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Author Topic:  Tileengine rewritten  (Read 358051 times)

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polyveg

« on: 25, November 2009, 22:28:16 »
After beeing idle for some time, I have started to rewrite the tileengine.
It's now based on shaders, that means that at least a gf4200ti should be in your box to run the client3d. The latest infos are always located here:
https://www.daimonin.org/daipedia/Client3DTileEngine

OmegaSage

« Reply #1 on: 29, November 2009, 04:42:25 »
You asked for log files, this one was in .log format, the other is html but doesn't really say anything....


Ogre.log:

22:37:45: Creating resource group General
22:37:45: Creating resource group Internal
22:37:45: Creating resource group Autodetect
22:37:45: SceneManagerFactory for type 'DefaultSceneManager' registered.
22:37:45: Registering ResourceManager for type Material
22:37:45: Registering ResourceManager for type Mesh
22:37:45: Registering ResourceManager for type Skeleton
22:37:45: MovableObjectFactory for type 'ParticleSystem' registered.
22:37:45: OverlayElementFactory for type Panel registered.
22:37:45: OverlayElementFactory for type BorderPanel registered.
22:37:45: OverlayElementFactory for type TextArea registered.
22:37:45: Registering ResourceManager for type Font
22:37:45: ArchiveFactory for archive type FileSystem registered.
22:37:45: ArchiveFactory for archive type Zip registered.
22:37:45: FreeImage version: 3.9.3
22:37:45: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
22:37:45: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
22:37:45: DDS codec registering
22:37:45: Registering ResourceManager for type HighLevelGpuProgram
22:37:45: Registering ResourceManager for type Compositor
22:37:45: MovableObjectFactory for type 'Entity' registered.
22:37:45: MovableObjectFactory for type 'Light' registered.
22:37:45: MovableObjectFactory for type 'BillboardSet' registered.
22:37:45: MovableObjectFactory for type 'ManualObject' registered.
22:37:45: MovableObjectFactory for type 'BillboardChain' registered.
22:37:45: MovableObjectFactory for type 'RibbonTrail' registered.
22:37:45: Loading library .\RenderSystem_GL
22:37:45: Installing plugin: GL RenderSystem
22:37:45: OpenGL Rendering Subsystem created.
22:37:46: Plugin successfully installed
22:37:46: Loading library .\Plugin_ParticleFX
22:37:46: Installing plugin: ParticleFX
22:37:46: Particle Emitter Type 'Point' registered
22:37:46: Particle Emitter Type 'Box' registered
22:37:46: Particle Emitter Type 'Ellipsoid' registered
22:37:46: Particle Emitter Type 'Cylinder' registered
22:37:46: Particle Emitter Type 'Ring' registered
22:37:46: Particle Emitter Type 'HollowEllipsoid' registered
22:37:46: Particle Affector Type 'LinearForce' registered
22:37:46: Particle Affector Type 'ColourFader' registered
22:37:46: Particle Affector Type 'ColourFader2' registered
22:37:46: Particle Affector Type 'ColourImage' registered
22:37:46: Particle Affector Type 'ColourInterpolator' registered
22:37:46: Particle Affector Type 'Scaler' registered
22:37:46: Particle Affector Type 'Rotator' registered
22:37:46: Particle Affector Type 'DirectionRandomiser' registered
22:37:46: Particle Affector Type 'DeflectorPlane' registered
22:37:46: Plugin successfully installed
22:37:46: Loading library .\Plugin_CgProgramManager
22:37:46: Installing plugin: Cg Program Manager
22:37:46: Plugin successfully installed
22:37:46: *-*-* OGRE Initialising
22:37:46: *-*-* Version 1.6.0RC1 (Shoggoth)
22:37:46: Added resource location 'media' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/materials' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/models' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/particle' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/textures' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/textures/models' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/textures/tiles' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/textures/items' of type 'FileSystem' to resource group 'General'
22:37:46: Added resource location 'media/textures/fonts' of type 'FileSystem' to resource group 'General'
22:37:46: Creating resource group Gui
22:37:46: Added resource location 'media/textures' of type 'FileSystem' to resource group 'Gui'
22:37:46: Added resource location 'media/textures/fonts' of type 'FileSystem' to resource group 'Gui'
