Search found 28 matches
- 2010-12-02, 02:49
- Forum: Cafu Engine Support and Discussion
- Topic: Antialiasing support in Cafu?
- Replies: 3
- Views: 4866
Re: Antialiasing support in Cafu?
OMG!!! I did it (again)!!! :shock: CAFU with ANTIALIASING (technically, multisampling). A picture is worth a thousand words: comparision.png All that is necessary to get antialiasing in Cafu is to do add some code to a Ca3DE source file: -Go to MainCanvas.cpp and change the OpenGLAttributeList[] (li...
- 2010-12-01, 23:18
- Forum: Cafu Engine Support and Discussion
- Topic: Antialiasing support in Cafu?
- Replies: 3
- Views: 4866
Antialiasing support in Cafu?
Does any of the renderers bundled with Cafu support antialiasing? If not, i would like to implement it (I found the following webpages with information on using antialiasing with OpenGL: http://glprogramming.com/red/chapter06.html#name2 , http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=46 and...
- 2010-12-01, 22:54
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Alpha map materials
- Replies: 5
- Views: 17562
Re: Alpha map materials
Your implementation is certainly better!
Anyway, thanks for giving it a shot!
Oh, I thought that the MaterialManager automatically removed the registered materials...Carsten wrote:I'd recommend that you use the Cafu implementation, too, because your line causes a major resource leak.
Anyway, thanks for giving it a shot!
- 2010-12-01, 04:52
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Alpha map materials
- Replies: 5
- Views: 17562
Re: Alpha map materials
I have done it! :groupwave2: . Here's it, you Carsten could put this in Cafu or maybe some other user wants to change the cursor too: Code: (GuiImpl.cpp) void GuiImplT::Render() { RootWindow->Render(); if (MouseIsShown) { // TODO !!!!!!!!!!! // All meshes should be setup ONCE in the constructor!! //...
- 2010-11-30, 02:25
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Alpha map materials
- Replies: 5
- Views: 17562
Alpha map materials
It is possible to use separate alpha maps for the materials? If so, what is the keyword used in that case? If not, which is the right way to make textures with alpha colors (like magenta, blue, or black). I looked at the Material System documentation but it didn't work. It is also possible to use tr...
- 2010-11-28, 22:52
- Forum: Coding and Scripting
- Topic: CaLight not working
- Replies: 4
- Views: 6038
Re: CaLight not working
Why did the problem not occur with pristine, SCons-compiled CaLight, but only with your Visual-Studio-based edition? (Did you use different .cw and/or .cmat files?) Yes, I was using different materials. And in order to reduce the risk that this (easily) happens again in the future, would it help if...
- 2010-11-27, 23:10
- Forum: Coding and Scripting
- Topic: CaLight not working
- Replies: 4
- Views: 6038
Re: CaLight not working
It wasn't processing lighting because the materials I was using didn't have the .
Code: Select all
lightmap $lightmap
- 2010-11-22, 18:48
- Forum: Coding and Scripting
- Topic: C preprocessor conditionals
- Replies: 2
- Views: 4500
Re: C preprocessor conditionals
Well, take a look at this example: // THIS WAS REMOVED, BECAUSE: // I'm in the progress to introduce a Scene Graph for Cafu. // This means that the contents of BSP leaves will be described by an array of GenericNodeT* and terrains // are not explicitly mentioned anymore. Terrain support is temporari...
- 2010-11-22, 18:42
- Forum: Coding and Scripting
- Topic: CaLight not working
- Replies: 4
- Views: 6038
CaLight not working
I have now the whole cafu code compiled with my Visual Studio solution. Every single DLL, app, and library is working, with the exception of CaLight. It 'seems' to work, in fact, and is not showing any errors or something, but it just doesn't process the lights (and compiles maps extremely fast -hin...
- 2010-11-22, 17:45
- Forum: Editing and Mapping with CaWE
- Topic: CaWE error on startup
- Replies: 7
- Views: 18410
Re: CaWE error on startup
Other solution would be opening Libs/PlatformAux.cpp and changing the line 208 from to . Recompile it and place the RendererOpenGl12.dll in the same folder as CaWe.
Code: Select all
#ifdef SCONS_BUILD_DIR
Code: Select all
#ifdef SCONS_BUILD_DIR_X
- 2010-11-22, 17:31
- Forum: Cafu Engine Support and Discussion
- Topic: Cafu Engine Startup Error
- Replies: 42
- Views: 59643
Re: Cafu Engine Startup Error
Anyway, i don't think is a problem of Cafu itself, in fact, I have previously developed a LAN chat application, and it wasn't possible to emulate a LAN in a single computer by running two instances (it also used a client-server architecture, the program itself was a server and a client, when there w...
- 2010-11-22, 17:13
- Forum: Coding and Scripting
- Topic: CaWE "Tie to entity"
- Replies: 2
- Views: 3621
Re: CaWE "Tie to entity"
Both r76 and r174 unmodified versions of CaWE work right out of the box. And both modified (essentially there aren't many changes, just this ones are compiled with a visual studio solution) r76 and r174 don't work. (I'm talking about the option tie to entity, which is rare because everything else wo...
- 2010-11-21, 20:15
- Forum: Coding and Scripting
- Topic: Compiling the DeathMatch DLL
- Replies: 3
- Views: 4632
Re: Compiling the DeathMatch DLL
-I managed to get to work the DeathMatch DLL :D by compiling with a different bullet collision library (I was mixing up the cafu Libs compiled with my visual studio solution and most of the ExtLibs generated with the SCons system. Microsoft recommends not to mix libraries compiled with different ver...
- 2010-11-21, 19:47
- Forum: Cafu Engine Support and Discussion
- Topic: Cafu Engine Startup Error
- Replies: 42
- Views: 59643
Re: Cafu Engine Startup Error
LOL. The 'Unhandled exception' error on the loading screen is simply produced by opening more than one instance of Ca3De.
Just close them (maybe you'll need to use the Task Manager).
It happened to me before.
Just close them (maybe you'll need to use the Task Manager).
It happened to me before.
- 2010-11-16, 01:03
- Forum: Coding and Scripting
- Topic: Compiling the DeathMatch DLL
- Replies: 3
- Views: 4632
Compiling the DeathMatch DLL
Hi Carten, today I finished compiling the DeathMatch DLL, everything was ok, but when I try to open it within the Cafu main executable, I get an unhandled exception with the LoadLibrary() function. Replacing it to the scons-generated DLL works right. The thing is that I'm almost using the same proje...