TrueVision3D 6.5 Open Prerelease
Miscellaneous Forums/General Discussion/TrueVision3D 6.5 Open Prerelease
TrueVision3D 6.5 has now officially been released to the public.
http://www.truevision3d.com/downloads.phpI only spotted the new release literally moments ago, so I don't have an updated BlitzMax module for this version. I will try to get the module done some time tomorrow, assuming there are no snags.
Of course, there's nothing stopping you from playing with it in Visual C++, Dev C++, Visual C#, Visual Basic or Delphi. ( Both .Net and previous versions of each where applicable. )
hey cool, does that mean people will be able to show off what they have done with your wrapper soon?
Gabe..how hard is to use TV3D wrapper with Bmax?? Can you post some simple code like initialization scene, and maybe creating some primitives and main loop?? In Bmax how it would look, if you dont mind..
ek it refuses to install on my puter.
get a failed to register DLL TVb65.dll error at the end of running the installer.
It finishes if I select ignore but then the demo doesn't work when I try to run it.
Was interested in seeing the demos and how it compares.
Goodie, does this mean I can use TV3D and your wrapper with BlitzMax without having to pay a cent?
hey cool, does that mean people will be able to show off what they have done with your wrapper soon?
The new registration system is in there, so I guess people will be able to release anything they like. I won't personally be releasing anything myself for some time yet, as I don't want to release sporadically here and there.
Gabe..how hard is to use TV3D wrapper with Bmax??
Not much harder than Blitz3d in my opinion. There are lots more functions, and lots of subjects you have to know about if you're going to use it all, but syntactically, I don't find it vastly different from Blitz3D.
One of the samples I used to bundle with the wrapper ( or probably still do, I have to rebuild the zip ) which does parallax mapping ( aka offset bump mapping ) on a sphere goes something like this :
SuperStrict
Import glimmer.tv3d65
Global pEngine:CTVEngine=CTVEngine.Create()
Global pWindow:CTVWindow=CTVWindow.Create(640,480,"Bump Test")
Global pScene:CTVScene
Global pInput:CTVInputEngine
Global pTextureFactory:CTVTextureFactory
Global pLightEngine:CTVLightEngine
Global BumpLight:Int
Global BumpTexture1:Int
Global DiffuseTexture1:Int
Global SpecularTexture1:Int
Global Sphere:CTVMesh
' Set Beta Key
' Initialize Windowed
pEngine.Init3DWindowed(pWindow.hWnd,True)
' SET WINDOW TO AUTORESIZE
pEngine.GetViewport().SetAutoResize(True)
'Tell it To display the FPS
pEngine.DisplayFPS(True)
' SCENE AND SPHERE MESH
pScene=CTVScene.Create()
pScene.SetBackgroundColor(0.2,0.0,0.0)
' LIGHTING
pLightEngine=CTVLightEngine.Create()
BumpLight=pLightEngine.CreatePointLight(_cTV_3DVECTOR(10,10,0),1,1,1,100,"Bump Light")
pTextureFactory=CTVTextureFactory.Create()
BumpTexture1=pTextureFactory.LoadBumpTexture("rockwall_height.bmp","Bump1",,,,30)
DiffuseTexture1=pTextureFactory.LoadTexture("rockwall.bmp","Diffuse1")
Sphere=pScene.CreateMeshBuilder("Sphere1")
Sphere.CreateSphere(20,24,24)
Sphere.SetPosition(0,0,40)
Sphere.SetMaterial(0)
Sphere.SetTextureEx cTV_LAYER_BASETEXTURE,DiffuseTexture1
Sphere.SetTextureEx cTV_LAYER_BUMPMAP,BumpTexture1
Sphere.SetTextureEx cTV_LAYER_HEIGHTMAP,BumpTexture1
Sphere.SetLightingMode cTV_LIGHTING_OFFSETBUMPMAPPING_TANGENTSPACE
'Init Input after main init
pInput=CTVInputEngine.Create()
pInput.Initialize()
'Main loop
While(pWindow.AppQuit=False)
If pWindow.Update()=True
Update()
Render()
DoInput()
End If
Wend
'pWindow.Close()
pLightEngine.DeleteLight(BumpLight)
pLightEngine=Null
Sphere.Destroy()
Sphere=Null
pTextureFactory.DeleteTexture(DiffuseTexture1)
pTextureFactory.DeleteTexture(BumpTexture1)
pTextureFactory=Null
pScene=Null
pInput=Null
pEngine.ReleaseAll()
pEngine=Null
GCCollect
End
Function Update()
Sphere.RotateY(0.0001)
End Function
Function Render()
pEngine.Clear(False)
Sphere.Render()
pEngine.RenderToScreen()
End Function
Function DoInput()
If(pInput.IsKeyPressed(cTV_KEY_ESCAPE))
pWindow.Quit()
End If
End Function
oh man..this is simple..
