I get the exact same! I'm running the latest directx drivers too. Could it have anything to do with hardware specs? I'm running with a geforce4 TI4600.
ok, There is something weird going on with the object import. It sudenly appeared in the centre of the viewport without me touching any buttons, but then it disappeared again:)
Having said that, whilst I had it working and applied all my textures, it looked a lot better, since you fixed that vertex shading issue.Like the light intensity too. much better.
Navigation is still a bit painful. pan with the middle mouse button is very unresponsive for some reason.
I will try it again with a different object( on of your examples)
EDIT . nahh having the same problem. is it some camera clipping problem Possibly?
Minimize causes 'unhandle exception'
Looking forward to the fixed version because I am starting to like this program. keep it up man
Ruz: Yea I need to fix the minimizing bug. Is it possible to email me (craig.young.81 at gmail.com) the obj that is giving you a problem? Also what program are you exporting the obj from?
Fantasymaster: Should work with a 5700 as that is pixel shader 2. Do you have the august directx update installed?
Also of note, next update will include a fix for normal maps and parallax maps which includes the same lighting fix that per pixel lighting has. Forgot the same bug applied to both.
K, been away for the weekend. got back an hour ago. have spent the whole weekend thinking about the problem with graphics disappearing. This is due to the rendering device being lost, and as of right now I am completely lost on how to resolve this.
New version uploaded. Fixed/Added in this version:
- Minimizing bug
- Lighting issue with normal maps and parallax mapping
- Wireframe mode added
- Re-sizable interface
- Reference mode for non pixel shader 2+ cards (horrifically slow)
Next big goals are emissive textures and hdr lighting support. From there it will probably be smaller items like background images, ground planes and such.
Tested it today on Intel Core2Duo/Geforce 8800 GTX and a Macbook Pro Core2Duo/ATI X1600...It runs perfectly on both. And I'm still in love with the texture refresh and how nimble the app is. Almost ready for the prime time keg!
I'm still asking for xml scene files, with all the textures and models loaded. Is that what "Load settings" is going to be? And checkboxes for all the toggles please.
Ive updated direct x but the program still wont run. Tried downloading multiple times and installing etc, just crashes every time. I will try it at home on my pc there some time.
The Program runns great on Geforce 7700 Go.
But...
- Alpha in Specular channel sucks. Maybe you can try to arrange a separate channel for Alpha maps.
- Can not arrange the light!!! The light position is unchangeble.
Rollin: odd, does the parallax wall obj do the same thing?
Snowfly: Thanks. The Load settings option is meant for loading saved settings, it's just not implemented yet and is a place holder to remind myself to do that. For the checkboxes that will probably take more work as it means coding custom parts for the property section which I do want to do anyways.
Ged: what kind of error message are you getting?
fantasymaster: hold ctrl and left click to rotate the light. What about the alpha in the spec sucks? it is meant for specular strength control. Alpha transparency is in diffuse and used if there is an alpha. It does not work the best, but it is there.
New version uploaded.
- Save/Load settings implemented. simple comma seperate value setup.
- Ground plain available (not fully working just yet)
- Invert Camera control option
- Refreshing textures is removed from each texture and is now global and will check all textures upon regaining focus.
Not too many things I admit really added. Haven't looked into the bug reports. Haven't been too well the last month honestly. Between not being able to find work and some personal issues I have been fairly depressed and just not interested in doing much of anything. Things are getting slightly better, that or I'm just slowly pushing through and getting work done. Hopefully next update will include emmissive textures and shadows along side other tweaks which should include gui options being saved along side the model, texture, camera and lighting info.
Edit: uploaded the wrong exe. new version uploaded.
The main drawback I see is that the normals/tangents don't get recalculated. It results in quite a few shading errors. Errors that are present in your viewer are not present in the 3dsmax viewport, or Xnormal.
Other than that, I can't wait for further additions
Yeah keep it up man, you're rockin it. Thanks for the new updates. Was also wondering if you could make the camera clipping adjustable for closer inspection of meshes, or just change the default to allow for more up close viewing.
Vassago: When are the normals/tangents not being recalculated?
Gwot: I fixed that, the clipping was a bug of sorts (wrong value placed). The near clipping plane seems can only be placed so close to the camera before it causes rendering issues.
Got me!
I just know that my model doesn't look proper when viewed in your viewer, so it must be doing something wonky with the normals. I'll post pics when I get home tonight.
Doh. Sorry, forgot all about this. Here are the pics:
Your viewer is producing artifacts along many of surfaces, where it's not visible in either other app. In particular along the front, closest to the lightsource, as well as on the thin curve supports on the back.
