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xp normal/diffuse shader viewing problem fixed:
fixed; i used shader material 07 from the shaders example, the one that does the bare minimum to render diffuse/bump
my winxp 32 p iv is happy now, but alas i think it is becoming to old to handle openspace, but i can still author some assets with it so it doesn't end up in a landfill, maybe i'll try to upgrade the gpu one more time.
i think what i'll do is try to use one of the shaders from the shader example scene, maybe it's some mysterious bug in the program/cg/material files i'm using.
url at issue:
http://ifam.net/openspace/bettershader2/web/index.html
the normal map shader in this scene works on my laptop (i3 win7 64bit 4gwith intel gma 3000 directx 10.1) but not with my p4 xp 32bit desktop with nvidia geforce fx 5500 (directx 9.0c) maybe this is a directx issue?
i have double checked the paths in the .material and .program files and i haven't found any path issues to prevent the shader from showing up on my winxp 32 desktop.
if I use lexiview on my p4 to view the .mesh and dependent files. lexiview uses an older version of ogre, perhaps it's an ogre issue?
colleauges please let me know what hardware/os you are using and whether you are seeing the normal map show up:

-h
http://www.ifam.net/openspace/showcase/web/index.html
I may add a few monsters to this room, maybe some controls and sounds and other stuff laying around my computer from preopenspace projects...I'll use it as a testbed to add features to as I learn openspace. Monster is based on H.P. Lovecraft's "Shadow out of Time"...the ogre people have named their releases out after some of Lovecraft's creatures. Learn about the story here...it's both a scary and silly story
arkeon wrote:to answering your question
set the physic room shape as collisiontree for static and exact collisions
I did that and then, using either walkthrough or fps navigation modes, the avatar just got stuck, unable to move in any way. when i have time i'll repost the scene (with a no space file name) along with some screen shots of the physic dialogs for both the scene and the room object itself.
i somehow forgot how i got the room to work as a static, complex collision object aside from setting the room shape to collisiontree, but it works.:)
http://ifam.net/openspace/cyclopean_roo … index.html
now to stick one of my ogre montsers in it....use a normal map shader that also uses lightmaps, the glow compositor, and see if my older piv can handle it aside from the i3 i'm using to do openspace work on.
to answering your question
set the physic room shape as collisiontree for static and exact collisions
I did that and then, using either walkthrough or fps navigation modes, the avatar just got stuck, unable to move in any way. when i have time i'll repost the scene (with a no space file name) along with some screen shots of the physic dialogs for both the scene and the room object itself.
colleagues:nt
i have posted a scene to: http://ifam.net/openspace/cyclpean_room/web/index.html
i would like the big room to be a static object that an avatar can collide with. when i enable physic on the scene tree, the room begins to fall down due to gravity. how can i make an organicly shaped object fixed and collidable?
i renamed the project file without any spaces and it works! there are other issues thought but i will bring them up elsewhere:
http://ifam.net/openspace/cyclpean_room/web/index.html
thanks!
colleagues:
i have a project posted to:
http://ifam.net/openspace/cyclopean_room/web/index.html
but all i get is the preliminary scol plugin screen (the white box with the text "Scol Navigator Plugin", no download bars appear and no scene is loaded. i'm using win7 64bit; the tutorial showcase scene works fine but my scene does not.
any help appreciated.
-h
so to have a good game of one on one tennis, you need, in effect, a physics server (i guess some games have them, i don't know, i got into online 3d because i design for theater and installation art...never played games very much)
The explication is that our physic engine is not deterministic (like 99% of real time other physic engines), which means that playing the same simulation 2 times will not render the same result. It's the case in <put your favorite multiplayer game here> too, cause for example we don't care if the bottle I just come shooting on moves exactly the same way as it will on the distant computer my friend plays with.
Anyway, what you are asking for is possible with openspace3d, but you'll need two different scenes, a "master scene" with physics on, and some "clients scene" with physic off, just updating object positions.
So the master scene would run on the server, responding to collision messages sent by the clients and then feeding back the object positions?
colleagues:
when i run the network.xos example in two separate windows on the same computer, when i click on the ball in one window, the ball moves in the other window, but does not move in the window where i clicked the ball...does the network.xos require that the client is running on two separate machines?
it's already possible to move an object between network clients but to made real physic on all the clients at the same time you need to manage physics on server
or just force an object position before to send the same physic force on all clients
oops
i see this demonstrated in the network.xos file, but i'll discuss that in another thread.
what do you mean by "shared objects" ?
for avatars i started a plugIT but still not a priority ...
by shared objects i mean objects subject to physical interactions, like a ball or something else that one avatar would kick around and the other avatars would see moving.
Thank's !
an heart rate plugIT already exist (not kidding
) in the svn-trunk using the Nonin pulse oxymeter : http://www.nonin.com/PulseOximetry/Wris … Model-3150
so i guess i could hook an elliptical up to an openspace scene and fly from usa to france and back if i go fast enough.
.....is there any timeline for shared objects and remote avatars, if i may humbly ask?:cool:
Well done! Now for the next version have a plugit to react to my heartrate (just kidding, but maybe not....if you could hook up excercise machines to openspace scenes, perhaps people would like that.)
and it's great you have paid attention to those low end gpu's. with online 3d, you have to ensure you can deliver to the crudest hardware.
-h
openspace uses ogre to render 3d objects and materials, including shaders. usually what you have is a .material file that refers to 2d image files (or 3d dds image files), and to other files with the .cg, .program, .frag, .glsl, .hlsl, .vp or .vs extensions.....if you look at the ogre3d site you can download examples of how materials and shaders work. ogre can render shaders with directx or opengl.
great work!!!
i haven't used the exporter in a few months....i think under winx that you have to install python and set the an environment variable pointing to the python installation directory in one of the control panel/computer dialogs...it is probably one one of those threads in the ogre forums.
The more you do with less, the happier the gpu/cpu.
Nice, I like the depth attenuation effect
just ogre fog
http://ifam.net/openspace/mezozoicwip/web/
now to build a diver with a propulsion unit and a custom navigation system with plugits to swim around this thing. once hydrax is integrated into os3d it will be practicable to have the kronosaurus moving, going to the surface, breathing, and diving (that will involve knowing a bit of math....never thought i would need it after high school)
-h
great !
can't see it with my current dev version ^^
is there a timeline on integrating hydrax? (which is very cool, I checked the demo out last night.)
that would make the use of a shader on a mesh obsolete.
Otherwise you would have to be dynamically tiling a bunch of plane meshes, and all of them would be moving up and down, I'd assume that they would have awful seam issues. And with the present method if you use a plane, you see its edges if you don't use fog.
-h
i got the under ocean shader working as it should
http://ifam.net/openspace/underocean/web/