Goodie, does this mean I can use TV3D and your wrapper with BlitzMax without having to pay a cent?
It means you can if you don't plan on releasing anything you make, and when I've got the wrapper done, yes.
EDIT: Releasing anything for profit, I should say.
et a failed to register DLL TVb65.dll error at the end of running the installer.
Not even sure which DLL that is, but I think you have to regsvr32 .Net dll's, if it's one of those. You should probably report it as DarqShadow's been trying to finetune the installer with each release and he'll probably want to know about that.
It's not the one the BMax version uses, I know that.
Downloaded and tried to run the 10 meg demo. Got this error:
Application has generated an exception that could not be handled. Process id=0xf98 (3992), Thread id=0x684 (1668).
And yes, my video drivers are up to date. Well, so much for that.
And yes, my video drivers are up to date. Well, so much for that.
Doesn't sound like your DirectX version is. Have you got the August 2007 update?
http://download.microsoft.com/download/7/c/6/7c657ecc-f1d3-4cf2-8ff3-de9100d98a5d/directx_aug2007_redist.exe
get a failed to register DLL TVb65.dll error at the end of running the installer.
Just installed the setup myself and I get this on two DLL's too. I get it with the b one and the delphi one, but since the BlitzMax one doesn't need to be registered, it doesn't matter. Not sure why the demo doesn't work without it, as I assumed it would be using the managed DLL which doesn't need registering. It's been reported already anyway, and I've just seconded that report.
EDIT: Just tried it and the demo doesn't run here either. Not sure if it's the DLL's or not to be honest.
It's hilarious to me that they waited far, far too long to go open beta on the premise that releasing early would make a bad impression and then they botch the release so badly. The DLL's don't register, the demo doesn't run and some of the support DLL's are X64 versions which won't work and have to be overwritten with the proper ones ( hence the DX link I listed in the above post. )
Fortunately, none of that affects the BMax version. If there's anything wrong with *that* I won't be so amused ;)
is this a cross platform option?
No.
I get the same issues with dll's. I read on the forum that DarqShadow released the 64bit dll's by mistake with the setup.
Also, the demo for me wouldn't run untill I installed Aug 2007 DX.
3impact released their new version also today.
atm I'm waiting for 2 wrappers, 3impact from gman and TV3D from Gabe.
Hurry up ;)
Hurry up ;)
I'd have finished it if I could find the stupid DLL's I have to replace. The August DX update didn't overwrite them, so I guess I have to find and delete them.
Just done a search on the net and can't find D3DCompiler_35.dll, anywhere. :/
I do get a lot of hits for Trojans and viruses though.
It's ok, I deleted them manually and found the DX webinstall, which works. The one I linked to above - which was posted by Arli or DarqShadow didn't work for me at all, but this one seems ok. I'm gonna test for half an hour or so to make sure everything's working ok, and then I'll probably upload a makeshift version to tide everyone over. If there are any new functions in this release, I'll add those later in the week.
Cool. atm I'm having problems with my powweb email. When the wrapper is done could you send it to kamikazekrow@...?
Hopefully soon, my powweb website and email will be running again. Its been 2 days straight that its been offline. Never had this happen with powweb before.
[edit] LOL @ what you said MS can do in the email you sent. :) Got the wrapper, thanks. :)
BLide hates this version.
I get this error code when I try to run my game or any of the samples.
„Ÿ„Ÿ► E:/Coding/TV3D/Samples/.bmx/MetalShader.bmx.gui.debug.win32.x86.o(code+0xcd): undefined reference to `__bb_maxml_maxml'
Funny thing is it runs it without problem from within the normal MaxIDE. :/
Nice looping series of links going nowhere.
I never can understand why companies can't host their own files. Bandwidth usage isn't that big of a problem.
Oh I see you have to enable cookies.
Bandwidth usage isn't that big of a problem.
And if it is, BitTorrent is an excellent solution.
Doesn't sound like your DirectX version is. Have you got the August 2007 update?
Strange. The demo comes bundled with a DX update trigger. And it did do some updating but obviously not the right updating. Your DX link did the trick. Thanks.
BLide hates this version.
I get this error code when I try to run my game or any of the samples.
