Well perhaps it should be mentioned again in the editor's documentation, but the meaning of those parameters
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is already described in the Horde3D documentation. The editor is used to be a tool for Horde3D, therefore I supposed the user to have knowledge about it's use.
Ah, very good. Keep in mid most people that use editors are GA types and not programmers. So its good to keep them separate FYI.
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You have to distinguish between wireframe and debug mode. For the debug mode there is a menu entry in the "View" menu and a corresponding toolbar button.
If you can't disable debug mode, it's most likely due to a misconfigured or not available pipeline configuration for the active camera (or no active camera is set). In this case Horde3D use the debug mode as fallback.
For the wireframe mode there is currently no button indeed. But since I couldn't find any good reason for this mode, I haven't added it yet. If you want to set it, you may use the Lua interface as a workaround.
The debug button does nothing more then just turning the button color dark to light. No content change that I can see. My cam is active and named.
I'm going to guess my problem is a misconfigured or not available pipeline configuration for the active camera. I dont know who to fix that nor where the lua scrip is but I'll look for it.
UPDATE, I found the panel and see it has teli-sense but not sure how to figure out some of the code syntax. For example. I tought "Horde3D::setOption( EngineOptions::WireframeMode, 1.0f );" Would turn off wire frames. So I tried "Horde3D.setOption( EngineOptions::WireframeMode, 1.0f );" seem I have that wrong. Quote:
In the current CB SVN there is only an "Add Reference" entry in the "Scene" menu, and that entry does exactly the same as the "Add reference" entry in the context menu. It add's a reference to another scene graph file to the currently selected scene graph node.
So "Add model" and "Add reference" are the same?
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As already mentioned: - The editor can be used to create .scene.xml files
So the engine is capable of using a scene file, very good.
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So yes, it is supposed to create XMLs that can be parsed by Horde3D. How you load those XMLs in your application is up to you. In the samples normally one .scene.xml file will be added as a scene graph resource, loaded using loadResourcesFromDisc and added to the RootNode.
Since the .scene.xml files are not intended to contain additional configuration data for Horde3D there is a proprietary file with ".scn" as extension that will be used by the editor to determine the resource directories and some other configuration settings. The GameEngine in the CB SVN is also using those files to load an entire scene. But note, that Horde3D is only a rendering library and not an application. So normally you always have to create an application that does the loading and managing of resources as well as the input handling for your content.
- Sounds great! Are then any simple examples on this? Like loading myScene.xml for beginners?
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Would it be helpful if I wrote up a basic guide to go on the Wiki?
- PuG Very much so. I'm sure it would favor much of the community and community to come. Remember every engine has its own way of doing things. I have used my fair share of them, trust me I know. It is always a pleasure to see a few basic how to's or tuts to get started. Horde3d and the editor or very promising, and the community is definitely on the right track. It is like pulling teeth with some engines to get a forum reply.
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I just need to setup a linux machine to test the linux package and hadn't the time to do this yet.
- Volker. Not sure if I can help but I have an umbuntu server with a moderate 3d vid card in it. If you like I could test something for you.