FBKart demo...

User projects written in or related to FreeBASIC.
Dr_D
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Joined: May 27, 2005 4:59
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Re: FBKart demo...

Postby Dr_D » Apr 03, 2015 19:27

DJ, what happened to your post? I wanted to try it, but when I checked my email I was on my phone. :\
Dr_D
Posts: 2398
Joined: May 27, 2005 4:59
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Re: FBKart demo...

Postby Dr_D » Apr 03, 2015 20:53

Hey, DJ. Have you been able to include BASS in more than one module? I'm getting some multiple definition errors on the ctors. Similar to this...

Code: Select all

src\physics.o:fake:(.text+0x0): multiple definition of `BASS_3DVECTOR::BASS_3DVECTOR(float, float, float)'
src\editor_main.o:fake:(.text+0x0): first defined here
D.J.Peters
Posts: 8179
Joined: May 28, 2005 3:28
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Re: FBKart demo...

Postby D.J.Peters » Apr 04, 2015 21:40

Including bass twice is a bad idea.

In general you can't include runtime code more than once.

The constructor code of the 3d vector are duplicated and "bass" is a shared var.

Joshy
D.J.Peters
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Re: FBKart demo...

Postby D.J.Peters » Apr 05, 2015 17:18

Do you know my version of OpenB3D ?

download: OpenB3D+.zip

Joshy
Dr_D
Posts: 2398
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Re: FBKart demo...

Postby Dr_D » Apr 08, 2015 2:13

D.J.Peters wrote:Do you know my version of OpenB3D ?

download: OpenB3D+.zip

Joshy


No, I'm going to check it out. Is it a full engine?
D.J.Peters
Posts: 8179
Joined: May 28, 2005 3:28
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Re: FBKart demo...

Postby D.J.Peters » Apr 14, 2015 11:50

WIN32 demo: fbengine3d.zip

Joshy
D.J.Peters
Posts: 8179
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Re: FBKart demo...

Postby D.J.Peters » Apr 14, 2015 22:36

I fixed one bug download link are the same.

first watch the six scenes
(+)(-) in/decrement speed
(a) togle anaglyph stero cam
(b) togle bloom
(n) togle noise
(r) reset curent scene
(t) togle view spline tracks
(v) togle vignette
(space) togle auto camera

If auto cam are off you can move around with mouse and cursor keys
keys (1)-(6) select a scene

From a demo code I made a complete render engine
and I use in C++ only namespaces and native OpenGL data types
for example GLboolean instead of C++ bool

I hope with this restrictions I don't need to write a C-wrapper for FreeBASIC.

I got the demo code from here: http://yannick.gerometta.free.fr/base.php?id=glsldemo
I learned in 24 hours more from the source code as the past 2 years from any pdf papers.

Where are your True Axis Vehicles ;-) ???

Joshy
Dr_D
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Re: FBKart demo...

Postby Dr_D » Apr 15, 2015 0:00

Wow man, that's quite impressive!

As for my demo, I haven't done much to it for a while. I think it may just need to be abandoned, in it's current form. It would be much more productive to use something like what you posted for the gfx engine. That really is cool man. It looks so damn good! :)
dafhi
Posts: 1359
Joined: Jun 04, 2005 9:51

Re: FBKart demo...

Postby dafhi » Apr 15, 2015 0:11

my stupid OS :\ maybe i should stop deleting dlls in c:\windows .. xD
Dr_D
Posts: 2398
Joined: May 27, 2005 4:59
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Re: FBKart demo...

Postby Dr_D » Apr 15, 2015 3:06

Man... I need more time. :\
badmrbox
Posts: 659
Joined: Oct 27, 2005 14:40
Location: Sweden
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Re: FBKart demo...

Postby badmrbox » May 22, 2015 8:23

Dr_D wrote:Man... I need more time. :\

Don't we all? ;)

I dont want to derail the thread but I'm having trouble running D.J Peters 3d Engine. It loads everything but crashes when trying to load the depthblur shader and there's some syntax error's with the fragment shader. Do you have any updated versions DJ?
D.J.Peters
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Re: FBKart demo...

