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ohmtal

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Everything posted by ohmtal

  1. Works great :D ty Azaezel for the branch.
  2. Hello, I use a modified torque2d and got android studio work. It build fine for x86 and armeabi-v7a. But when I add x86_64 build it does not like the offset macro anymore. I've played around with the ifdef's for gcc but no luck so far and I don't understand the problem at the moment.On : addField("actionName", TypeString, Offset(mActionName, UndoAction),.. i get: error: cast from pointer to smaller type 'int' loses information I defined the macro for x86_64/android to: #define Offset(x, cls) ((dsize_t)(&((cls *) 1)->x) - 1) because the following replacement works: addField("actionName", TypeString, ((dsize_t) (&((UndoAction *) 1)->mActionName) - 1),... for me the macro and the test replacement, which works, looks equal. Edit: I also changed the dsize_t typedef in types.arm.h: #if defined(__x86_64__) || defined(__x86_64) typedef unsigned long long dsize_t; #else typedef unsigned long dsize_t; #endif
  3. I'd used a development version of 3.10.1. The stable Version does not have this problem. I'm switching to Preview 4 at the moment because the 3.10.1 (dev) water is broken. Sorry for the confusion.
  4. Thanks for the answer :) I removed the part "if(mWasLost) ..." in gfxD3D11Shader.cpp. Engine runs much smoother now in debug.
  5. I think it happen, when I add a Waterplane. Using Debug and DX11 I get: C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$shadowSoftness' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$atlasXOffset' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$atlasYOffset' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$farPlaneScalePSSM' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$overDarkPSSM' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$fadeStartLength' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$atlasScale' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$worldToLightProj' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$scaleX' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$scaleY' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$offsetX' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$offsetY' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$dynamicWorldToLightProj' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$dynamicScaleX' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$dynamicScaleY' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$dynamicOffsetX' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$dynamicOffsetY' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! C:\torque\Torque3D-3.10.1\Engine\source\gfx\genericConstBuffer.cpp(285,0): {Fatal} - The '$dynamicFarPlaneScalePSSM' shader constant in shader 'shaders/common/lighting/advanced/vectorLightP.hlsl' was unassigned! After that T3D becomes very unstable and crashes on exit. Using GL i've no problems. Any ideas on that error?
  6. The easiest way is to trigger the restart remotely over the remote console. You can also write an real time scheduler but that's more work ;)
  7. Kind of. To make an example: function Ball::bounce(%this) { echo ("bouncing" SPC %this.x SPC %this.y); } $myBall = new ScriptObject(Ball); $myBall.x = 10; $myBall.y = 20; $myBall.bounce();
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