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gtoledo3's picture
Re: Troubleshooting Unofficial API Patches

Thanks.

franz's picture
Re: Troubleshooting Unofficial API Patches

Hi, a quick example on how to use the mesh port and mesh renderer would be awesome... thx, just diving into the sdk at the moment...

smokris's picture
Re: QCMesh*

@franz: We haven't really done any reverse-engineering work on the QCMesh* system (it frankly hasn't been too interesting to us since it's fairly incomplete and unreliable).

Our next step with the Unofficial API is to provide an interface for working with Kineme3D meshes. More on this soon.

franz's picture
Re: QCMesh*

nono, I meant KnM Mesh port, not apple's.

I just would like to be able to pipe in KnMMeshes (from FBX files) into my custom skanky plugins, and do my own deformations, shading (2 passes shading, custom shadows...). This would be great.

Right now none of the example are of type "consumer". So any rendering skanky example would be a good start for me as well.

This is the whole point of the skanky sdk : doin' things you can't do with the official sdk. Hence the examples being a little bit useless (no offense).

regards and bravo for releasing !

gtoledo3's picture
Re: QCMesh*

It would be useful to see something like one of the GLTools renderers as a project... a torus or quad or something, to lay out a super basic consumer patch. Something that handles texture and lighting would be cool.

gtoledo3's picture
Re: QCMesh*

I made this Line Renderer skanky renderer patch based on GL Tools as an example. Nothing original, all example... taking something from old skanky sdk, and making it work with this past release.

I get some warnings about the way the color stuff is programmed, but that's original to GLTools (I didn't change anything). I took out the blend mode for the sake of simplicity. If smokris or cwright could post however the blend is supposed to be retrofitted, that would be nice.

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HelloLine.zip22.59 KB

gtoledo3's picture
Re: Troubleshooting Unofficial API Patches

I put together some stuff...

Last night I wanted to get the color keys working with GL Line and GL Structure. A couple things I noticed...

Some stuff has been changed from old Skanky releases. The QC port stuff is better documented. So, taking something like the GL Line Structure project, one couldn't just indicate red,green,blue,alpha (for example), as floats, like it used to be... because that's not what's outlined in the QCColorPort header anymore, they're CGFloat's now. So, in getting exceptions for stuff like that, you can just look at the QC headers and see what's incorrect.

This stuff (re:attachment) is basically super GL Tools derivative (the struct renders especially... the texture transform was mostly from scratch aside from the template starting points, and looking at GL Tools for reference on how to setup an environment). I'm just demonstrating how to get it going. (I have compiled builds in my box account @ my home page.)

Sooo, no warranties implied, but I don't have any exceptions on building, and I'm pretty darn sure this is all correct.