Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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Bonjour,
sur une version portable, dans le fichier usmi.ini,
remettez OpenGL.
en haut du fichier, modifiez les lignes:
log no
#echo ffffff
en
log yes
echo ffffff
relancez OS3D, ouvrez voter projet, faite le crasher et envoyez moi les fichiers .log du dossier Logs
dès que j'aurais reçus les fichiers je devrais pouvoir identifier le probleme de compatibilité et le corriger.
Bonjour,
Quelle est la carte graphique utilisée ? Le pilote est-il à jour ?
Vous pouvez tester de passer openspace3d en directx pour contourner le problème.
Sur la version portable, ouvrez le fichier usm.ini dans notepad.
Modifiez OpenGL par DirectX à la fin du fichier et relancez os3d.
Hello,
coud you send me the FBX and DAE file by mail, so I could check what happen ?
(the mail is bellow my nickname on the left of this post)
Hello,
some video tutorials are planned but are not ready yet ^^
Here the fastest way to use the VR components in OS3D for any head set :
- Import your model.
- In the plugITs groups tab > right click and choose "import dynamic template" > "Generic VR" > "Vr controllers" >"Hands VR controllers - hands tracking enable"
- position the "dummy_start_pos" to set the initial player position.
Test and export the app on the quest, pico...
Hello, sorry since the Oculus Go is deprecated by facebook, and since I don't have one to test I could not implement it in OS3D.
Also I think the hardware is really poor on it.
Android VR is only provided in 64bits, possibly the GO must be 32bits.
Welcome back ![]()
first you'll have to use a raspi 3, raspberry 4 is not yet supported.
Then you can use standard augmented reality marker with pictures to identify an image and trigger the explanations.
For the robot you can find electronic examples in the RPI plugiITs documentations
Hello, to enable the Quest and Pico export, you need to install OpenSpace3D with Android extension (be sure it's checked on install and your antivirus is disable, some make the install fail without any error)
You can also try with the portable version of OS3D.
Hello, you can use the mouse plugIT to get the 3D position projected in scene.
And then update the position of a node from the mouse position using an object position plugit.
Hello,
what kind of object detection do you have in mind ?
Object classification or 3D object tracking from a 3D template and texture ?
hehe ![]()
oui le pathfinding est une grosse partie, le plus complex est de trouver un algorithme compatible avec le moteur physique.
Peut être qu'une 1ere évolution serait d'utiliser un moteur physique plus générique comme bullet par exemple.
Le truc avec le instantiate c'est qu'il charge les resources et les scripts. en fonction de la complexité de ces éléments cela peut être plus ou moins lent a charger / décharger. Les ressources sont aussi placées dans un nouveau groupe et elles sont donc dupliquées. Cela pour permettre la modification d'un modèle sur un changement de texture ou de matériaux par exemple.
Il faudrait en effet réfléchir à un plugIT items qui prendrait un modèle 3D et des nœuds de placement, il se chargerait de dupliquer le modèle. Avec des effets optionnels comme la rotation et gérer le 'pickup" / "reset".
Pour MacOS, j'ai encore un vieux Mac mini, j'attend un modèle plus récent (pas sur qu'il soit M1) pour pouvoir tester et compiler dessus.
Voila je lui ai appris le Scol ^^
now can you show me an example code for hello world in scol language ?
Sure, here is an example of a simple "Hello World" program written in Scol:
Copy code
fun main()=
_fooS "Hello World!";
0;;
The main function is the entry point of the program, it is automatically called when the program is run.
In this example, the _fooS function is used to print a string to the console. The string "Hello World!" is passed as a parameter to this function, which then prints it to the screen.
The 0 at the end of the function is the return value of the function. In Scol, the return value must be an I (integer) type. It's common practice to return 0 to indicate that the program has executed successfully.
It's important to note that, OpenSpace3D engine uses Scol as a scripting language, So you need to use it in the context of OpenSpace3D to run it properly.en tout cas tu peux lui demander de t'expliquer le code d'un plugIT ^^ il comprend que c'est pour OpenSpace3D.
Impressionnant quand même vu que je ne lui ai pas donné de context.
This code appears to be written in OpenSpace3D, a scripting language used to create 3D environments and games.
The code defines a number of functions that perform different actions when called.
The "deleteOb" function is a callback function that is called when an instance of the plugin is deleted. It simply returns 0.
The "cbDisable" function is a callback function that is called when the plugin's "Disable" action is triggered. This function takes in several parameters, such as the instance of the plugin, the sender of the action, the action itself, any additional parameters, and a "p" variable. Inside the function, it uses the "state" variable from the "p" variable and checks if it is already disabled. If it is, the function ends, otherwise it will set the state to 0, gets the session view and default viewport, and disables the SSAO (Screen Space Ambient Occlusion) effect. Then it sends a "Disabled" event to the plugin.