Ack. Sorry, I don't know what to suggest ( other than coding in Blide and keeping an instance of MaxIDE open just to compile. )
I'm still using the last of the 0.8.x versions of Blide and I don't get any problems with that. Perhaps Ziggy might have an idea.
Yeah what Gab said is the best work around for the Blide issue
ive found
This is good news about the open release ive been pushing TV3d for a while now and its a beast..
Things i Love are
A* works like a charm.....
Minimesh is awsome.....
Texture splatting....
Shaders with a bit of tweaking or buying Shaders for Games :)
http://www.shadersforgames.com...and full screen shaders possible :)
Newton Physics Builtin
DXT TEXTURES
oh built in bump/normalmapping nearly for got that one :)
@Amon, can you confirm if the bug persists on release mode? I have no idea what can be causing it. I don't have the tv3d module to test it, and this bug seems very strange to me. Does BLIde show any additional information, or can you tell me if the bug happens at compile time or at linking time? Does it works unchecking the quick build option in the compiler options?
@Gabiel: Is there any tv3d demo I can test the module with, in order to fix this strange bug?
Hi Ziggy. It seems to happen randomly.
When I booted my PC up and tried the same demo it worked. When I loaded another demo I got the error.
QuickBuild was on and Debug mode was on. When I turned debug mode off, it worked. I tried it with quick buld off and debug mode off and it still worked.
After that the sample worked everytime. It seems to only happen when you first load a sample and try and run it with debug on.
Strange.
@Amon & Gabriel: It looks like a quick build issue, can you load a sample and run it with quick build off and debug on?
It looks like the maxml module was in the pub or brl mods dir when gabriel compiled the module, and there could be 'residual' references to it in the pre-built object file (this could be causing this build bug, Gabriel could confirm it)
If there is any .bmx folder in the samples folder, please remove it before running anything, and it should run like a charm
Yeah, maxml is in my pub folder. If that's causing you problems with Blide though, that sounds like there's a bug in BMK because I don't see any reason for MaxML to have any effect on anything.
I'll try deleting maxml and recompiling. If it's ok with Amon, I'll send him a copy first to see if it helps and if it does, I'll resend to everyone else.
Yeah, that's fine. Send it over when done and I'll test it.
Meanwhile, with quickbuild off and debug on the sample works fine. I tested all of them.
@Gabriel: I would suggest you to delete the .bmx folder of the samples. That should do the trick (forcing a not quick build when the samples are first run). This would prevent a lot of compatibility issues with people that have modified versions of the official modules.
Hi! Gabe sent me a new version of the wrapper. I've tried the samples again and it doesn't error anymore.
Hopefully this means it's fixed.
:)
Ziggy: I always try to do that, but it does look as though I forgot this time, so well spotted.
Amon: Thanks for testing and confirming that it works ok. Looks like I can go ahead and resent it to everyone now.
Hi Gabriel.
Was reading through some old posts of yours a few days ago, took your advice and had a good look at tv3d. Had to make my mind up on an engine over the weekend and settled on Irrlicht (It came down to the non release of tv3d).
And now.... :D
So then, how do I get hold of your wrapper? I've downloaded the one on your site but it looks out of date? Thanks.
I've just finished uploading the ( hopefully fixed ) module here.
www.glimmergames.com/downloads/tv3d/tv3dbmax.zip
Just spotted it, it's all go around here isn't it, last time I downloaded was about 5am.
Thanks very much, I'll give it a go now :)
Hi Gabriel, All your examples work fine here, thankyou very much.
One thing I should add though, the readme from your older download stated placing the newton.dll in system32 should you need it. Your latest download doesn't mention Newton although the examples won't run without it. Thought I'd better mention it.
Thanks again.
Gabriel: Just as a side note, it would be great to add the download url for the tv3d6.5 in the instructions txt file.
After installing the tv3d6.5 and your module, every sample compains about missing newton.dll
Wich newton version do I need to run tv3d6.5 ?
Thanks guys. Sorry about the Newton DLL, I had assumed that it was being distributed with the TV SDK now that it's got a proper installer.
I think the latest version of Newton is correct, but I'll have to check with the TV devs.
example tv3d 6.5 work!
i insert a newton dll
work
thanks gabriel
..guys, can you compile something fancy done in fusion Bmax-TV3D so we who doesnt have any of them can see it in action?? Maybe i'll purchase Bmax if that combo working well..
After installing latests newon dll, all the samples work well. Great job Gabriel :D
EDIT: If you're in talk with the TV3D guys, I have had a little problem with the installer. I installed TV3D SDK only for GCC, and after the installation it complained it was unable to register the delphi, vb, and .net dlls becouse there were not found (obviously). Just thought I had to let you know it.
