Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / cannot get object to render

Author
Message
mindsclay
12
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 13th Dec 2014 11:32 Edited at: 13th Dec 2014 11:33
I am using an object and image from the example "3D-FirstPersonExample" in the code below, yet the object does not appear.



Setting the SetObjectShader to 1 still shows nothing.

home.wavecable.com/~mindsclay
29 games
19
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 13th Dec 2014 23:39
I can't see any reason why the object doesn't render so I don't think it's you code. I ran it with an object created using the CreateObjectBox() command and it rendered fine so I guess it's an issue with your model or the texture.

Can you upload the model with the texture so I can run your code and see what's what.

mindsclay
12
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 14th Dec 2014 01:57 Edited at: 14th Dec 2014 01:58
Except that the model and texture come from an included AppGameKit example and that example 'works'.

The model and texture were included in the AGK2 installation.

home.wavecable.com/~mindsclay
29 games
19
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 14th Dec 2014 02:44 Edited at: 14th Dec 2014 02:45
Sorry, I missed that in your original post.

The problem is that the model used in the example is actually made from many different objects, I spent ages going through it to see how it was put together.

The particular mesh you're using is actually a tailor's dummy and two posts. The image in the download is a screen grab from blender, the three orange blobs to the left are the meshes (the original model covers an area of 4000x4000 units and I had to scale it down so the camera could see it).

Because of the current 3D commands and supported file formats, to create a multi textured model it has to be loaded in as separate objects and each object textured individually.

On the plus side, there's nothing wrong with your code.

Attachments

Login to view attachments
mindsclay
12
Years of Service
User Offline
Joined: 1st May 2012
Location: Rocklin, CA, USA
Posted: 19th Dec 2014 23:59
Thanks for looking into that.

home.wavecable.com/~mindsclay

Login to post a reply

Server time is: 2024-11-25 14:33:57
Your offset time is: 2024-11-25 14:33:57