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Cal3D? Beginners help
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Original Post
Hi Im planning to include Cal3D in my RTS-project to draw units(meshes). It's said to be able to run in an existing app, but I must write the render function myself. Newbie question: My old system has no hardware support, do Cal3D come with it or do I need to write a new one? This render function that is not included, do I use somewhat the same method as rendering/blitting bitmaps? What is included in Cal3D and what must be coded yourself? And has someone already coded it so I can use some opensource code? Thanks a bunch! Suliman
Cal3d includes everything and it is already open source. The driver is not great but it is good. It is very useable. It can do it in software and can use vertex programs. Skeletal animation isn't like rendering a bitmap (?) I don't know what you meant by that question. It comes with examples, look at them to see how you use it. It is very easy.
YOu should probably try and go with something easier to work with. I found Cal3D very frustrating when it came to exporting animations and materials. Just download a DirectX exporter, or something similiar for whatever modelling program you use and animate with that. It'll save you a lot of time and hassle.
oconnellseanm:
Ok but once exported properly, I still need it to be used in my app, which was my problem to begin with.
Thanks Anonymous, ill check it out
Suliman
edited:
I uncluded and it got past file-whine, but now I got 45 unresolved external... Why this in a tutorial?
just a chunk:
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall CalCoreModel::CalCoreModel(class std::basic_string,class std::allocator > const &)" (__imp_??0CalCoreModel@@QAE
@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall CalModel::CalModel(class CalCoreModel *)" (__imp_??0CalModel@@QAE@PAVCalCoreModel@@@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall CalCoreModel::setCoreMaterialId(int,int,int)" (__imp_?setCoreMaterialId@CalCoreModel@@QAE_NHHH@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall CalCoreModel::createCoreMaterialThread(int)" (__imp_?createCoreMaterialThread@CalCoreModel@@QAE_NH@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: int __thiscall CalCoreModel::getCoreMaterialCount(void)" (__imp_?getCoreMaterialCount@CalCoreModel@@QAEHXZ)
Cal3D seems to not be at full health. Any tips? Any Cal3D communities?
Thanks
[Edited by - suliman on August 1, 2005 4:12:36 AM]
Ok but once exported properly, I still need it to be used in my app, which was my problem to begin with.
Thanks Anonymous, ill check it out
Suliman
edited:
I uncluded and it got past file-whine, but now I got 45 unresolved external... Why this in a tutorial?
just a chunk:
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall CalCoreModel::CalCoreModel(class std::basic_string
@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall CalModel::CalModel(class CalCoreModel *)" (__imp_??0CalModel@@QAE@PAVCalCoreModel@@@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall CalCoreModel::setCoreMaterialId(int,int,int)" (__imp_?setCoreMaterialId@CalCoreModel@@QAE_NHHH@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall CalCoreModel::createCoreMaterialThread(int)" (__imp_?createCoreMaterialThread@CalCoreModel@@QAE_NH@Z)
viewer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: int __thiscall CalCoreModel::getCoreMaterialCount(void)" (__imp_?getCoreMaterialCount@CalCoreModel@@QAEHXZ)
Cal3D seems to not be at full health. Any tips? Any Cal3D communities?
Thanks
[Edited by - suliman on August 1, 2005 4:12:36 AM]
I implemented cal3d into a commercial engine where I work. It was probably one of the easiest open source projects to use, and is pretty impressive in terms of features and such. I found its 3dsmax exporter to be simpler to use and more flexible than the exporter of other OS projects(looking at you Ogre). I had to make some small changes to it though to convert from max->d3d coordinate system, since the only option they have by default is max->ogl
It's a shame that currently it appears the development is so slow if not stopped. Even so it's at a state where it is easily usable in games of pretty much any level.
It's a shame that currently it appears the development is so slow if not stopped. Even so it's at a state where it is easily usable in games of pretty much any level.
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