Glow working. Screenshot taken with the newly added screenshot option. Still a few minor items to tweak and a big bug with resizing causing issues with the emissive textures then a new release.
As always, any and all feedback is greatly appreciated. Suggestions for future features are welcome as are interface suggestions. I want to make this a tool people can use on a daily basis.
snowfly: I am working on getting the checkboxes there. Right now I can enable them, but it looks poor as it is applied to all items in the tree list. I am working on re-writing the treelist code to allow certain objects to have checkboxes next to them.
Edit: mouse wheel zooms in/out on the model. holding ctrl with the mouse wheel adjusts the light intensity.
New version forth coming either tonight or tomorrow. Only addition is the ability to load multiple objects. Still need to add an option to clean up the loaded meshes.
New Version
- Multiple models (right click the tree or in the menu)
- Multiple lights (up to 3) (Ctrl + 1,2,3 to switch)
- Check boxes added to enable/disable items
- Now displays the model name instead of "Model"
- Old mvs files will not work as there was a couple tweaks.
ok still have this problem with the huuuuuuge model.. but if i resize the modelviewer window i get this error wich i can skip by pressing "continue"
btw.. what is the normal startvalue for the camera zoom? i have 227624
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
Error in the application.
-2005532292 (D3DERR_OUTOFVIDEOMEMORY)
at Microsoft.DirectX.Direct3D.Texture..ctor(Device device, Int32 width, Int32 height, Int32 numLevels, Usage usage, Format format, Pool pool)
at ModelViewer.Render.rebuildRenderTargets(Int32 width, Int32 height)
at ModelViewer.ResourceManager.adjustCamera(Int32 width, Int32 height)
at ModelViewer.GUI.GUI_Resize(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClientSizeChanged(EventArgs e)
at System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
at System.Windows.Forms.Control.UpdateBounds()
at System.Windows.Forms.Control.WmWindowPosChanged(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll"]file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll[/url]
ModelViewer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: [url="file:///F:/data/1_Programme/modelviewer_by_keg/ModelViewer.exe"]file:///F:/data/1_Programme/modelviewer_by_keg/ModelViewer.exe[/url]
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll[/url]
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll[/url]
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll[/url]
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll"]file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll[/url]
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll"]file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll[/url]
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.3900
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll"]file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll[/url]
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll[/url]
Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.42
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll[/url]
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Looks to be a memory issue given the out of memory exception.
right now the system is setup to manage the textures. Going to try and see if handling that myself improves things.
Default zoom on the camera is actually 5. When a model is loaded the camera gets zoomed out to try and fit the model on screen. right now the clip plane is 10,000 going to fix that and upload a new version in the morning.
well i passed the tool around the studio, took it for a spin and experienced no wonkiness or bugginess. my art directors like the texture refresh and low resource use, should be a standard tool with all our 3d artists any day now :-)
New Version
- Fixed memory issue (hopefully)
- Camera clipping plane extended massive amounts.
- Light comes up on property pane when switching lights now.
- If there is aspect ratio problems when loading from a settings file. Try re-saving the scene and re-loading.
and wohoooooooooooooooo you fixed the clipping plane thing
now i can see the models
but there are some problems left
lil pic 4 ya
as you can see, the texture mapping still isn´t realy there.. or at least.. its bit wired
the other thing isn´t something mayor..but to give you the info isn´t bad anyways ..
if i resize the window, the models seems to be inside out or something like that.. however.. you can look through the model an see the left hand "behind" the body.. if i zoom out or in a bit, the problem is gone.. rotating on the other hand, doesn´t change anything
when i double click the .exe file i get a window that asks me if i want to send a failure report to windows, i click no and that's it... i have no idea how that could happen, i have it all in one folder obviously.
too bad since it seems like a nice viewer!
Rollin: That texture deal makes no sense to me. Does it happen constantly? or under certain conditions? As for the screwed up sorting, odds are I am missing updating something and will look into that.
Japhier: August directx update is needed if you don't have it.
im not sure whats the problem.. but something has to be wrong with my (system?!)units.. thats why the model was (maybe still is?) waaaay to big.. don´t know if the texture problem is based on that, but no one else had the big-model-problem.. and no one else had the wired-texture-problem.. (till now)
and yap.. its always happening with every map (diffuse, bump, usw)
so as if the texture wich is applied to the model is minus scaled a lot by x.. or lets say it the other way around.. if the model would be by x "smaler" the texture would fit .. bc the texture-edges are still there
do you know what i mean? poor english...