Probably not the place for this but I've been through the TV3D docs and can't get antialiasing to work. Here's what the docs say...
// Enable 4x4 antialiasing effect
TV.MultiSampleTp = TV3D_MULTISAMPLE_4SAMPLES
// Init the engine
TV.Init3DFullscreen 800, 600, 32
// second call
TV.EnableAntialiasing True
Is antialiasing part of the wrapper?
Probably not the place for this but I've been through the TV3D docs and can't get antialiasing to work. Here's what the docs say...
Do they? If they do, they're wrong. It's
TV.SetAntialiasing(bEnable:Int,eNumSamples:Int)
Where bEnable is True to enable and False to disable and eNumSamples is any of the following constants ( or you can just pass an integer value if you want )
Const cTV_MULTISAMPLE_NONE:Int = 0
Const cTV_MULTISAMPLE_2_SAMPLES:Int = 2
Const cTV_MULTISAMPLE_3_SAMPLES:Int = 3
Const cTV_MULTISAMPLE_4_SAMPLES:Int = 4
Const cTV_MULTISAMPLE_5_SAMPLES:Int = 5
Const cTV_MULTISAMPLE_6_SAMPLES:Int = 6
Const cTV_MULTISAMPLE_7_SAMPLES:Int = 7
Const cTV_MULTISAMPLE_8_SAMPLES:Int = 8
Const cTV_MULTISAMPLE_9_SAMPLES:Int = 9
Const cTV_MULTISAMPLE_10_SAMPLES:Int = 10
Const cTV_MULTISAMPLE_11_SAMPLES:Int = 11
Const cTV_MULTISAMPLE_12_SAMPLES:Int = 12
Const cTV_MULTISAMPLE_13_SAMPLES:Int = 13
Const cTV_MULTISAMPLE_14_SAMPLES:Int = 14
Const cTV_MULTISAMPLE_15_SAMPLES:Int = 15
Const cTV_MULTISAMPLE_16_SAMPLES:Int = 16
AHA, that's quite a bit different and that certainly works :), Thanks.
Thanks for updating Gabriel.
this looks great, im going to have to dust of blitzmax and give this a run.
runs fine, no problems found.
How do you do math stuff like AlignToVector, PointEntity, TFormPoint, DeltaYaw? Do you have to write your own?
Why is Newton necessary? Is that the only way to do collisions in TV?
I think this would be a great dx9 engine to wrap up into a blitz like command set ie add stuff like aligntovector, turnentity, moveentity etc
Why is Newton necessary? Is that the only way to do collisions in TV?
I'm not 100% sure if it's necessary for TV or only for my module. No one's ever requested removing the physics from the module, so I've never tried.
It's not the only way to do collisions, no. There's bounding box, bounding sphere,and polygon in TV itself. That includes linepicks and mousepicks. I think that's everything.
How do you do math stuff like AlignToVector, PointEntity, TFormPoint, DeltaYaw? Do you have to write your own?
Yes and no. There's a math class which does an awful lot of maths for you. PointEntity I think is in there, and I'm pretty sure there's a function which does most of what aligntovector does ( you'd probably need to code the interpolation part yourself. ) TFormPoint, TFormNormal and TFormVector are dead easy because there's a function to rotate a vector by a quaternion, so you only have to do scale and position which is just an add and a multiply and you'd have all the TForm stuff. Moreover, you don't have to do position and scale so you don't have problems like with Blitz where people want scale to be ignored and you can't do it.
I don't know what DeltaYaw does, sorry.
I think this would be a great dx9 engine to wrap up into a blitz like command set ie add stuff like aligntovector, turnentity, moveentity etc
Yep, it should be pretty easy to do. It won't be me though, as I've always said that my job should be to keep the base module 100% consistent with the underlying API wherever possible, because then people on the TV forums can understand your code and you can understand theirs. I wouldn't give permission for anyone to distribute a modified version of the module for the same reasons, and because I don't want people complaining to me if things don't work as the API does, and I really don't want 101 bug reports which come from versions of the module that I didn't write. So far, fixing bugs in the module has been quick and painless, and I'd like it to stay that way for the good of of the users and my sanity.
However, if someone wants to build a separate module, like GMan did with his Irrlicht module and then his IrrB3D module to make Blitz-like functions - and if they're serious about it - they can get in touch and I'll see what I can do to help. It just needs to be in a separate namespace so that the modules are not confused.
