PR4 Beta 7
Beta 7 is now on the FTP. Here is a list of changes:
* Vertex shaders and pixel shaders completed
* Added ability to use custom FVF and vertex shader declarations
* Added dynamic lightmaps to BSP engine
* Added bump mapping support to BSP engine
* Updated PRO Edit documentation for progressive meshes and
vertex/pixel shaders
* Added MD2, 3DS animation, Particle Effect support to CHR Edit
* Added character tweening using vertex shaders to Character
library
* Added ability to change sound volume in Character files
* Added CHR Edit documentation
* Added LS file creation in CHR Edit so characters can be used
in LStudio instantly
* Added character LOD example
* Added vertex reordering flag to file format so saved
progressive meshes work properly
* Fixed loaded bump textures on cards that don''t support it
* Added new icons for all utilities and fixed bug where it
wasn''t showing the correct icon in the taskbar
* Fixed coolbar bug that would cause the program to freeze up if
you resized the window too small
* Added proper d3d pipeline support for env mapped objects
(axis now affects texture transform, scale is correct)
* Added PR_SetWindow function and PR_Globals.PR_WindowHandle
* Compiled PRO and Biped exporters for 3DS MAX4
* Disabled 3D Now quaternion multiply because it was giving
incorrect results sometimes
* Fixed lightmap_add with d3d pipeline
* Removed wbuffering (was more trouble than it is worth) and
fixed up zbuffering problems with mixing pipelines
* User/Scene camera in PRO Edit is finally functional
* Material, Texture and alpha polygon arrays now automatically
expand so you won''t run out of memory (ie you can allocate
just 1 texture at the start of the program and it reallocates
the array as needed)
Chris,
I remember that you posted in these columns a thread about the PR 4 final release and the objective was something like middle July...
Is it right and do you think you''ll get it ready for that range ?
However, could you post a little brief of your calendar on the different beta and final releases ?
By knowing that now, it could help us a lot on knowing where you''ll be working on and where we should find some code changes.
Thanks,
Amadrias
France
I remember that you posted in these columns a thread about the PR 4 final release and the objective was something like middle July...
Is it right and do you think you''ll get it ready for that range ?
However, could you post a little brief of your calendar on the different beta and final releases ?
By knowing that now, it could help us a lot on knowing where you''ll be working on and where we should find some code changes.
Thanks,
Amadrias
France
My plan at this point is to work on the main documentation and see how long that takes. I doubt it will be totally done mid July but certainly very close.
There are a few things that I want to complete that may take a long time:
Lightwave 6.5 exporters
Milkshape exporter
Matrix palette skinning using vertex shaders
dozen or so small improvements to the terrain engine
I will continue to work on a few of the large features each release as well as fix lots of the minor ones. I can''t give you exact dates for the remaining features. Why not treat every beta as the final release from now on and everything else I add is a bonus
If there are any features you need that I haven''t mentioned let me know.
There are a few things that I want to complete that may take a long time:
Lightwave 6.5 exporters
Milkshape exporter
Matrix palette skinning using vertex shaders
dozen or so small improvements to the terrain engine
I will continue to work on a few of the large features each release as well as fix lots of the minor ones. I can''t give you exact dates for the remaining features. Why not treat every beta as the final release from now on and everything else I add is a bonus
If there are any features you need that I haven''t mentioned let me know.
tried compiling character LOD example in debug mode, but giving me a crash on CHR_RenderCharacter.
i commented out CHR_RenderCharacter to see if there is any further errors and realised that it crashed in:
if (entity_character->CurrentMotion == MOTION_NONE)
CHR_InitiateMotion (entity_character, 0); </i>
i commented out CHR_RenderCharacter to see if there is any further errors and realised that it crashed in:
if (entity_character->CurrentMotion == MOTION_NONE)
CHR_InitiateMotion (entity_character, 0); </i>
tried compiling character LOD example in debug mode, but giving me a crash on CHR_RenderCharacter.
i commented out CHR_RenderCharacter to see if there is any further errors and realised that it crashed in:
if (entity_character->CurrentMotion == MOTION_NONE)
CHR_InitiateMotion (entity_character, 0); </i>
i commented out CHR_RenderCharacter to see if there is any further errors and realised that it crashed in:
if (entity_character->CurrentMotion == MOTION_NONE)
CHR_InitiateMotion (entity_character, 0); </i>
I don''t see the "don''t wrap the landscape" switch listed, and I don''t see it in Landscape Studio.
Is that in the new beta, or will it be coming soon? And if it is already in, where is it located?
Is that in the new beta, or will it be coming soon? And if it is already in, where is it located?
This topic is closed to new replies.
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