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Monkey1One thing that WILL be a problem for me is test/demo models. I somehow managed to end up with a ton of cool models for the original b3d and I’m convinced that helped a lot both with development and marketing.
When had a go at assimp in blitzmax, there was quite a bit of models in the testfolder. If you implement assimp, I would think that could get you started. (for completeness: http://www.blitzmax.com/Community/posts.php?topic=82586 and https://code.google.com/archive/p/blitzmax-assimp/ ) though I’m sure thats quite dated now.
[EDIT] Yes: Still there: https://github.com/assimp/assimp/tree/master/test/models
I’ve tested your file with banana/tinyxml2_test.monkey2 and it seems to load and display without any issues.
(macOS, latest monkey2 )
Wow. Looking good!
Can you zip the file?
Also: Sometimes renaming to .xml sometimes circumvents un-allowed filetypes download.
Can you post the xml, or another xml file that crashes tinyXML in a similar way?
I would think this is a case of finding the error that causes the crash.
I am also very interested in having a super stable XML parser and just ported Monkey-X xml code to MX2 tinyXML without issues.
Thanks to everyone on backing Mark and Monkey. Extra thanks to impixi.
I am also happily sticking to my pledge. Monkey-X has been my doorway to mobile development, and Monkey 2 is proving to be even better.
@peterigz : Ok, maybe someone else will take up the challenge, or Mark will include it when he makes the 3D Module.
Looks great peterigz
Would you be able to tacle a shader that does antialiasing, as Mark suggests here : http://monkey2.monkey-x.com/forums/topic/poor-mans-antialias/#post-6472
It is too specialized for me at the moment, and would be a great addition to MX2.
Currently working on my SVG2Image loader. The only thing missing is antialasing.
Do you have an ETA on that FSAA?
Also I found http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf that seems to be something that can be done in a shader?
Thanks scurty! Is it documented somewhere?
Thanks nerobot. That makes sense, and explains the behaviour.
I’m heartless although I’m not.
Heart me again please.
looks like you’re changing a local variable p not items in points…
Yes, that’s what going on. However this Monkey-x code treats the p as a reference:
Monkey12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849StrictClass Vec2fField x:FloatField y:FloatMethod New(x:Float,y:Float)Self.x = xSelf.y = yEnd MethodEnd ClassFunction Main:int()Local points:Vec2f[2]points[0] = New Vec2fpoints[1] = New Vec2fpoints[0].x=10points[0].y=10points[1].x=20points[1].y=20Local off:= New Vec2f(7,6)' this one works'For Local i:Int = 0 Until points.Length' points[i] +=off'nextFor Local p:=Eachin pointsp.x += off.xp.y += off.ynextFor Local p:=Eachin pointsPrint "Result : " + p.x + " , " + p.yNextReturn 0End FunctionGreat, thanks for showing how
Great, thanks
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