Hi Gabriel,
Do you know if there somewhere we can see all the TV3D commands? I've been to the main website and the only complete help file I can find is for 6.3.
Thanks,
Unc
So can anyone release something he has done with Blitzmax and Truevision?
i think looking through minib3d and learning from that might make it easier to convert tv3d into a blitz like command set.
I hope someone is up for the challenge, i'd be willing ot pay for something like that.
Do you know if there somewhere we can see all the TV3D commands? I've been to the main website and the only complete help file I can find is for 6.3.
I would ( and do ) use the header files that come with TV3D. I've stuck rigidly to the function names, so you shouldn't have any problems.
If you use Blide, you can also get intellisense to have all the function names pop up like in Visual Studio, but you'll only get that if you've donated to either Blide ( which activates intellisense for closed source modules ) or registered my module ( which means I give you the source. )
There's a bit of stink being kicked up over at the TV3D forums regarding the way the license the Engine.
You might want to head over there and have a read first and decide if you will be able to stick to the license scheme before buying TV3D.
Strange thing that Amon, I was at the site last night, credit card in hand and put it back away when I found out once you pay $150 you STILL have to put up with the watermark until your final release.
I'm working on an app (it really needs that screen real estate), Sad really, maybe they'll change it in a future release or better yet, remove the licensing all together, $150 gets you 6.0 through 6.9, release as many games/apps as you like, then pay another $150 for 7.0 - 7.9 etc. I mean, they don't even tell you how much a multi license costs until you buy a single license.
Paying $150 for a watermarked environment just aint my cup of tea. :(
Yeah I'm a bit annoyed by it also. $150 buys you one unwartermarked exe whether you're realing as freeware, shareware or commercial.
To get passed this you have to cough up $500 for the multi commercial license which (I Hope) doesn't have the same restriction.
I prefered the old method where I would have to enter my Username and Key in to my code to remove the watermark from the exe. With this method you could also test unlimited versions of your Game/App without going through this license signing fiasco.
:/
What bothers me about the licensing scheme is that it's been introduced after purchase for most people. At this stage, I don't know enough about it to know whether it will be a bother or not, but I won't be at all surprised if someone takes them to court. Trying to change a license after the contract ( in this case the purchase ) is usually illegal and I'd be surprised if they could get any judge to support them in their decision to spring a license change on people.
It will probably prove to be a fuss over nothing, and we're only complaining because we don't understand much of how it works, but I still loathe the principal.
> Yeah I'm a bit annoyed by it also. $150 buys you one unwartermarked exe whether you're realing as freeware, shareware or commercial.
Am I the only one who has known about this scheme for years now? The biggest reason I didn't buy the program two years ago was because of the license terms.
I remember back when it changed to this term ($150 for a single exe or $500 for unlimited), has something else changed?
I was going to purchase a copy. Now I wont touch it. I hate restrictions on something that I purchase. The best way forward is for nobody to buy it and force the developers to change their ridiculous idea.
One way they could get around this is an option of 10sec splash screen or watermark selectable when signed it removes both
I can see their reasoning around the licence method TV3d isnt a game engine its a Graphics Engine tbh that opens a huge database of possible users.(Both Legal and Illegal) the guys need to keep track as it is highly likely pirates will target this app quicker that you think
I mean come on guys they are letting you use the engine for free for non commercial use that until you are sure it for you then buy for retail sales.
for its price and being able to use with bmax is well worth the money
What bothers me about the licensing scheme is that it's been introduced after purchase for most people. At this stage, I don't know enough about it to know whether it will be a bother or not, but I won't be at all surprised if someone takes them to court. Trying to change a license after the contract ( in this case the purchase ) is usually illegal and I'd be surprised if they could get any judge to support them in their decision to spring a license change on people.
You're forgetting though that when you made your purchase it wasn't for TV 6.5. It was for 6.2 which also gave you access to the 6.5 beta.
That is probably going to be their defence if anyone tries it on.
TV3D 6.5 is a very capable well put together Engine and is worth the asking price. It's just the licensing system that is the problem now.
It kind of makes you appreciate Blitz3D more and BRL products which don't have such restrictive licensing terms.
There are other alternatives to TV3D. There is 3impact. But that lacks in features and is a bit clunky. There's Cobra3D which is soon to be released but you have to learn a new language to be able to use that. Unless you wait for ION3D which is Cobra3D as a dll allowing you to use it with BlitzMax.
I'm gonna head over to the Cobra forums and ask some questions. See if i can find out when ION3D will be released.
Cobra3D has potential. I'm watching this one closely.
