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proton:win_3dapp [2010/10/29 13:00] – created sethproton:win_3dapp [2010/12/22 03:35] (current) seth
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 This app combines the features of the previous apps with the powerful 3D engine [[http://irrlicht.sourceforge.net/|Irrlicht]]. This app combines the features of the previous apps with the powerful 3D engine [[http://irrlicht.sourceforge.net/|Irrlicht]].
  
-I integrated it over a couple days [[http://www.codedojo.com/?p=440|about a year ago]], so it's based on V1.6, not the absolute latest version(up to 1.71 now)  If I use it in a "real" project I will probably update and clean it up a bit.+It's based on the Irrlicht GLES 1.7.1 beta branch.
  
 Key points about how I integrated it: Key points about how I integrated it:
   * I don't use any of Irrlicht's GL init/window code, Proton handles that   * I don't use any of Irrlicht's GL init/window code, Proton handles that
   * I added a custom texture type so it could read my .rttex format, including pvrct. (PowerVR compressed textures that iOS stuff uses)   * I added a custom texture type so it could read my .rttex format, including pvrct. (PowerVR compressed textures that iOS stuff uses)
-  * It supports only two renderers, GL and GLES V1.X.  Both work on Windows, only GLES works on portable devices, naturally+  * It supports only two renderers, GL and GLES V1.X.  (GLES or GL can work on windowsmobiles can only use GLES)
   * It is able to load texture formats that Proton can't, including .jpg and .png directly   * It is able to load texture formats that Proton can't, including .jpg and .png directly
   * You can use Proton's entity/components along side of Irrlicht, in this example Proton handles the GUI controls   * You can use Proton's entity/components along side of Irrlicht, in this example Proton handles the GUI controls
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 However, I don't mind too much, because it means for games that don't require 3D, Irrlicht doesn't have to be included at all. (RTBareBones and RTSimpleApp examples don't include a single Irrlicht file) However, I don't mind too much, because it means for games that don't require 3D, Irrlicht doesn't have to be included at all. (RTBareBones and RTSimpleApp examples don't include a single Irrlicht file)
 +
 +====You built RTBareBones and RTSimpleAPP, right?====
 +This tutorial assumes you already did [[proton:win_setup|this one]], and [[proton:win_setup2|this one]].  At least skim them or you won't know about building resources!
  
 ====Compiling RT3DApp on Windows==== ====Compiling RT3DApp on Windows====
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 This cryptic line in the batch file does most of the compressing: This cryptic line in the batch file does most of the compressing:
  
-<code cpp>+<code>
 for /r %%f in (*.bmp *.png *.jpg *.tga) do ..\%PACK_EXE% -flipv -mipmaps -stretch -pvrt4444 %%f for /r %%f in (*.bmp *.png *.jpg *.tga) do ..\%PACK_EXE% -flipv -mipmaps -stretch -pvrt4444 %%f
-</cpp>+</code>
  
-It's saying turn everything into 4444 raw files, stretch them to be power of two, and flip them vertically.+It's saying turn everything into 4444 raw files, stretch them to be power of two, and flip them vertically.  It also compresses the final product with zlib, the filesizes of an .rttex are comparable to .png.
  
 These textures will load on anything. These textures will load on anything.
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 It also loads a separate .b3d file for the collision data, this lets you simplify it and make it so trees and things are smoother to navigate around. It also loads a separate .b3d file for the collision data, this lets you simplify it and make it so trees and things are smoother to navigate around.
  
-Hmm, I probably should put up the .max file of the house scene as well as an example for 3DSMax users, bug me if you need it. :)+Hmm, I probably should put up the .max file of the house scene as an example for 3DSMax users, bug me if you need it. :)
  
 ====Does this mean I can pop out a 3d game now?==== ====Does this mean I can pop out a 3d game now?====
proton/win_3dapp.1288357200.txt.gz · Last modified: 2010/10/29 13:00 by seth