Postby D.J.Peters » May 23, 2015 4:54

no :-)
Jonge
Posts: 130
Joined: Jul 17, 2012 17:51
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Re: FBKart demo...

Postby Jonge » May 24, 2015 8:37

I have the same problem as BadMrBox, probably because of the crappy Intel videocard on my laptop(with Win8) =)

This is what shows up in the console:

Code: Select all

GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_storage
GL_ARB_texture_swizzle
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_separate_stencil
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_transform_feedback
GL_IBM_texture_mirrored_repeat
GL_INTEL_fragment_shader_ordering
GL_INTEL_map_texture
GL_INTEL_performance_queries
GL_KHR_debug
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
======================================================================

Loading Mesh scene_fur.obj
Loading Mesh bunny_1500_smooth.obj
Loading Mesh cube.obj
Loading Shader fur
Loading Shader lighting
Loading Texture2D four_diffuse.png
Loading Texture2D tiger.png
Loading Texture2D rocks_diffuse.png
Loading Texture2D wall_diffuse.png
Loading Texture2D stones_diffuse.png
Loading Texture2D rocks_NM_height.png
Loading Texture2D wall_NM_height.png
Loading Texture2D stones_NM_height.png
Loading Texture2D four_NM_height.png
Loading TextureCubemap sand_up.png sand_dn.png sand_tp.png sand_bm.png sand_lt.p
ng sand_rt.png
Loading  Cubemap texture sand_up.png
Loading  Cubemap texture sand_dn.png
Loading  Cubemap texture sand_tp.png
Loading  Cubemap texture sand_bm.png
Loading  Cubemap texture sand_lt.png
Loading  Cubemap texture sand_rt.png
Loading Mesh scene_refraction.obj
Loading Mesh geosphere.obj
Loading Mesh plane_front_and_back.obj
Loading Shader reflection_refraction_perpixel3
ERROR: 0:42: 'assign' :  cannot convert from '4-component vector of float' to '3
-component vector of float'


compiling shader ./shaders/reflection_refraction_perpixel3.frag failed (exiting.
..)
Error: Loading Shader reflection_refraction_perpixel3
Loading Texture2D gordon.png
Loading Texture2D gordon_normal.png
Loading TextureCubemap arch_posx.png arch_negx.png arch_posy.png arch_negy.png a
rch_posz.png arch_negz.png
Loading  Cubemap texture arch_posx.png
Loading  Cubemap texture arch_negx.png
Loading  Cubemap texture arch_posy.png
Loading  Cubemap texture arch_negy.png
Loading  Cubemap texture arch_posz.png
Loading  Cubemap texture arch_negz.png
Loading Mesh scene_shadow.obj
Loading Mesh teapot.obj
Loading Texture2D brick_diffuse.png
Loading Texture2D sand_up.png
Loading Texture2D woodfloor005a_diffuse.png
Loading Texture2D brick_NM_height.png
Loading Texture2D grate01.png
Loading Texture2D grate02.png
Loading Texture2D grate03.png
Loading Texture2D woodfloor005a_NM.png
Loading Shader terrain_ground
Loading Shader terrain_water
Loading Shader terrain_grass
Loading Shader terrain_tree
Loading Mesh terrain_house.obj
Loading Texture2D terrain_detail_NM.png
Loading Texture2D sandfloor009a.png
Loading Texture2D terrain_rocky_map_1024.png
Loading Texture2D terrain_grass_map_1024.png
Loading Texture2D terrain_water_caustics.png
Loading Texture2D grass_billboards.png
Loading Texture2D palm_texture.png
Loading Texture2D terrain_water_NM.png
Loading Texture2D heightmap513_diffusemap.png
Loading Terrain...heightmap513.png
Loading Terrain OK
Loading Quadtree...
Loading Quadtree OK
Generating Grass...
Generating Grass OK
Generating Vegetation...
Loading Mesh palm_lod0.obj
Loading Mesh palm_lod1.obj
Loading Mesh palm_lod2.obj
Generating Vegetation OK
Loading Terrain...heightmap513.png
Loading Terrain OK
Loading Quadtree...
Loading Quadtree OK
Generating Grass...
Generating Grass OK
Generating Vegetation...
Generating Vegetation OK
Loading Texture2D dirtground008.png
Loading Texture2D brickwall004.png
Loading Texture2D floor_tile_006a_reflect.png
Loading Shader toon
Loading Shader sky
Loading Texture2D vignette.png
Loading Texture2D bruit_gaussien.png
Loading Shader anaglyph
Loading Shader postfx
Loading Shader blur
WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
ERROR: 0:28: ')' : syntax error syntax error