The "cbEnable" function is similar to the "cbDisable" function, but it enables the SSAO effect instead of disabling it when the "Enable" action is triggered.
The "cbSetState" function is called when the "Set state" action is triggered. It takes in a parameter and if it is not empty or nil, it will check if the parameter is less than or equal to 0 and call the "cbDisable" function or the "cbEnable" function accordingly.
The "newOb" function is a callback function that is called when a new instance of the plugin is created. It gets the initial state of the plugin from the instance's parameters, gets the session view and default viewport, sets the SSAO effect to the initial state, and registers the "Enable", "Disable", and "Set state" actions with their corresponding callback functions. It also sets the "deleteOb" function as the instance's delete callback.
The "IniPlug" function is called when the plugin is initialized, it registers the "newOb" callback function, sets the plugin editor to "dynamicedit" and returns 0.
In summary, this code is a plugin for OpenSpace3D that allows the developer to enable/disable the SSAO effect on the default viewport and provides actions to control the state of the effect.La 1ere fois que je lui ai demandé si chatgpt connaissait openspace3d, il m'a dit que c'était écrit en Java. Je l'ai corrigé en lui disant que c'était écrit en scol, et il a su m'expliquer ce qu'était le scol. Par contre je n'ai pas testé pour voir s'il pouvait écrire du code.
If the scene rendering freeze with D3D11, check that the 3D models have texture coordinates and normals in mesh.
if you assign a material with light or texture on the model that don't have this informations, this will make the rendering to fail.
Happy new year!
OpenSpace3D 1.90 is now available: https://www.openspace3d.com/support/download/
You can now use any OpenXR compatible device on Windows (HTC / Steam VR, Oculus, Meta Quest/Quest2, Pico neo3, Pico4, Windows mixed reality headset...)
The 3D engine now use DirectX11 when the DirectX renderer is selected.
PlugITs:
– Add openXR
– Deprecate Oculus Mobile
– FPS navigation, add events for head / feet / hip pos
– Multitouch, use screen density for swipe gesture
Editor:
– Update all demos and templates for D3D11 compatibility
– Update VR templates to use OpenXR
– Add export to PICO devices
– Manage Android VR export using OpenXR dependencies
Core / Scol:
– Add OpenXR plugin: Windows OpenGL / D3D11, Android OpenGLES, Meta Quest/Quest2, Pico4, SteamVR, Windows Mixed reality supported.
– Update Assimp for 3D models conversion
– SO3Engine: use D3D11 on Windows
– SO3Engine: rewrite SSAO to use unified shaders
– SO3Engine: manage crytek SSAO and HDR on Android
– SO3Engine: correction on some compositors on Android
– Update Android build to use API 33
– Rebuild all binaries using VS2017
Hello, OK I will check that ![]()
OS3D 1.90 Beta 3 is available, this correct the issues returned before.
Hello,
the commit is about optional OpenXR extensions like hand tracking or passthrough for now.
OS3D extensions are just plugITs ![]()
The freeze was because of the physics debug material. I corrected it.
Thanks, I wish you the same ![]()
Thanks for the report, indeed I don't think I will be able to correct the D3D11 display Bugs on old demos for now, it must be because of the mimap generated in textures.
I'll check for the freeze anyway.
I think the release will wait for the first week of 2023 ![]()
You can download again the OS3D 1.90 Beta 2 https://www.openspace3d.com/downloads/OpenSpace3d_BETA
The D3D11 issues have been corrected (HDR (yellow scenes) and glow was broken)
The Beta 2 introduce the support of the PICO4 standalone VR headset as a new export platform. : https://www.picoxr.com/fr/products/pico4
Same as Oculus Quest2 (maybe better) but without the Meta limitations and personal informations tracking ^^
To use the VR headset on Windows you need the Pico link software https://www.picoxr.com/fr/software/pico-link
VR templates and demos are updated to match the openXR controllers positions correctly.
To update your VR projects you will have to use the OpenXR plugIT, (when a project use the Oculus mobile plugit it's automatically replaced by the OpenXR plugIT) and adjust the grabbed objects and controller positions.
Hello,
The DirectX11 renderer involve that 3D models must have Texture coords and normals if the generated shader use them, otherwise the rendering fail.
Maybe you can try to use directx on the old amd card
Edit the file usm.ini and change the line
SO3Renderer OpenGL
by
SO3Renderer DirectX
What is the date of your graphic driver ?
also I could not identify the play / stop action in the log, did you do it ?
I did not receive the email ?
can you sent it again ?