Horde3D

Next-Generation Graphics Engine
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PostPosted: 17.08.2012, 04:08 
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Joined: 19.01.2012, 21:01
Posts: 55
I'm trying to build an attachment plugin for the Horde3d Scene editor, but for some reason whenever I use my plugin, the view port gets messed up. If I don't load my plugin, the viewport is fine.

See the attached screenshot.

Any ideas as to why this is?


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Horde3dEditorViewportIssue.png
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PostPosted: 17.08.2012, 22:43 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
Maybe it's because you have to implement the rendering part and didn't do that for the attachment plugin.

See the lines 262 to 267 in GLWidget.cpp

Code:
   
if (m_attachmentPlugIn)
{
      //Horde3D::render(m_activeCameraID); // Render scene   
      m_attachmentPlugIn->update();
      m_attachmentPlugIn->render( m_activeCameraID );
   }


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PostPosted: 17.08.2012, 22:59 
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Joined: 19.01.2012, 21:01
Posts: 55
Hm. I was hoping that was optional, as there's nothing "extra" I'm planning on rendering.

Thanks,


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PostPosted: 17.08.2012, 23:14 
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Joined: 13.11.2007, 11:07
Posts: 1149
Location: Germany
AFAIK it was a quick hack I implemented to allow the physics component to render it's collision shapes.
But your implementation can be simply the code used in the GLWidget if you don't render any additional things.

Code:
h3dRender(cameraID); // Render scene   
h3dFinalizeFrame();


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PostPosted: 18.08.2012, 04:08 
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Joined: 19.01.2012, 21:01
Posts: 55
Yep, that did it.

Thanks,


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