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Author Topic: Free channel: CustomGeometry  (Read 52951 times)
February 18, 2013, 09:24:17 am
Sorry for taking so long, been swamped with a project.  Will hopefully get to look at it in the next couple of days.  Going to recompile with martijnk's code update and see if that helps.
February 18, 2013, 09:31:00 am
Thanks. I hope it's going to work for both 32, 64. It's a very useful and important channel. Actually act3d should develop such thing long time a go, but ...

ali-rahimi.net
March 03, 2013, 01:04:02 pm
Any news?

ali-rahimi.net
March 04, 2013, 01:29:19 am
Try this, it is a recompile (64bit) of Martijnk's code.  I haven't had a chance to test it much yet.  Fingers crossed!!

* CustomGeometry.dll (32 KB - downloaded 177 times.)
March 04, 2013, 07:25:11 am
Thanks Darren but still buggy.

ali-rahimi.net
March 10, 2013, 07:44:58 am
Hmm I wonder what is causing it.  Does anyone know the best way to trouble shoot such things?
March 10, 2013, 10:42:09 am
Hi Darren, I took a first glance to the channel and found that compiling in "release" mode you get no errors but compiling in "debug" mode you get this message:
Quote
1>CustomGeometry.obj : error LNK2019: unresolved external symbol D3DXVec3Normalize referenced in function "public: virtual struct D3DXVECTOR3 __cdecl Aco_CustomGeometry::GetTriangleNormal(struct D3DXVECTOR3 *,struct D3DXVECTOR3 *,struct D3DXVECTOR3 *)" ([email protected][email protected]@[email protected]@[email protected]@Z)
I would say there is an issue with DX library file.

Edit: Just missing to include .lib files in debug mode.
March 10, 2013, 11:30:43 am
This is the error message in debug mode:

*I think it would be a matter to report the issue to Act3d.


* Sin título.png (9.12 KB, 527x240 - viewed 480 times.)
March 10, 2013, 06:39:39 pm
The quest web viewer doesn't allow the use of custom channels for security reasons.

i tested, yes i think so
no way???
March 10, 2013, 06:41:37 pm
Only way is:
http://documentation.quest3d.com/index.php?title=Quest3D_5_extended_SDK#Building_the_Quest3D_Web-Plugins
March 10, 2013, 06:49:05 pm
Damn it. This is one of those essential channels. I hope it get fix. It open lots of possibility's

ali-rahimi.net
March 10, 2013, 07:00:52 pm


only way ??
i use 4.3 now...
March 11, 2013, 08:59:28 am
only way ??
i use 4.3 now...

If you want to be able to use a custom channel within web-player plug-in, you need to recompile it including that specifiq channel. Take in mind you may face also web-browsers compatibility issues. This is really a hell

There is a way to offer a solution to your customers through cloud gaming: http://www.nvidia.com/object/cloud-gaming.html That way whatever you do in q3d, in your exe, can be seen in any platform including TV, but the technology has it cons aswell.

PD. Sorry for the offtopic.
March 11, 2013, 04:03:10 pm
If you want to be able to use a custom channel within web-player plug-in, you need to recompile it including that specifiq channel.


dear JRamon , do you mean i can compile the web player(or web viewer) in quest 4.x.x version?
March 11, 2013, 04:06:42 pm
dear JRamon , do you mean i can compile the web player(or web viewer) in quest 4.x.x version?
Actually you would need a Q3d5 VR version to gain access to the Reference SDK (most of Q3d source code).
*Best option, as long as it fits with your project, would be a cloud-gaming solution.
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