Below I'll explain what didn't work so you can check it:
-nGene Proj + Framework don't compile on Debug Mode( error LNK2019:
unresolved external symbol "__declspec(dllimport) public: void
__thiscall std::_Container_base::_Swap_all(class std::_Container_base
&)const " (__imp_?_Swap_all@_Container_base@std@@QBEXAAV12@@Z)
referenced in function "public: void __thiscall std::_Tree<class
std::_Tmap_traits<char const *,struct
luabind::detail::class_rep::callback,struct
luabind::detail::ltstr,class std::allocator<struct std::pair<char
const * const,struct luabind::detail::class_rep::callback> >,0>
>::swap(class std::_Tree<class std::_Tmap_traits<char const *,struct
luabind::detail::class_rep::callback,struct
luabind::detail::ltstr,class std::allocator<struct std::pair<char
const * const,struct luabind::detail::class_rep::callback> >,0> >
&)" (?swap@?$_Tree@V?
$_Tmap_traits@PBDUcallback@class_rep@detail@luabind@@Ultstr@34@V?
$allocator@U?$pair@QBDUcallback@class_rep@detail@luabind@@@std@@@std@@
$0A@@std@@@std@@QAEXAAV12@@Z) ) in the file : luabind.x86.debug.lib
and it's on the nGENE Proj. There are some other bugs but I'll leave
the log for another time.
-All the samples compiled but the animation introduction don't run, I
can provide the log later ( in release mode, I didn't test in debug
mode because of the previous error)
-All the tutorials compile except the 1_6 (Error 2 error C2039:
'type_info' : is not a member of 'std' "..\Dependencies\LuaBind\boost
\include\boost\function\function_base.hpp 583 Tutorial_1_6)
I'll try to fix these errors and if I do, I'll put here the solution.
Best regards and thanks for the great update Wojtek ;-)
First of all I would like to say: GREAT UPDATE! :-)
Almost everything compiled out of the box and stuff that wasn't
working before it's working now.
Below I'll explain what didn't work so you can check it:
-nGene Proj + Framework don't compile on Debug Mode( error LNK2019:
unresolved external symbol "__declspec(dllimport) public: void
__thiscall std::_Container_base::_Swap_all(class std::_Container_base
&)const " (__imp_?_Swap_all@_Container_base@std@@QBEXAAV12@@Z)
referenced in function "public: void __thiscall std::_Tree<class
std::_Tmap_traits<char const *,struct
luabind::detail::class_rep::callback,struct
luabind::detail::ltstr,class std::allocator<struct std::pair<char
const * const,struct luabind::detail::class_rep::callback> >,0>
>::swap(class std::_Tree<class std::_Tmap_traits<char const *,struct
luabind::detail::class_rep::callback,struct
luabind::detail::ltstr,class std::allocator<struct std::pair<char
const * const,struct luabind::detail::class_rep::callback> >,0> >
&)" (?swap@?$_Tree@V?
$_Tmap_traits@PBDUcallback@class_rep@detail@luabind@@Ultstr@34@V?
$allocator@U?$pair@QBDUcallback@class_rep@detail@luabind@@@std@@@std@@
$0A@@std@@@std@@QAEXAAV12@@Z) ) in the file : luabind.x86.debug.lib
and it's on the nGENE Proj. There are some other bugs but I'll leave
the log for another time.
-All the samples compiled but the animation introduction don't run, I
can provide the log later ( in release mode, I didn't test in debug
mode because of the previous error)
-All the tutorials compile except the 1_6 (Error 2 error C2039:
'type_info' : is not a member of 'std' "..\Dependencies\LuaBind\boost
\include\boost\function\function_base.hpp 583 Tutorial_1_6)
I'll try to fix these errors and if I do, I'll put here the solution.
Best regards and thanks for the great update Wojtek ;-)
It's probably the path that isn't correct while inside VS, check if it
happens to you too plz Wojtek.
Best regards
David
On Feb 28, 7:56 pm, Wojciech Toman <tom...@gmail.com> wrote:
> 2010/2/28 Biovf <davidbi...@gmail.com>
Another thing that I've noticed is that atleast in the tutorials it's
not possible to run(it crashes while trying to read the
XML::getTagName()) the code because he can't find the "core.lib", when
the MaterialManager::createLibraryFromFile is called. He can't find it
if it's inside VS, only when we run the executable in the release
folder.
It's probably the path that isn't correct while inside VS, check if it
happens to you too plz Wojtek.
Yes I mean from within the Visual Studio.
What do you think of a google doc share between me, you and Zoran? We could all update it and if any of us corrects it just needs to add to the groups the bug correction.
About the embeded solution...don't get mad dude but...you're tottally crazy!!! :-D
How did you do it? I'm asking because I never did anything similar and despite the several solutions available today I've never looked at how they're implemented...I think that it is a very important step to nGene to add a feature like that, nice work!
The collada you can leave it to me cause I already have some code from an importer that I had in my old engine but what do you mean directly?
About the .blend files the only thing I know is that they're massive :-P but you can find the information about the format in the blender website.
On Wed, Mar 3, 2010 at 12:04 PM, Wojciech Toman <tom...@gmail.com> wrote:Importing collada/blend files directly is probably a good idea. However I know none of this formats but can try to implement something :)2010/3/3 David Sena <david...@gmail.com>
One thing that I think that maybe should be usefull for nGene is the improvement of the art pipeline and I'll explain what I mean by that.Now with the new update I'm working on completing the Collada policy to be able to import animation and many other aspects of the collada specification. Despite this fact, I believe that maybe an FBX importer would be good because of it's completeness( and unfortunnaly complexity aswell...) and I believe that nGene could stand out from the other open source projects mainly because they ignore productivity factors and only care about having as many features as possible.
As a way to backup my opinion I'll post here some examples:Torque3D: "Fluid Art Pipeline - Torque 3D supports the loading of COLLADA files, which are currently supported by every major art tool, including 3ds Max, Maya, XSI, Blender, and more. Torque's Live Asset Update feature automatically updates any assets in a project while they are edited and saved in a 3rd party application, even while you play the game. This creates a lightning-fast, no hassle work flow for artists." from http://www.torquepowered.com/products/torque-3dC4 Engine:"Support for the Collada scene format, enabling models to be imported from 3D Studio MAX, Maya, XSI, Blender, and other content creation packages.
Full skeletal hierarchy support for skinned meshes.
Bump map, parallax map, horizon map, and ambient occlusion channel calculations.
Texture compression and automatic mipmap generation" from http://www.terathon.com/c4engine/features.phpAnd there are many others( Unity gained a lot of popularity thanks to the fact that artists dont need to be doing any conversions between formats or adaptation from their tools, in fact, unity even loads .blend files so there's no need to convert anything explicitly, the engine does it automatically).I would like to know what everyone has to say about this mumbo jumbo that goes in my head :-)