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Did you know...default textures

 
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Jun 13, 2005 9:17 pm    Post subject: Did you know...default textures Reply with quote

I took an object into Irrlicht today using the dmf format and was shocked to see that there was a list of textures that didn't load. My object only had 2, but I had a list of all the default textures for DeleD listed that didn't load becouse I didn't use any of them.
Just a heads up on this one. (I guess I wasn't paying attention before)
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Tue Jun 14, 2005 6:09 pm    Post subject: Reply with quote

Thanks for the info! I assume it show this information at start-up?

Both used and non-used materials from the material editor get saved in the dmf file as information for DeleD. Every material has a 'used' flag, however I think that particular flag is non-functional at the moment. The Irrlicht loader probably just loads all the materials straight away and then the warnings kick in. Not much of a problem, but indeed something we'd probably want to avoid if possible.

I'll see if I can get the latest version of Irrlicht fired up and report back. Thanks again.
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trucker2000
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PostPosted: Wed Jun 15, 2005 12:30 am    Post subject: Reply with quote

You are correct. The dmf shows all the textures at the top, then the used ones, but Irrlicht picks up on all of them and shows an error message (can't load texture such and such) when Irrlicht loads.
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Il Buzzo
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Joined: 12 Aug 2004
Posts: 271
Location: Italy

PostPosted: Wed Jun 15, 2005 2:53 pm    Post subject: Reply with quote

Hi All,
As DMF Loader routines writer for Irrlicht, I must say that owing to the fact that DeleD format saves all materials in dmf file (used and not), when I create buffers for 3D meshes I create buffers on the base of textures info, so if you have a material set of 5 materials (multitextured or not) Irrlicht will create 5 buffers, at this point when it doesn't find textures for all buffers alerts you ,but it's not a real error cause after this void buffers are removed.
If you ever try BSP example you'll obtain the same alerts but as in DMF Loader case not real problems.
I think to optimize this but it means more than one file pass (I did it for DBO exporter, and Texture Exporter, you need to read each poly to know what are the really used textures and what not and than read everything, so you need a little more computation).
I hope to have explained well this alert cause, ignore it and just continue with Irrlicht to load your DMF files. (I suggest to use DeleD Texture Exporter plugin to export needed textures for a dmf file without headache Wink).
Bye Wink
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Paul-Jan
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PostPosted: Wed Jun 15, 2005 5:24 pm    Post subject: Reply with quote

What Il Buzzo just said Smile
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trucker2000
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PostPosted: Thu Jun 16, 2005 1:28 am    Post subject: Reply with quote

I fixed it on my end by manually going in and deleting the "extra" textures. It worked. Smile
Thanks for the explination.
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Paul-Jan
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PostPosted: Thu Jun 16, 2005 6:15 am    Post subject: Reply with quote

Those warnings aren't really a problem, but I agree you wouldn't want end-users to see them. So deleting those materials manually would be a solution indeed. Or use a tool like Il Buzzo's texture exporter to do it for you. Or suppress the warnings in Irrlicht, if that is possible.

The problems are of course caused by the twofold use of dmf files: as intermediate files for modeling (where you want to keep all yet unused stuff for convenience) and as end-user files for deployment (where you want to remove as much redundant data as possible). At the moment, tools like Il Buzzo's exporter plugin provide some means for this. In the long term, we'll integrate support into DeleD's core. The first (and most simple) thing that comes to mind is a 'remove unused materials' button in the material editor. I am putting it on the list right now. Smile
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Brian
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Joined: 24 Mar 2005
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PostPosted: Thu Jun 16, 2005 12:42 pm    Post subject: Reply with quote

This does not seem to be an issue with Blink3D. I wonder why? Kind regards Brian
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Thu Jun 16, 2005 11:56 pm    Post subject: Reply with quote

It's not a problem in Blink becouse the Ogre rendering engine ignores them.
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Some day I will grow up and be a real modeler.
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Sys specs:
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Windows 8 (worst op sys Ever)
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Paul-Jan
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PostPosted: Fri Jun 17, 2005 5:32 am    Post subject: Reply with quote

No. It's not a problem in Blink3D because my Ogre exporter removes all the unused materials. Very Happy

The same goes for almost any exporter. The point is that Irrlicht works with the native dmf files, and those still contain the unused data.
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