TSE "Milestone 3.5" Update
by Ben Garney · in Torque Game Engine Advanced · 06/30/2006 (11:06 am) · 246 replies
Hi guys,
We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.
Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)
Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.
This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!
Regards,
Ben Garney
Torque Technologies Director
We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.
Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)
Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.
This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!
Regards,
Ben Garney
Torque Technologies Director
#22
06/30/2006 (4:03 pm)
I'd like to know about the alpha dts thing too.
#23
Couple of things I forgot to mention with the batching - it should fix a lot of translucency sorting issues. It also takes care of glow issues on mounted objects.
06/30/2006 (4:26 pm)
Debris is rendering. Alpha not happening yet. Gotta add that to procedural shader generation.Couple of things I forgot to mention with the batching - it should fix a lot of translucency sorting issues. It also takes care of glow issues on mounted objects.
#24
I'll make sure it gets into CVS before I go home today.
06/30/2006 (4:59 pm)
Just add an ampersand to the relevant line and the problem goes away. The line should look like:adio->setCallback(this, &AtlasTOC::cbOnChunkWriteComplete, key);
I'll make sure it gets into CVS before I go home today.
#25
06/30/2006 (5:43 pm)
The VC8 project has not been updated. If someone has it going properly, send it to me and I'll check it in.
#26
06/30/2006 (5:53 pm)
Glad to hear about the sorting issues, and glow on mounted objects. :) Here's the video on the alpha problems I encounter, and others verify.
#27
06/30/2006 (6:21 pm)
What happens if you comment out line 136 of renderInstance/renderTranslucentMgr.cpp?
#28
06/30/2006 (6:47 pm)
Currently working on the VC8 project files. Doing some final tests with them and then i will send them to you Brian :)
#29
@Florian - cool, thanks man
06/30/2006 (7:54 pm)
@C2 - that's with the current 3.5 update? Is that a custom muzzle flash renderer that you guys wrote, or a .dts?@Florian - cool, thanks man
#30
I do see an issue though on a clean build. The glow on any object can be seen through all other objects.
Example Image
06/30/2006 (8:07 pm)
That'd be a .dts. Haven't tried it on 3.5 yet, because I haven't been able to get 3.5 working in my scripts yet. :) Having a load of rendering issues when I try to get it working in my scripts; will have to examine exactly what changed in 3.0 to 3.5.I do see an issue though on a clean build. The glow on any object can be seen through all other objects.
Example Image
#31
pushDialog(): Invalid control: DemoEditorAlert
MatInstance::MatInstance() - Unable to find material 'TerrainMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS20Material'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11AMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11BMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS20Material'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11AMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11BMaterial'
it goes on and on with the messages and then tse crashes.
Just thought I would post this as a FYI and possibly see if anyone can offer me any fix.
There weren't any errors when doing the compile.
06/30/2006 (9:56 pm)
Hello. Getting these console errors, then a crash when trying to run the freshly compiled build:pushDialog(): Invalid control: DemoEditorAlert
MatInstance::MatInstance() - Unable to find material 'TerrainMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS20Material'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11AMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11BMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS20Material'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11AMaterial'
MatInstance::MatInstance() - Unable to find material 'TerrainBlenderPS11BMaterial'
it goes on and on with the messages and then tse crashes.
Just thought I would post this as a FYI and possibly see if anyone can offer me any fix.
There weren't any errors when doing the compile.
#32


Thomas - have you tried making sure those materials are defined? Their definitions can be found in the terrain_water_demo and the demo mod scripts.
07/01/2006 (12:30 am)
C2 - have you tried on an unmodified checkout from CVS? I just ran through it and I got two shots:

Thomas - have you tried making sure those materials are defined? Their definitions can be found in the terrain_water_demo and the demo mod scripts.
#33
07/01/2006 (2:19 am)
@C2 - that looks like a driver problem. Are you running a Geforce 6200 by chance?
#34
The terrain_water_demo runs fine, though. Can't see the glow through the box: Water Demo
07/01/2006 (6:45 am)
Actually a Radeon X1600 Pro 512MB. That was a clean CVS checkout, too. (Downloaded twice and compiled twice) Latest drivers. (Catalyst 6.6)The terrain_water_demo runs fine, though. Can't see the glow through the box: Water Demo
#35
07/01/2006 (6:59 am)
@C2 - I was getting that problem before 3.5. Is that the release or debug build?
#36
Its not a crazy artifact that bounces around the screen as seen on the GeForce 6200 series cards. (I used to own one) It's just that the glow shows up through solid objects.
07/01/2006 (7:20 am)
Release. I had this issue in MS3 as well, when I did something to make mounted objects glow. All glow seemed to be able to be seen through anything.Its not a crazy artifact that bounces around the screen as seen on the GeForce 6200 series cards. (I used to own one) It's just that the glow shows up through solid objects.
#37
The errors i get are as follows:
My incude directories are as follows: (give or take correct spelling, i had to type thse by hand)
Continued...
