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 [SPARK 2] Bug Report

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Darktib
shd
stardeath
Juff
Charlie
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Charlie




Messages : 81
Date d'inscription : 2011-01-28
Age : 42

[SPARK 2] Bug Report - Page 3 Empty
PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeThu Apr 11, 2013 5:43 pm

Hi ! Just an idea : A "switching" between renderers would be a useful feature in the serialization system.if you save a system with a GL renderer , you can't load it in an engine that uses the DX9 module... The save function should include some option to save with different renderers.
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Darktib
Committer
Darktib


Messages : 389
Date d'inscription : 2009-07-20
Localisation : A coté de Paris

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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeThu Apr 11, 2013 6:06 pm

Actually, the renderers can be serialized with my code, but even though it works flawlessly, it is still "experimental", mainly for design reasons, like the one you mentionned. Also, Juff is modifying them to be more "next-gen" (shaders & co), so it might wait a bit Wink
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Charlie




Messages : 81
Date d'inscription : 2011-01-28
Age : 42

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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeSat Apr 20, 2013 10:28 am

Hi ! Is collision detection implemented in the Box zone ? because its seems it's wrong...
no matter how i try to set the rotation of the Destroyer or the Box zone , the collision detection is always the same :

box->getTransform().setOrientation
box->getTransform().set((float*) meshTransform)
box->setAxis()

or

destroyer->getTransform().setOrientation
destroyer->getTransform().set((float*) meshTransform)


or whatever i try , the collision detection is always the same.. am i doing something wrong ?

Thanks


EDIT :
It works when i set the axes of the box zone, but not when set the transform...
So basically i want to create an obstacle from a visual object. The box zone will be attached to this mesh.Something like this

Code:
destroyer->getTransform().set((float*) myMesh->getTransform())


The orientation is correct when i use this zone for emitters but wrong for collision detection (the zone's transform not taken into account)

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Juff
Developer



Messages : 539
Date d'inscription : 2009-07-14
Age : 42

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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeSat Apr 20, 2013 12:55 pm

I ll take a look a that
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http://spark.developpez.com
Charlie




Messages : 81
Date d'inscription : 2011-01-28
Age : 42

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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeSat Apr 20, 2013 1:11 pm

Hi i found a workaround . if i set :

Code:
box->getTransform().set((float*) mesh->getTransform())

// and then :

box->setAxis(box->getTransform().getLocalLookLH() , box->getTransform().getLocalUp());

// The position also need to be set.. ?

box->setPosition(Vector3D(mesh->getWorldPos());

Then works fine
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Juff
Developer



Messages : 539
Date d'inscription : 2009-07-14
Age : 42

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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeSat Apr 20, 2013 1:47 pm

I took a look at the code, it should work...
Is your destroyer or box zone shared ?
If it is, when updating a system that holds it, their transform will not be updated automatically. So you must make a explicit call to myDestroyer->updateTransform() after having modified it.
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http://spark.developpez.com
Charlie




Messages : 81
Date d'inscription : 2011-01-28
Age : 42

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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitimeSun Apr 21, 2013 3:32 pm

Hi !
Yes both zone and destroyer are shared, Tried updateTransform() still no luck...
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PostSubject: Re: [SPARK 2] Bug Report   [SPARK 2] Bug Report - Page 3 Icon_minitime

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[SPARK 2] Bug Report
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