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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

02-05-2012, 10:06 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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The mirrored zones sounds very similar to an issue I ran into with my .eqg renderer because sony inverts x and y axis.
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02-05-2012, 10:19 PM
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Discordant
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Join Date: Mar 2009
Location: Ottawa
Posts: 495
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Thanks again tabasco, that did fix that issue. I also had to change line 96 of S3D.cpp from
Code:
memcpy(&file_count, meta_block, sizeof(long));
to
Code:
memcpy(&file_count, meta_block, sizeof(int32));
Now I'm sitting at a black window from Lantern without any useful output.
Code:
pfyon@family-kubuntu:~/lanterneq/Lantern$ tail log.txt
<---> Logfile Initialized on 2-5-2012 at 21:16:32
<---> Preferences from lantern.ini have been read.
<---> Loading zone: gfaydark
<---> Screen width: 800 - Screen height: 600
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02-05-2012, 10:30 PM
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Discordant
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Join Date: Sep 2009
Posts: 269
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With SOIL I haven't had any texture issues, but I haven't tested in 64-bit yet.
What do you get if you try to move around (sometimes 0,0,0 isn't ideal) or what do you get when you run something from mesa-utils like glxgears, or glxinfo, or try to load a different s3d?
KLS, I noticed some strange stuff when translating 2d map files to locs inside a web-based editor. OpenGL tends to use a Y-Up model, but every engine wants to apply its own translation anyway. In addition to that, they use one system for coords and another entirely for labels. I can only imagine what other idiosyncrasies we'll find inside their archives.
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02-06-2012, 12:02 AM
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Demi-God
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Join Date: Aug 2010
Posts: 1,742
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It may not help that by default Direct3D is left-handed and OpenGL is right-handed with regards to coordinate systems. Not hard to account for if you know the format the data is loaded in and the destination system you want it to fit, but certainly a common pitfall.
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02-06-2012, 04:04 PM
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Sarnak
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Join Date: Nov 2009
Posts: 45
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Any thoughts toward a sound lib? FMOD? irrKlang?
What threading model do you plan to adhere to?
Also do you have a design doc laying around?
I applaud your drive and progress on this project.
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02-06-2012, 05:15 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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Quote:
Originally Posted by Taurinus2
Any thoughts toward a sound lib? FMOD? irrKlang?
What threading model do you plan to adhere to?
Also do you have a design doc laying around?
I applaud your drive and progress on this project.
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I think when the time comes, I will try FMOD. Looks like what a lot of people use today in the industry.
As for threading, I honestly have no idea yet. There is a design doc (readme.txt) on the SVN and it just lays out some goals I want to accomplish.
I probably won't be committing anything for a week or so while I add support for shaders and lighting. More than anything I am just reading about the OpenGL pipeline and trying to understand everything before I move on. After all, this is a project for learning.
Great to see it running on Linux and go ahead and commit that whenever you get the chance.
Cheers!
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02-07-2012, 11:01 AM
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Discordant
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Join Date: Sep 2009
Posts: 269
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This is indeed the case, and as you said, pretty easy to fix.
Quote:
Originally Posted by lerxst2112
It may not help that by default Direct3D is left-handed and OpenGL is right-handed with regards to coordinate systems. Not hard to account for if you know the format the data is loaded in and the destination system you want it to fit, but certainly a common pitfall.
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The resolution should now load from the ini file and you can change camera speed with +/- now as well.
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02-07-2012, 06:44 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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As for the flipped textures, there is a flag in the WLD header that denotes if the zone is old or new. I assumed that would allow us to flip or not flip the texture across the y axis. Unfortunately, the classic and the titanium Greater Faydark both say they are old zones so it won't be that simple. My next idea is just to check the bit depth on the textures when they load. If the depth is 8 bit, we know it's a classic zone and 24 bits, a newer version zone. Again as I mentioned, I will be learning shaders for the next week or so and then I am going to tackle both per vertex and per pixel lighting in GLSL.
Awesome work Tabasco.
Cheers!
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02-06-2012, 05:56 PM
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Discordant
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Join Date: Sep 2009
Posts: 269
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Revision 29 should build and function on linux 32 and 64 bit.
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02-06-2012, 06:14 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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Quote:
Originally Posted by Tabasco
Revision 29 should build and function on linux 32 and 64 bit.
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Fantastic. Thank you Tabasco. Also, for those who don't know, Tabasco is now a contributor to the project.
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02-06-2012, 10:10 PM
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Discordant
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Join Date: Mar 2009
Location: Ottawa
Posts: 495
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Excellent, works out of the box. Performance shot up once I installed the nvidia proprietary driver too  .
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02-07-2012, 12:44 AM
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Hill Giant
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Join Date: Oct 2009
Location: U.S.A.
Posts: 197
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Results
Revision 29 compiles/runs with no errors on Fedora 13.
Code:
[user@host ~]$ uname -a
Linux host 2.6.34.9-69.fc13.i686.PAE #1 SMP Tue May 3 09:13:56 UTC 2011 i686 i686 i386 GNU/Linux
`g++ --version`
Code:
g++ (GCC) 4.4.5 20101112 (Red Hat 4.4.5-2)
...
`make --version`
I did take a few screenshots while I was testing it, but didn't want to put all 5 in one post so here are the links:
Unrest: http://i.imgur.com/6wgCs.jpg
Mistmoore 1 (Overview): http://i.imgur.com/EH4QD.jpg
Mistmoore 2: http://i.imgur.com/eUgH5.jpg
Highkeep 1 (Front entrance): http://i.imgur.com/UGJ7o.jpg
Highkeep 2: http://i.imgur.com/V6XJB.jpg
That last one is interesting because the establishment plaque is upside down, and the left and right textures adjacent to the plaque are blurry.
Edit: Going to put up some neriak screenshots just for fun.
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02-07-2012, 09:29 AM
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Discordant
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Join Date: Mar 2009
Location: Ottawa
Posts: 495
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I also noticed in gfay that all the trees' leaves were upside down.
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02-13-2012, 08:36 PM
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Sarnak
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Join Date: May 2011
Posts: 96
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As I continue to progress through my study of shaders, I had a fun idea last night. For me, seeing Lantern grow and accumulate a number of DLL's in the directory has been a little depressing. I downloaded a Game Boy Advance emulator yesterday and it had only 1 file; the executable.
I am going to try as I progress to actively reduce the amounts of external dependencies and DLL's so that quite possibly Lantern can simply be an executable. It could as a first run, create the .ini.
Thoughts?
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02-13-2012, 09:09 PM
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Sarnak
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Join Date: Nov 2009
Posts: 45
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My thoughts:
In order to achieve this on Windows, you would need:
1) Static linkage
1a) Source for every lib you use to achieve this.
Sure, lib developers/vendors make pre-built libs available, but depending on them means that the show is over once development ends (or you move on to another environment that they do not support) and no source is supplied. You also have to keep crt linkage in mind (cannot mix them).
Even being feasible it is simply not worth the effort IMO.
Secondly, why?
Your data dependencies number in the thousands already so it would seem pointless to me.
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