a preview of your work because it is a nice effort. The code you gave me before is the base for this code. The code you gave me wasn't a plug-n-play code… It needed some modification to work… I wanted to save others the time… of course – your code was "work in progress" like you wrote to me when you gave it out.

    I just checked the CVS now – 12-sep-06 – 14:30 – and the OgreSWF dir is empty in the addons dir… So the easiest way for people to see your great work is to download it from the link in my previous post.


    :arrow: Bottom line: I really want to help. If you describe the bug you are faced with – I will have a look on it. If you have some time download the fixed code (from my post) and see if it helps you. If you want me to remove the link from the forum – just write me and it is gone.
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MattMihaly
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Encouragement

Post by MattMihaly »

stoneCold: I just wanted to send you encouragement to keep up the great work! What you're doing is of potentially immense value to the community and we are very psyched to see that you're working on integrating Actionscript 2.0 and rendering to screen.

--matt
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Post by kneeride »

I would use swf for my GUI without any hesitation (over the other options out there).

Are there any limitations with this? ie limited functionality, licencing...


(*sorry if these have already been answered by i'm at work at the moment ;))
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limitations

Post by Assaf Raman »

@kneeride: Licencing - same as OGRE - LGPL (as far as I know...). Functionality - the ActionScript support is usable, if you are willing to do your own testing to figure out which parts work and which don't. Also this is not super-tight optimized code. Also gameswf has some crufty bits in it, and does a lot of little heap allocations.

for more info on gameswf look here:
http://tulrich.com/geekstuff/gameswf.html
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Post by kneeride »

I have never used flash, but believe it is a good option for c++ GUIs. Knowing flash would be a good skill to have anyway since it's a common format and i work in the web application industry.

It's a shame macromedia don't offer such an api so that developers can their api to render to their own buffers (using their swf movie player).

It seems like a large task to support seperately. from the write up, it looks like the features supported are hit and miss.
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stoneCold
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Post by stoneCold »

@ MattMihaly: thanks for the sent encouragement :wink: I'm really glad to hear that my work is really worth the effort and that it's interesting for people to use.

@ kneeride: basically I agree with you about the macromedia (btw, it's adobe now :wink: ) Flash SDK/API thing. Maybe they will decide to release such an option some day in future, because it would just populate Flash even more.

I think it's time for a little...
STATUS UPDATE:

the last two weeks I have been lying in a sickbay, because I had pneumonia (infection of the lung). Maybe this wasn't the best that could've happend for my health, but it was the best for ogreSWF, because during these two weeks I had 24h/day available to work on it where else I just might have had 1-2h/day :wink:

Here's what has been done during this time:

*) performance of rendering was nearly doubled!!, by
--> using the Ogre transformation system to do operations like move, scale, rotate, skew on the rendered flash objects
--> using the Ogre visibility mask system for the SwfTexture class instead of the SceneGraph visibility system
--> adding a system to detect mesh changes (eg. morph) to keep mesh data streaming as low as possible

*) Ogre's resource loading system was integrated

*) the SwfHUD class was created and is currently in the works

*) the latest stable gameSWF version (2006-02-27) was integrated + some minor bugs had / have to be solved

*) and finally a demo application was created and is currently in the works, which shows several possible uses of ogreSWF

I hope to keep the progress as straight forward as it is at the moment, so I will be able to release the first non-WIP stable CVS version of ogreSWF soon :wink:
Last edited by stoneCold on Wed Sep 20, 2006 4:50 pm, edited 1 time in total.
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Post by jacmoe »

W00t! :D
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Post by yuriythebest »

yey!
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Post by Vectrex »

great! Just when I was about to start doing some menus :D
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Post by MattMihaly »

You're the bomb! Can I help ogreSWF's development by mailing you a packet of some other nasty virus? ;)

--matt
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New?

Post by rodan_nr »

Is this project dead? some news?, there's a folder on the CVs ogreaddons but.. there's just a test.txt... so? what's up? :? :?: :!:
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stoneCold
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Re: New?

Post by stoneCold »

@ rodan_nr:
rodan_nr wrote:Is this project dead? some news?, there's a folder on the CVs ogreaddons but.. there's just a test.txt... so? what's up? :? :?: :!:
No this project is not dead (last news 1 1/2 weeks ago == dead?), news: currently changing the rendering system to work with shaders, but only hlsl works (as I know it best, if you want to help with cg/glsl contact me), what's up: I have other projects to work on too + a LIFE :?

Don't start demanding but helping, if you want your first stable release earlier.

PS: here you have your smileys back, I don't need them: :? :?: :!:

@ all others:
At the moment I finalize the HUD/GUI feature of ogreSWF, which is the last milestone before I will give it to the CVS. As said I'd need a working CG/GLSL version of my HLSL shader, which does render the objects to view space. If someone wants to help, simply contact me per PM. If this is finished too, it's a timespan of minutes and then you can get your hands on the first stable ogreSWF CVS checkout :wink:

greetings
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your work

Post by twoflower »

There are a lot of people who wait for the release :). Thank you for your work and for your decision to share the code to the community!
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Post by Assaf Raman »

Keep up the good work!

Here is the only kind of smiley you will get from me: :D
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Post by Bekas »

Here's a slightly modified version of Jacmoe's signature:

"When invited to a free lunch, you should not complain about the waiter taking too long to serve the caviar" :wink:
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