I may well have been wrong on the whole watermark issue.
The way I read it initially was...
Write your code, compile, get the watermark.
Or...
Write your code, compile, register for your signed exe online (which they would let you do through development etc) and not get the watermark.
The way I saw it was I'd be going online everytime I pressed F5 to get a new signed exe.
-------------------------------------------------------------------
It looks like this may not be the case at all!
It seems you can generate your own development licenses for your machines ( "several"). This means for every machine you want to compile or just run your exe's on there won't be a watermark - EVER :)
When you're ready to distribute your betas, THEN you go online to get your signed licences.
When your through Beta you go through the system again. :)
I still don't know the ins and outs of how they define your betas v exes or indeed wether you're still good to go with point releases after your license is used, but the situation is certainly looking up.
My main concern only revolved around watermarks through development.
Here's what SylvainTV (admin) has recently stated on their forums...
Let me clarify some things here :
1. Licensing didn't change at all between 6.2 and 6.5. We just replaced License Keys by License Files which are more secure. But nothing changed with the watermark, it was always present in the free version and you can remove it when you have a commercial license. Nobody complained before about that...
2. When you have a license, you can generate several "developer license files" for your machines , which unlock any TV3D application that you will run on the machines. It takes less than 1 min to do so and you have to do it once. So you can develop your projects and use tools without being annoyed by the watermark.
3. To release things to some people :
a. You are releasing source code. No problem anymore, you don't even have to remove keys from your code since there are no more keys ( this key system was really annoying for code sharing ). You don't have to do anything about license.
b. You are distributing executables.
i) To your other programmers on your team : just send the executable without running the license signer. They have developer keys on their machine too, so they won't be annoyed by the watermark.
ii) To the public (for beta testing or final release) : you must generate the license file that goes with your .exe with the license signer, and distribute the generated license file with your .exe so that people that runs your executable won't see the watermark. The .lic is linked to the .exe so it's important to regenerate it when the program was updated. There is no raw limit to the number of license file creation, just a daily limit so that the same license account is not used for lots of people. You can also "sign" several .exe files even with a Single Commercial license (for example game.exe, editor.exe, tool.exe) . Your .exe files are not changed at all, they are just used to generate the License file.
So I think that the new system is nice for everybody. Yes, it adds one small step and one file when you release to the public, but the code sharing is simplified and developer license files really help.
I'd still like clarification on a couple of things (I've just signed up on their forums - it's taking a while for that email), but I'm feeling a lot happier over this now.
Yep, just read that and it does look a lot better. I think they could have handled the information management a lot better with this. If they'd have dicussed the licensing a month before release, it would have saved all this fuss and people could have asked what questions were on their mind then.
I wrote to darqshadow yesterday regarding point releases (ie release FabApp.exe V1), did you need another licence for FabApp V1.1 etc.
Here's the reply.
As for the license, if it is the same product, even a new version, it is still covered under the initial license purchase. We consider the license to cover one product, through its entire lifetime.
Hope this clears things up a bit for you. Thanks!
Good news then :)
Yes, the licensing issue seems to be a non-issue really. Communication could have been a lot better, and it probably is inconvenient not to be able to build and sign on a computer with no net connection, but it is a pretty minor inconvenience, I think.
Yup, can't says I care about this issue now, especially since I've been tearing out hair follicles looking for a 3D engine for my current app, This one seemed to meet the requirements and now that license hurdles over I think I'll just jump in at the deepend. :)
What we really need now is a new thread entitled "How on earth do I do this with tv3d?" :D
Gabriel, I think you've mentioned this before, but what does your pro-wrapper come with again? Essentially I'm just looking at some commands and I have absolutely no clue how to implement them under bmx. When you answered my question on antialiasing the other day I don't know where you found the initial info, is this something that comes with a licensed version of tv3d 6.5? I'm still having a hard time finding examples and any kind of up to date api on the tv3d site.
For example, camera commands. What would be the commands to set up and move/rotate a camera around a scene? I've been playing with Irrlicht over the last week and the latest Irrlicht engine gives me rendering errors (not a great start on a dev machine). All the program did was load a prebuilt landscape and let the camera float around over it using Irrlicht's FPS camera. Extremely basic really. Unfortunately, I'm already stuck with the conversion without knowing TV3D's vs BMX's command set.
Gabriel, I think you've mentioned this before, but what does your pro-wrapper come with again?