07/01/2006 (9:51 am)
I pulled a fresh copy from CVS (no alterations) but i'm having trouble getting it compiled.The errors i get are as follows:
Error 7 fatal error LNK1104: cannot open file 'ljpeg.lib' Torque Shader Engine Error 9 error LNK2019: unresolved external symbol "class ResourceInstance * __cdecl constructAtlasFileResource(class Stream &)" (?constructAtlasFileResource@@YAPAVResourceInstance@@AAVStream@@@Z) referenced in function "bool __cdecl initLibraries(void)" (?initLibraries@@YA_NXZ) main.obj Error 10 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) waterBlock.obj Error 11 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) tsMesh.obj Error 12 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) atlasInstance.obj Error 13 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) precipitation.obj Error 14 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) interiorRender.obj Error 15 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) sky.obj Error 16 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) terrData.obj Error 17 error LNK2019: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) referenced in function "public: virtual bool __thiscall ShapeBase::prepRenderImage(class SceneState *,unsigned int,unsigned int,bool)" (?prepRenderImage@ShapeBase@@UAE_NPAVSceneState@@II_N@Z) shapeBase.obj Error 18 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) fxFoliageReplicator.obj Error 19 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) fxSunLight.obj Error 20 error LNK2001: unresolved external symbol "public: void __thiscall RenderInstManager::addInst(struct RenderInst *)" (?addInst@RenderInstManager@@QAEXPAURenderInst@@@Z) particleEmitter.obj Error 21 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) waterBlock.obj Error 22 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) tsMesh.obj Error 23 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) atlasInstance.obj Error 24 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) sceneGraph.obj Error 25 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) sceneState.obj Error 26 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) sky.obj Error 27 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) terrData.obj Error 28 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) precipitation.obj Error 29 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) interior.obj Error 30 error LNK2019: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) referenced in function "void __cdecl 'dynamic initializer for 'gConsoleFunctionGroupInteriors__GroupBegin''(void)" (??__EgConsoleFunctionGroupInteriors__GroupBegin@@YAXXZ) interiorInstance.obj Error 31 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) interiorRender.obj Error 32 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) shapeBase.obj Error 33 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) fxFoliageReplicator.obj Error 34 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) fxSunLight.obj Error 35 error LNK2001: unresolved external symbol "class RenderInstManager gRenderInstManager" (?gRenderInstManager@@3VRenderInstManager@@A) particleEmitter.obj Error 36 error LNK2019: unresolved external symbol "public: void __thiscall RenderInst::calcSortPoint(class SceneObject *,class Point3F const &)" (?calcSortPoint@RenderInst@@QAEXPAVSceneObject@@ABVPoint3F@@@Z) referenced in function "protected: void __thiscall ParticleEmitter::prepBatchRender(class Point3F const &)" (?prepBatchRender@ParticleEmitter@@IAEXABVPoint3F@@@Z) particleEmitter.obj Error 37 error LNK2001: unresolved external symbol "public: void __thiscall RenderInst::calcSortPoint(class SceneObject *,class Point3F const &)" (?calcSortPoint@RenderInst@@QAEXPAVSceneObject@@ABVPoint3F@@@Z) tsMesh.obj Error 38 error LNK2019: unresolved external symbol "public: void __thiscall RenderInstManager::clear(void)" (?clear@RenderInstManager@@QAEXXZ) referenced in function "public: void __thiscall SceneState::renderCurrentImages(void)" (?renderCurrentImages@SceneState@@QAEXXZ) sceneState.obj Error 39 error LNK2019: unresolved external symbol "public: void __thiscall RenderInstManager::render(void)" (?render@RenderInstManager@@QAEXXZ) referenced in function "public: void __thiscall SceneState::renderCurrentImages(void)" (?renderCurrentImages@SceneState@@QAEXXZ) sceneState.obj Error 40 error LNK2019: unresolved external symbol "public: void __thiscall RenderInstManager::sort(void)" (?sort@RenderInstManager@@QAEXXZ) referenced in function "public: void __thiscall SceneState::renderCurrentImages(void)" (?renderCurrentImages@SceneState@@QAEXXZ) sceneState.obj Error 41 fatal error LNK1120: 7 unresolved externals ../example/TSE_DEBUG.exeI'm using Visual Studio 2005 Pro.
My incude directories are as follows: (give or take correct spelling, i had to type thse by hand)
Continued...
#38
ljpeg, lpng, lungif, zlip
Any help anyone could offer would be great, im betting this is a crappy visual studio bug where it claims its building something/linking something but isn't...
Thanks for your help
Pauliver
07/01/2006 (9:51 am)
c:\Program Files\Microsoft DirectX SDK (April 2006)\Include c:\Program Files\Microsoft DirectX SDK (February 2006)\Include $(VCInstallDir)include $(VCInstallDir)atlmfc\include $(VCInstallDir)PlatformSDK\include $(VCInstallDir)PlatformSDK\common\include $(FrameworkSDKDir)includeMy Libraries are as follows (agian give or take spelling)
c:\Program Files\Microsoft DirectX SDK (April 2006)\Lib\x86 c:\Program Files\Microsoft DirectX SDK (February 2006)\Lib\x86 $(VCInstallDir)lib $(VCInstallDir)atlmfc\lib $(VCInstallDir)atlmfc\lib\i386 $(VCInstallDir)PlatformSDK\lib $(VCInstallDir)PlatformSDK\common\lib $(FrameworkSDKDir)lib $(VSInstallDir) $(VSInstallDir)LibAccording to Visaul Studio the dependancies for Torque Shader Engine are:
ljpeg, lpng, lungif, zlip
Any help anyone could offer would be great, im betting this is a crappy visual studio bug where it claims its building something/linking something but isn't...
Thanks for your help
Pauliver
#39
07/01/2006 (10:13 am)
Pauliver, did you read the posts above yours? I'm not sure that's where your problem is but they mentioned VC8 project and their inability to work atm.
#40
07/01/2006 (10:24 am)
Did someone ever get an updated VC8 yet that they could either post on TDN or send to GG to add to HEAD?
Torque Owner Chris "C2" Byars
Ion Productions
Haven't compiled yet to take a look.