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JoeCoder
Joined: 29 Oct 2005 Posts: 294
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Posted: Sun Oct 03, 2010 8:17 pm Post subject: |
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I saw in your last commit: Quote: | Surface unit tests now imports and initializes freetype since that is needed. |
It's weird because Windows didn't have an issue. I assume one of the unittests was doing something that caused text to be rendered and therefore a font to be loaded. If you know/remember which one, I can see if I can fix it so this isn't needed. |
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jdrewsen
Joined: 05 Mar 2008 Posts: 21 Location: Copenhagen, Denmark
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Posted: Mon Oct 04, 2010 4:15 pm Post subject: |
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I can't remember what unittest that needed the fix. - I just tried to disable the call too Libraries.loadFreeType() in the unittest right now and couldn't get it to fail anymore. So I guess you can remove that again until I can trigger the error (if at all). |
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JoeCoder
Joined: 29 Oct 2005 Posts: 294
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Posted: Mon Oct 04, 2010 5:26 pm Post subject: |
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Oh well. |
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jdrewsen
Joined: 05 Mar 2008 Posts: 21 Location: Copenhagen, Denmark
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Posted: Fri Oct 22, 2010 7:23 am Post subject: |
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I've progressed a bit with the .blend importer code. But at the same time I have also realized that this approach of getting stuff from blender to yage is not the best one. For example - when reading the geometry data from the file it is on a form without the blender modifier stack applied. Export scripts in blender have access to a magic "apply modifiers" that collapses the modifier stack for an object and applies modifications directly to the mesh. This is of course only possible because the scripts have access to the internals of blender while running. This is sadly not the case when the my yage .blend importer is executing (as it would mean including blender into yage ).
So even though I have some basic importing working I will not go further down this road. |
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JoeCoder
Joined: 29 Oct 2005 Posts: 294
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Posted: Fri Oct 22, 2010 9:07 am Post subject: |
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What if we require the the blender user to merge the modify stack before saving? Is this a practical approach? |
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Trass3r
Joined: 29 Feb 2008 Posts: 66 Location: Germany
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Posted: Tue Nov 16, 2010 5:27 pm Post subject: |
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JoeCoder wrote: | I'm hoping to ditch SDL completely due to it's many limitations and go with native windowing calls. This is low priority for me and open to anyone who's interested. |
(D)SFML is way better than SDL. |
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JoeCoder
Joined: 29 Oct 2005 Posts: 294
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Posted: Tue Nov 16, 2010 5:31 pm Post subject: |
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I should take another look at SFML to see if it will fill all of my needs. If so, it could save some coding time. |
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Trass3r
Joined: 29 Feb 2008 Posts: 66 Location: Germany
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Posted: Tue Nov 16, 2010 5:39 pm Post subject: |
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Be sure to use the svn 2.0 branch.
Even if you decide to implement it yourself it can't hurt to take a look at sfml. It's a really nice and clean API imho |
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jdrewsen
Joined: 05 Mar 2008 Posts: 21 Location: Copenhagen, Denmark
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Posted: Thu Dec 23, 2010 5:44 am Post subject: |
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JoeCoder wrote: | What if we require the the blender user to merge the modify stack before saving? Is this a practical approach? |
Hey again!
Sorry about the late reply. I became a father this october and that has pretty much been eating up all my time.
Anyway... If the user have to do some manual work to get his models "ready" in blender before being able to use it in yage I think he is just as well off using a normal export tool to e.g. dae/fbx format.
I will create a new top post with some of the ideas I have regarding how I would like to see the engine evolve and where I could contribute. |
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JoeCoder
Joined: 29 Oct 2005 Posts: 294
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Posted: Thu Dec 23, 2010 10:25 am Post subject: |
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Quote: | Sorry about the late reply. I became a father this october and that has pretty much been eating up all my time. |
Congratulations!
I think everyone on this project comes and goes as the please. There's no timeline and no budget. That's what makes this such a relaxing relief from our everyday programming jobs. Every now and then I'll spend a month or two on a side project as well.[/quote] |
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