Source code for the entire wrapper ( C and BMX ) and support from me. Source code will also enable full intellisense if you're using Blide. ( Intellisense being the popups which give you a list of functions and methods for each type. )
Essentially I'm just looking at some commands and I have absolutely no clue how to implement them under bmx. When you answered my question on antialiasing the other day I don't know where you found the initial info, is this something that comes with a licensed version of tv3d 6.5?
No, I do it now with the intellisense popups in Blide, but you could equally do it by looking through all the C++ header files which come in the download. They're probably installed to something like this path :
C:\Program Files\TV3D SDK 6.5\sdk\cppgcc
They're all .h ( C header files ) and can be opened in any text editor or C++ IDE, I think Blide might even open them too, though it might change the capitalisation, so I avoid it.
For example, camera commands. What would be the commands to set up and move/rotate a camera around a scene?
Open CTVCamera.h ( and CTVCameraFactory ) in the folder above and there are your camera commmands. You've got all the usual suspects, SetPosition, GetPosition, SetRotation, SetQuaternion, SetMatrix, SetRotationMatrix, SimpleFollowing, ChaseCamera, AttachTo, LookAtMesh, RotateAroundMesh. If you don't want to use matrices or quaternions, then just ignore those.
The parameters you pass are ( almost? ) always identical between what you read in the headers and what you do in BlitzMax.
Anything you see marked with a * in the headers is a pointer, meaning that this variable is being passed by reference ( like adding Var in a function declaration in BMax ) and so you actually get data put IN rather than taken out. This is often used to store results of functions which return more than one value at a time. Again, this is exactly the same in BMax as in the other languages.
Cheers Gabriel, I'll sign up for it, thanks :)
@T-Light will be nice to have you onboard Gabriel has done a nice userfriendly wrap and has updated it frequently to keep it in check,i will keep an eye out for your how the hell you do that posts ill be glad to help out when i can :) good luck
Thanks Duckstab[o],
I'm a fully signed up member for TV3D and the wrapper now, so, it's likely I'll of filled up the boards with questions by this time next week :D
Actually, there's something a bit weird going on with blide (I'm just running the free version for the first time). I ran it before I received the pro update email and it ran like a charm. When I upgraded the standard to the pro wrapper blide freezes during compiling. Strange.
This can be caused by a compilation error caused by the module upadte. Please run BLIde updating modules (from the start menu) and disable wuick build for your project, at last at first compilation.
Thanks ziggy, unfortunately it didn't work.
There could be something else at fault here. I'm running Vista (I know, that's neither big nor clever), but it gives me problems when compiling in bmx, purebasic and c++. I'll get maybe five decent compiles to every one failed. It's not usually serious though, they never take out the IDE's. That's what's strange about this one.
Should add something else, I've yet to receive my activation email from the TV's members area so I'm still running the 6.5 freebie and I don't know if I'm supposed to use my licence key with this, would this make a difference?
Actually, I'm looking at the license email and it all relates to the old licensing system.
In order to activate your license you will need to call the following command prior to initializing the engine:
TVEngine.SetLicenseKey( License Type, Licensed To, License Key)
Such is life. I can wait till Monday.
no dont use licence keys while just doing testing the key is for commercial
try creating a basic test using standard ide to see if yo still have problem
Standard IDE is tickety boo, I just installed blide to get the intellisence references.
ps, Ziggy, that's a very nice IDE :)
The version of the Pro module which is sent out automatically is probably old. I only just this moment received an email letting me know that someone had purchased, so I've just sent you the module.
TVEngine.SetLicenseKey is an old command, deprecated in the current release, so you won't be needing it.
I'm waiting for an example which is built with Blitzmax which one can look at. *curious*
Cheers Gabriel, that did the job. :)
Also had the account activated at TV so the development license is now on this machine (no more watermarks).
For anyone who is thinking of buying in, setting up the development license is via a piece of software, run it, it asks if you want a production license or a machine development license. Click development and your good to go. just place the software on the rest of your development machines and rinse and repeat.
Didn't think it would be this easy :)
taumel, might have something to view this week but it's unlikely to be using any advanced techniques.
Doesn't matter, it's not my intention to smack it, i just would love to see something. :O)
Doesn't matter, it's not my intention to smack it, i just would love to see something. :O)
Well you know you'll be among the first to see it when I have something, but that's a long way off yet. I'm working with placeholder art for ease of coding ( and to save sizing, and exporting hundreds of models and textures and things ) and so at the moment I don't have anything worth a second look to anyone unless they know what's going on underneath.
Same here most of my dev has been the underlying code no visuals just placeholders that aside I might beable to wrap up a few of the speed tests i did into a little demo but it will take best of a week todo.