compiling shader ./shaders/blur.frag failed (exiting...)
Error: Loading Shader blur
Loading Shader bright
Loading Shader depthblur
WARNING: 0:8: 'GL_3DL_array_objects' :  extension is not available in current GL
SL version
WARNING: 0:8: 'GL_3DL_array_objects' :  extension is not available in current GL
SL version
WARNING: 0:9: 'GL_3DL_array_objects' :  extension is not available in current GL
SL version
WARNING: 0:9: 'GL_3DL_array_objects' :  extension is not available in current GL
SL version
WARNING: 0:10: 'GL_3DL_array_objects' :  extension is not available in current G
LSL version
WARNING: 0:10: 'GL_3DL_array_objects' :  extension is not available in current G
LSL version
ERROR: 0:15: '' : all array sizes are required for a parameter declaration
WARNING: 0:17: 'assign' : implicit type conversion allowed from GLSL 1.20
WARNING: 0:18: 'assign' : implicit type conversion allowed from GLSL 1.20
ERROR: 0:18: '=' :  cannot convert from 'const int' to '4-component vector of fl
oat'
WARNING: 0:22: 'assign' : implicit type conversion allowed from GLSL 1.20
WARNING: 0:22: 'assign' : implicit type conversion allowed from GLSL 1.20
ERROR: 0:27: '' : all array sizes are required for a parameter declaration
WARNING: 0:29: 'assign' : implicit type conversion allowed from GLSL 1.20
WARNING: 0:30: 'assign' : implicit type conversion allowed from GLSL 1.20
ERROR: 0:30: '=' :  cannot convert from 'const int' to '4-component vector of fl
oat'
WARNING: 0:34: 'assign' : implicit type conversion allowed from GLSL 1.20
WARNING: 0:34: 'assign' : implicit type conversion allowed from GLSL 1.20
ERROR: 0:47: 'convolH' : no matching overloaded function found (using implicit c
onversion)
ERROR: 0:47: 'assign' :  cannot convert from 'const float' to 'in 4-component ve
ctor of float'
ERROR: 0:51: 'convolV' : no matching overloaded function found (using implicit c
onversion)
ERROR: 0:51: 'assign' :  cannot convert from 'const float' to 'in 4-component ve
ctor of float'
ERROR: 0:61: 'convolH' : no matching overloaded function found (using implicit c
onversion)
ERROR: 0:61: 'assign' :  cannot convert from 'const float' to 'in 4-component ve
ctor of float'
ERROR: 0:65: 'co
compiling shader ./shaders/depthblur.frag failed (exiting...)
Error: Loading Shader depthblur
yakyak
Posts: 3
Joined: Sep 13, 2015 9:49
Location: Berlin, Germany

Re: FBKart demo...

Postby yakyak » Sep 13, 2015 9:52

Hi,

FBkart crashes at my Win7 Pro x64 system when loading... :(
Compatibility mode for XP does not work either.

http://www.pic-upload.de/view-28294294/fbkart.jpg.html
Dr_D
Posts: 2398
Joined: May 27, 2005 4:59
Contact:

Re: FBKart demo...

Postby Dr_D » Sep 13, 2015 23:24

Hi. I'm not sure what could be causing it. You could try compiling it with all the debug settings on and see if that helps. ;)

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