Game Development Community

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
#21
06/30/2006 (4:02 pm)
Same questions as Martin:
Quote:1. Is the debris rendering code in now? It was commented out in MS3
2. Does the alpha transparency work on the DTS shapes now?

Haven't compiled yet to take a look.
#22
06/30/2006 (4:03 pm)
I'd like to know about the alpha dts thing too.
#23
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
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
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
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
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
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:

static.flickr.com/46/178880769_5627867e66.jpg
static.flickr.com/76/178875437_26ae9ed90a.jpg

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
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
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
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.exe
I'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
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)include
My 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)Lib
According 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?