Hi all,
As I am new to Horde3D, I would like to first create a basic production pipeline : creation in Blender -> exportation with the Blender exporter -> displaying in my application.
The aim is to make something fun with Tux in an Horde3D application, using the D language.
As for the moment I managed to export Tux from Blender to Horde (fixing the exporter ^^), but it does not display.
However, I can see it in debug mode :
As you can see, another problem is that the skeleton is not well placed ; I suppose this is a bug in the Blender exporter, or a bad use of it :/
Here is the engine log :
http://pastebin.com/m234a09f6I use a custom shader, which I called "uniform.shader", like this :
Code:
[[FX]]
// Contexts
context AMBIENT
{
VertexShader = compile GLSL VS_AMBIENT;
PixelShader = compile GLSL FS_AMBIENT;
ZWriteEnable = true;
BlendMode = Blend;
}
[[VS_AMBIENT]]
void main( void )
{
gl_Position = gl_ProjectionMatrix * gl_Vertex;
}
[[FS_AMBIENT]]
uniform vec4 materialColor;
void main( void )
{
gl_FragColor = materialColor;
}
The pipeline is the forward shading one, with an ugly blue clear color :p
There are various materials for Tux, which all look like this one :
Code:
<Material>
<Shader source="uniform.shader" />
<Uniform name="materialColor" a="0.96599" b="0.96761" c="0.94171" d="1.0" />
</Material>
My code is based on a very simplified version of the Knight example (the knight and the sphere are correctly displayed, though I removed the animation, particles, etc).
Configuration : Ubuntu 9.04, 32 bits, nVidia GeForce 8600M GT.
Could you please tell me where I should start my investigation ?
Thanks