Im gonna check me hd and see what ive got :).
I also stand in line to see at least some demoexample being compiled in BMax. I'm not really curious about goodlooking stuff more than actually some simple speedtests. This could be my obvious reason why I should jump over to BMax.
Any simple and fast democompile somewhere?
I have the latest TV3D 6.5 Beta and I'm in the process of updating all the tutorials to suit the new license scheme. I know I've said it before, but this time I'm planning to have at least some of the tutorials back up for download at glimmergames.com by the end of this week. I have always wanted to continue them, but personal circumstances haven't been kind to me for most of this year. I spent the last 6 months suffering on 56k dial up, but that's just the tip of the iceberg. Now I have moved to a new house just last weekend and have broadband here, so I'm back onto them once again.
welcomeback Kenshin they are valuable collection of Tutorials and am possitive people will find them as usefull as i did those many months ago
GABRIEL (or anyone else for that matter): Ok, can you please start from the beginning here as I'm pretty new around here and am very interested in this.
This is a 3D-engine I pressume that is actually working in BlitzMAX using your wrapper?
If that's the case, why is everyone saying there is no good 3D for Max? Whats the catch, am I missing something?
This is a 3D-engine I pressume that is actually working in BlitzMAX using your wrapper?
That's correct.
If that's the case, why is everyone saying there is no good 3D for Max?
You would have to ask them that. Because it's not available for the Mac maybe?
Whats the catch, am I missing something?
Not that I'm aware of. If there was a catch, I wouldn't have spent a year ( part time, admittedly ) working on a project with it.
Look at that. One post, and you convinced me to buy BOTH BlitzMAX and Truevision. Great job!
Truevision has some strange and restricting licensing issues. I suggest you investigate before purchasing.
Hmm.. can't seem to find ANY licensinginformation at all on the site. Can anyone please point out where it is?
EDIT: Oh i thought you meant licensingissues as in using TV3D in commercial products etc. Seems like it's a problem registering your bought license + a few minor differences between the licensed version and the demo one.
Otherwise I hope it's fully free to use in commercial titles etc.
EDIT2: Oh, now Ive found and understand what kind of licensingissues you are talking about. I still don't think that would be a problem though...
Truevision has some strange and restricting licensing issues. I suggest you investigate before purchasing.
Sylvain already replied to your comment on the licensing and explained how you had misunderstood it. If you haven't already, you might want to take a look at his reply.
Kenshin
I have the latest TV3D 6.5 Beta and I'm in the process of updating all the tutorials to suit the new license scheme. I know I've said it before, but this time I'm planning to have at least some of the tutorials back up for download at glimmergames.com by the end of this week
Excellent news.
I was just in the glimmergames forums earlier today trying to download the old ones.
Thanks for this :)
Just an FYI. Yes, I've seen the new version, and I'm working on it. Quite a few things were added this time, so don't expect a release tonight, but hopefully tomorrow or Tuesday.
Cool. Thanks for keeping it updated. :)
Amon, is your original email account working again now or do you want it to the alternate address you gave me last time?
Nah my kamikazekrow email works now so you can send it to that instead of the blueyonder one.
Thanks. :)
Ok, I've sent an email out to everyone who gets the open source version. I think I'm coming down with something, so I'm going to bed early. I'll upload the "lite" version tomorrow for everyone else.
"Lite" version now uploaded for everyone.
Hi Gabriel
We have find a solution for maxgui + TV3D :)
Take a look :
http://www.blitzbasic.com/Community/posts.php?topic=59380
Is there are forum devoted to BlitzMax users using the Wrapper for TV3D? Or should one post here?
It would really be sweet, as it's quite hard to get hold of good examples written for this wrapper.
As well as of course being able to discuss possible bugs (which usually turn up being my fault anywho).
Just bumping this because I've just sent out the new version, with source, to everyone who's donated. If you should get it and don't, please email me. I'm sending them out in one batch, and it's quite possible that some mail servers will consider that dodgy and bounce it.
The public version should be bundled up and uploaded some time tomorrow. I'll post again when I have done so.
With regards to posting for help, the TV3D forums are the best place. I believe I've faithfully duplicated the API in every function, so your question should be just as easily understood by any other TV programmer as one using BMax.
With regards to samples, I'm hosting a full set of tutorials which Kenshin generously converted to BlitzMax, and they can be downloaded here:
http://www.glimmergames.com/modules/tv3d/tutorials/tutorials.zip
I really like those tutorials. I have a lot of learning to do when it comes to BlitzMax, but the TV tutorials are about as clear as any could be.