22:37:46: Added resource location 'media/textures/items' of type 'FileSystem' to resource group 'Gui'
22:37:48: CPU Identifier & Features
22:37:48: -------------------------
22:37:48:  *   CPU ID: GenuineIntel: Mobile Intel(R) Pentium(R) III CPU - M  1200MHz
22:37:48:  *      SSE: yes
22:37:48:  *     SSE2: no
22:37:48:  *     SSE3: no
22:37:48:  *      MMX: yes
22:37:48:  *   MMXEXT: yes
22:37:48:  *    3DNOW: no
22:37:48:  * 3DNOWEXT: no
22:37:48:  *     CMOV: yes
22:37:48:  *      TSC: yes
22:37:48:  *      FPU: yes
22:37:48:  *      PRO: no
22:37:48:  *       HT: no
22:37:48: -------------------------
22:37:48: *** Starting Win32GL Subsystem ***
22:37:48: GLRenderSystem::_createRenderWindow "OGRE Render Window", 1024x768 windowed  miscParams: FSAA=0 colourDepth=32 displayFrequency=0 gamma=false vsync=false
22:37:49: Created Win32Window 'OGRE Render Window' : 1024x768, 32bpp
22:37:49: GL_VERSION = 1.3.1006 WinXP Release
22:37:49: GL_VENDOR = ATI Technologies Inc.
22:37:49: GL_RENDERER = RADEON 7000 SW TCL x86/SSE
22:37:49: GL_EXTENSIONS = GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
22:37:49: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_EXT_extensions_string WGL_EXT_swap_control
22:37:49: ***************************
22:37:49: *** GL Renderer Started ***
22:37:49: ***************************
22:37:49: Registering ResourceManager for type GpuProgram
22:37:49: GL: Using PBuffers for rendering to textures
22:37:49: RenderSystem capabilities
22:37:49: -------------------------
22:37:49: RenderSystem Name: OpenGL Rendering Subsystem
22:37:49: GPU Vendor: ati
22:37:49: Device Name: RADEON 7000 SW TCL x86/SSE
22:37:49: Driver Version: 1.3.1006.0
22:37:49:  * Fixed function pipeline: yes
22:37:49:  * Hardware generation of mipmaps: yes
22:37:49:  * Texture blending: yes
22:37:49:  * Anisotropic texture filtering: yes
22:37:49:  * Dot product texture operation: yes
22:37:49:  * Cube mapping: yes
22:37:49:  * Hardware stencil buffer: yes
22:37:49:    - Stencil depth: 8
22:37:49:    - Two sided stencil support: no
22:37:49:    - Wrap stencil values: yes
22:37:49:  * Hardware vertex / index buffers: no
22:37:49:  * Vertex programs: no
22:37:49:  * Fragment programs: no
22:37:49:  * Geometry programs: no
22:37:49:  * Supported Shader Profiles:
22:37:49:  * Texture Compression: yes
22:37:49:    - DXT: yes
22:37:49:    - VTC: no
22:37:49:  * Scissor Rectangle: yes
22:37:49:  * Hardware Occlusion Query: yes
22:37:49:  * User clip planes: yes
22:37:49:  * VET_UBYTE4 vertex element type: yes
22:37:49:  * Infinite far plane projection: yes
22:37:49:  * Hardware render-to-texture: yes
22:37:49:  * Floating point textures: no
22:37:49:  * Non-power-of-two textures: no
22:37:49:  * Volume textures: yes
22:37:49:  * Multiple Render Targets: 1
22:37:49:    - With different bit depths: no
22:37:49:  * Point Sprites: no
22:37:49:  * Extended point parameters: yes
22:37:49:  * Max Point Size: 6.25906e+022
22:37:49:  * Vertex texture fetch: yes
22:37:49:    - Max vertex textures: 1624
22:37:49:    - Vertex textures shared: yes
22:37:49:  * Render to Vertex Buffer : no
22:37:49:  * GL 1.5 without VBO workaround: no
22:37:49:  * Frame Buffer objects: no
22:37:49:  * Frame Buffer objects (ARB extension): no
22:37:49:  * Frame Buffer objects (ATI extension): no
22:37:49:  * PBuffer suppport: yes
22:37:49:  * GL 1.5 without HW-occlusion workaround: no
22:37:49: Registering ResourceManager for type Texture
22:37:49: ResourceBackgroundQueue - threading disabled
22:37:49: Particle Renderer Type 'billboard' registered
22:37:49: Parsing scripts for resource group Autodetect
22:37:49: Finished parsing scripts for resource group Autodetect
22:37:49: Parsing scripts for resource group General
22:37:49: Parsing script GuiWindow.material
22:37:49: Parsing script NPC.material
22:37:49: Parsing script Terrain.material
22:37:49: Parsing script Particles.particle
22:37:49: Finished parsing scripts for resource group General
22:37:49: Parsing scripts for resource group Gui
22:37:49: Finished parsing scripts for resource group Gui
22:37:49: Parsing scripts for resource group Internal
22:37:49: Finished parsing scripts for resource group Internal
22:37:49: WARNING: material Terrain/Land has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program VP_Land_Lod0 cannot be used - not supported.
Pass 0: Vertex program VP_Land_Lod0 cannot be used - not supported.

