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iOS Scene Graph Library: a 3D framework for the iPhone, iPad and iPod touch

Home Page: http://isgl3d.com

License: Other

C++ 47.56% C 22.87% Shell 0.13% Objective-C 25.91% Perl 3.53%

isgl3d's People

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isgl3d's Issues

Bullet Physics - changes

I tried deleting the bullet physics files and replaced with latest version (unchanged) bt files. When I ran some of my games, I didn't see any change in performance. Also I had could easily add soft body object.

Let me why have to opted to remove many files from bt.

Installation of isgl 1.2.4 from git failed (missing Isgl3dMathTypes.h)

       I've tried to install ISGL 1.2.4 from git, and after installing the templates, the created project doesn't work. Seems that "Isgl3dMathTypes.h" is not getting copied to the project.

The error appears in line 27 of Isgl3dVector.h:
'Isgl3dMathTypes.h' file not found

Is it a bug, or am I missing something.
Thanks in advance.
Best regards,
Juan

----------- setup details -----------
Here is the git version I'm using (from 2012.03.14):

git log --pretty=format:'%h' -n 1
ed6b1c7

XCode version 4.3.1

Renderer chokes on high vertex count scenes

I've encountered what appears to be a bug in the renderer.

By creating an Icosphere in blender and subdividing the surfaces, I've found that somewhere between 21,000 and 21,600 faces, the sphere fails to render properly. I don't know the proper term for the problem, but it seems that some vertices don't make it into the mesh, and so the triangles now render between the wrong vertices.

Here's an image of the problem. This is using Isgl3dPODImporter to import the POD model.

Likewise if I create a sphere in code, using Isgl3dSphere I get a similar result: image.

I'm a 3D noob, so let me know if I'm missing something.

Thanks!

Ability to disable bone meshes

Currently all bones have assigned to them meshes (for debugging purpose I guess), and the only way to disable them is to change the library code at the place where they are created.

PFX file support

iSGL3D currently doesn't support POD materials with PowerVR shader effect files (PFX).

Documentation update

The code documentation needs to be updated to reflect the latest API changes.
Furthermore it needs to be regenerated via doxygen and included in either the github Wiki or the isgl3d Wiki page.

Robust NPOT texture support for GLES 2.0

I've been retrofitting 1.2.3 to properly support NPOT textures... I've noticed that 1.3 is totally refactored... I would like to see NPOT texture support.

If it's not already in the works, I have some code to contribute to the cause... but I'll need some docs on the 1.3 refactor before I can jump in ;)

Template Install v1.3.0 - FOOBAR

Install script ran without errors but a new project is missing a slew of files, first the Math then the Camera and once I replaced those then there were PVR errors.... -1:

Isgl3dPODImporter: Support loading textures from outside Main Bundle

Use Case

Downloading models(POD) and textures(PNG) over the network.

Originally, I had the problem of loading POD models with an absolute path in #10. @HolgerW1 since fixed model loading in 972f0c8 (see podImporterWithResource), but textures do not yet work with absolute paths.

The Problem

modifyTexture calls all the way down to [[NSBundle mainBundle] pathForResource:fileName ofType:extension], which only looks inside the bundle folder.

Meanwhile, I can't download and save my textures to the bundle, only to Documents/.

The call stack, for reference:

Proposed Fixes

These are not the final word, but what I've thought of so far.

Either:

  1. Allow user to pass in an absolute path to modifyTexture:withTexture
    • This is a bit messy, since we'll have to modify TONS of code going down the stack to use absolute paths.
  2. Allow user to pass in a texture to modifyTexture:withTexture
    • since Isgl3dTextureMaterial can be created with a UIImage, I could create a UIImage from my Documents/ folder and pass that into Isgl3dTextureMaterial.
    • This would result in less code changed, but it'd complicate the Isgl3dPODImporter API.
  3. ?

Conclusion

Once we agree on a strategy, I'd be happy to implement the code. In fact, I think I might start playing around with the second option right now to see how tricky it will be.

Sound efx and music engine?

Am working on adding OpenAL to iSGL3D. Am trying to implement it so that you can add sound to any node and set max distance it can travel. Also you need to add listener which is usually the location of the camera. I'll most probably give a "pull request" tomorrow. Let me know if there is any feedback.

A problem of ios deviece build

in xcode4.4,i build app,appear problem below:
isgl3d-isgl3d-8838b99/isgl3d/math/vfp/matrix_impl.m:36:17: Instruction 'fldmia' can not set flags, but 's' suffix specified

isgl3d/math/vfp/matrix_impl.m:60:45: Instruction 'fldmia' can not set flags, but 's' suffix specified

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