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deforming a TriMesh (was Re: Project idea: tactical RPG) (Real Studio games Mailinglist archive)

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Re: Project idea: tactical RPG   -   Lars Jensen
  deforming a TriMesh (was Re: Project idea: tactical RPG)   -   Joseph J. Strout
    Re: deforming a TriMesh (was Re: Project idea: tactical RPG)   -   Chris Dillman
    Re: deforming a TriMesh (was Re: Project idea: tactical RPG)   -   Joseph J. Strout
    Re: deforming a TriMesh (was Re: Project idea: tactical RPG)   -   Chris Dillman
    Re: deforming a TriMesh (was Re: Project idea: tactical RPG)   -   Joseph J. Strout

deforming a TriMesh (was Re: Project idea: tactical RPG)
Date: 06.01.04 22:19 (Tue, 6 Jan 2004 15:19:57 -0600)
From: Joseph J. Strout
At 2:27 PM -0600 1/6/04, Chris Dillman wrote:

>><http://www.rbdeveloper.com/browse/1.6/1612/>
>><http://www.rbdeveloper.com/browse/2.1/2110/>
>Nice work joe.
>
>At a cursory look this seems to be what I need.
>I can problem even make my own declears based on these.

I hope so -- my intent was to give you a foundation you could build on.

>Ok Bugs?
>
>I have 1612 running
>with the newest 5.5 beta
>
>BUt the flag demo dies if I try and compile it with no error.

No error? What exactly does it do?

>and the compiled version of it runs BUT as soon as the mouse passes
>over the canvas it crashes.
>
>Any thoughts?

Hmm, none leap to mind -- I've sent that demo to a number of people
and this is the first I've heard of this sort of thing. What build
of Quesa do you have?

Best,
- Joe

Re: deforming a TriMesh (was Re: Project idea: tactical RPG)
Date: 07.01.04 01:26 (Tue, 6 Jan 2004 18:26:09 -0600)
From: Chris Dillman
>At 2:27 PM -0600 1/6/04, Chris Dillman wrote:
>
>>><http://www.rbdeveloper.com/browse/1.6/1612/>
>>><http://www.rbdeveloper.com/browse/2.1/2110/>
>>
>>Nice work joe.
>>
>>At a cursory look this seems to be what I need.
>>I can problem even make my own declears based on these.
>
>I hope so -- my intent was to give you a foundation you could build on.
>
>>Ok Bugs?
>>
>>I have 1612 running
>>with the newest 5.5 beta
>>
>>BUt the flag demo dies if I try and compile it with no error.
>
>No error? What exactly does it do?

Jumps to the debugger but with no error or line number I can tell
where the bug is.

>
>>and the compiled version of it runs BUT as soon as the mouse passes
>>over the canvas it crashes.
>>
>>Any thoughts?
>
>Hmm, none leap to mind -- I've sent that demo to a number of people
>and this is the first I've heard of this sort of thing. What build
>of Quesa do you have?

Ok the newest Quesa fixes this.

BTW nice FLAG demo really :)

Re: deforming a TriMesh (was Re: Project idea: tactical RPG)
Date: 07.01.04 04:46 (Tue, 6 Jan 2004 21:46:36 -0600)
From: Joseph J. Strout
At 6:26 PM -0600 1/6/04, Chris Dillman wrote:

>Ok the newest Quesa fixes this.

Ah, good.

>BTW nice FLAG demo really :)

Thanks. :)

Re: deforming a TriMesh (was Re: Project idea: tactical RPG)
Date: 07.01.04 06:21 (Tue, 6 Jan 2004 23:21:30 -0600)
From: Chris Dillman
>At 6:26 PM -0600 1/6/04, Chris Dillman wrote:
>
>>Ok the newest Quesa fixes this.
>
>Ah, good.
>
>>BTW nice FLAG demo really :)
>
>Thanks. :)

OK Quesa question...

But can it render a N point poly with a texture...
With out me break it down into tris myself?

Re: deforming a TriMesh (was Re: Project idea: tactical RPG)
Date: 07.01.04 15:38 (Wed, 7 Jan 2004 08:38:25 -0600)
From: Joseph J. Strout
At 11:21 PM -0600 1/6/04, Chris Dillman wrote:

>But can it render a N point poly with a texture...
>With out me break it down into tris myself?

It can, but not as a TriMesh. You'd have to use a Polygon geometry
instead. I've never worked with those, so I can't tell you much
about them.

Cheers,
- Joe