22:37:49: WARNING: material Terrain/Water has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program VP_Water_Lod0 cannot be used - not supported.




client_log.html:

Daimonin Ogre3d Client - Logfile

Started: 28.11.2009 22:37:49

Init TileEngine
Map size: 64 * 64 Subtiles.
Visible: 48 * 48 Subtiles.
Setting LoD to 1. Atlas size is 1024x1024.
Creating tile chunk...

polyveg

« Reply #2 on: 29, November 2009, 10:06:57 »
The problem ist that your gfx-card is missing shader support:
Code: [Select]
22:37:49:  * Vertex programs: no
22:37:49:  * Fragment programs: no
22:37:49:  * Geometry programs: no
22:37:49:  * Supported Shader Profiles:
Sorry, but the client3d will never run on your hardware.


Drunkmonkey

« Reply #3 on: 29, November 2009, 20:43:40 »
The problem ist that your gfx-card is missing shader support:
Code: [Select]
22:37:49:  * Vertex programs: no
22:37:49:  * Fragment programs: no
22:37:49:  * Geometry programs: no
22:37:49:  * Supported Shader Profiles:
Sorry, but the client3d will never run on your hardware.

So does this mean that if you dont have gfx-card that can support shaders then the 3d client wont work? (im asking because im 90% sure that mine does not support it and i play other 3d games with no problem) ??? :? :?



ThePlaneskeeper

« Reply #4 on: 29, November 2009, 21:06:52 »
The 3-D client should be built for modern hardware.  With the slow pace of development of this game, if we shoot for modern now, in 2+ years (when it is ready), it will be playable on average hardware or perhaps even on low-end/antiquated hardware.

polyveg

« Reply #5 on: 29, November 2009, 21:31:54 »
I wouldn't call a geforce3 as "modern" - and even the gf3 has a minimal shader support.
Before I decided to switch to shaders, I found out that a geforce4200 doesn't cost more than a pack of cigarettes these days.

ThePlaneskeeper

« Reply #6 on: 29, November 2009, 22:11:41 »
that cheap huh?  Maybe i should upgrade...

OmegaSage

« Reply #7 on: 30, November 2009, 07:14:25 »
Heh, and I can't upgrade this laptop either. Oh well. It's funny because I can actually run some of the newer stuff on this laptop somehow. Then again, some of the older stuff I found wont run either sometimes... it's funny how that works. I can run "Sword of the New World" without a hitch and yet "Cabal Online" gives me a hard time consistently. This laptop more than meets minimum for Cabal, yet is 1/4 the specs for SotNW.

Hopefully in the coming months I'll be getting a newer laptop that can actually handle stuff consistently.

giucam

« Reply #8 on: 05, April 2010, 22:02:23 »
i'm trying to use the tile engine in my ogre project, but i can't understand how it works.
i called TileManager::getSingleton().Init() but it shows nothing and i can't understand how to actually load a map.

beside, i too get those "Pass 0: Vertex program VP_Land_Lod0 cannot be used - not supported." errors, but i do have shader support. what could it be?

polyveg

« Reply #9 on: 07, April 2010, 19:21:06 »
Quote
i called TileManager::getSingleton().Init() but it shows nothing
When your gfx-card doesn't support shaders it won't show anything.

Quote
i can't understand how to actually load a map
The map data for a tile is set by TileManager::getSingleton().setMap(...)

Quote
but i do have shader support
Look in your Ogre.log file - if it says:
Code: [Select]
* Vertex programs: no
* Fragment programs: no
Then Ogre is saying that your card has no shader support.

If Ogre says "yes" to both, then i need more information:
- OS
- Rendersystem
- Ogre Version

I will add a tutorial for using the Tileengine in the next days here:
https://www.daimonin.org/daipedia/Client3DTileEngine

giucam

« Reply #10 on: 08, April 2010, 17:26:40 »
ok, i managed to make it work:
the problems i had were caused by the fact that i didn't call updateChunks() and i forgot to add the CgProgramManager plugin in my plugins.cfg. Now it works like a charm!

giucam

« Reply #11 on: 13, April 2010, 18:26:35 »
polyveg, i can't understand how i can know the position of the mouse clicks translated to the map coordinates. i mean like adding an entity on the map where i clicked. i saw TileManager::tileClick but it doesn't do anything. maybe i have to use other values for mouseX and mouseY other than the window coordinates?
and, there is a method to scroll the map. but it doesn't actually move the map, nor the camera, right? it simply moves the tiles on the map, but so do i have to move all my objects that are on the map?

polyveg

« Reply #12 on: 14, April 2010, 14:05:08 »
tileClick() needs the relative (0.0 ... 1.0) mouse pos. But its atm moment only used to set an arrow to the clicked vertex. So you can vary the height of a vertex in the little editor demo.
Take a look at the client3d source or search ogre3d forum for "raySceneQuery" to get some informations on this stuff.

The tileengine is only used to draw the tiles, so yes the scroll function only scrolls the map by 1 tile.
Client3d does it this way:
Within a tile YOU move the camera. As soon as the "hero" moves over a tile border YOU have to move all your objects and call the mapscroll.
In daimonin the map size is unlimited - so this is the best way to get the job done.

If the size of your map is very limited you could use the camera movement only.

Airehbgill

« Reply #13 on: 23, April 2011, 17:47:06 »
Hello,

Is it possible for me join a process of coding and development of client3D ?
It would be a great chance to get some experience for me and i could give some ideas too...
I would very appreciate it, tho I am not a veteran programmer , but as student in Information System Engineering grade I will be glad to be of assistance to community in this project.
I am very interested in this and will learn or acquire any additional knowledge if its needed.

Thank you

Astinash

« Reply #14 on: 23, April 2011, 18:41:34 »
dude, necro posting? it's been over a year since the last post.. it's a possibility that the people you're trying to talk to don't even come on these forums anymore..

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