Rollin: I know what you mean, still can't make heads or tails of why it would be doing that.
What are your system specs? cpu, graphics card & amount of vid memory, OS, amount of ram.
I don't know how or why the uv's are being placed as 0's and 1's instead of proper values. I'll start digging a little more into the loading code. Seems odd it works for most folks. But part of releasing this viewer to help resolve bugs.
I installed the newest directx just now, but the same thing happens. I have a pretty old computer though:
AMD Sempron 300+ 512 MB RAM
64 MB Shared Video Memory
Replies
GeForce FX 5700 Driver Version: 8.4.2.1
DirectX is the newest.
"System.FormatException: Input string was not in a correct format."
System
Core 2 Quad
Windows XP
Gf8800gts
Everything up to date.
FantasyMaster: what is the error you receive?
BeatKitano: I assume you have the august directx update?
Ruz: does one of the example obj's load?
Feel free to pm me on this board or to email me at craig.young.81 at gmail dot com about errors
Having said that, whilst I had it working and applied all my textures, it looked a lot better, since you fixed that vertex shading issue.Like the light intensity too. much better.
Navigation is still a bit painful. pan with the middle mouse button is very unresponsive for some reason.
I will try it again with a different object( on of your examples)
EDIT . nahh having the same problem. is it some camera clipping problem Possibly?
Minimize causes 'unhandle exception'
Looking forward to the fixed version because I am starting to like this program. keep it up man
Pixel shader must be the reason, I think. Dont worry, I'l try the Program on a newer system
Fantasymaster: Should work with a 5700 as that is pixel shader 2. Do you have the august directx update installed?
The Viewer is pretty cool, but I hope there is some way to display Alpha channel. And how do you moving the Light?
And is it possible for normalmap to affect the schading of the geometry? Like in Maya High Quality Rendering.
- Minimizing bug
- Lighting issue with normal maps and parallax mapping
- Wireframe mode added
- Re-sizable interface
- Reference mode for non pixel shader 2+ cards (horrifically slow)
Exe update only
Program plus Examples
Next big goals are emissive textures and hdr lighting support. From there it will probably be smaller items like background images, ground planes and such.
(last version, no crash, dx-installed)
I'm still asking for xml scene files, with all the textures and models loaded. Is that what "Load settings" is going to be? And checkboxes for all the toggles please.
But...
- Alpha in Specular channel sucks. Maybe you can try to arrange a separate channel for Alpha maps.
- Can not arrange the light!!! The light position is unchangeble.
Snowfly: Thanks. The Load settings option is meant for loading saved settings, it's just not implemented yet and is a place holder to remind myself to do that. For the checkboxes that will probably take more work as it means coding custom parts for the property section which I do want to do anyways.
Ged: what kind of error message are you getting?
fantasymaster: hold ctrl and left click to rotate the light. What about the alpha in the spec sucks? it is meant for specular strength control. Alpha transparency is in diffuse and used if there is an alpha. It does not work the best, but it is there.
- Save/Load settings implemented. simple comma seperate value setup.
- Ground plain available (not fully working just yet)
- Invert Camera control option
- Refreshing textures is removed from each texture and is now global and will check all textures upon regaining focus.
Just the executable
Executable plus examples
Not too many things I admit really added. Haven't looked into the bug reports. Haven't been too well the last month honestly. Between not being able to find work and some personal issues I have been fairly depressed and just not interested in doing much of anything. Things are getting slightly better, that or I'm just slowly pushing through and getting work done. Hopefully next update will include emmissive textures and shadows along side other tweaks which should include gui options being saved along side the model, texture, camera and lighting info.
Edit: uploaded the wrong exe. new version uploaded.
Other than that, I can't wait for further additions
Gwot: I fixed that, the clipping was a bug of sorts (wrong value placed). The near clipping plane seems can only be placed so close to the camera before it causes rendering issues.
I just know that my model doesn't look proper when viewed in your viewer, so it must be doing something wonky with the normals. I'll post pics when I get home tonight.
Your viewer is producing artifacts along many of surfaces, where it's not visible in either other app. In particular along the front, closest to the lightsource, as well as on the thin curve supports on the back.
Are you using smoothing groups from max? Maybe try without normals exported to the obj?
Also I have implemented a screenshot option, and am working on emissive texture support right now.
- Emissive Texture support added.
- Ability to take a screenshot of the viewport (located under the File menu)
Exe Update
Full version with samples
As always, any and all feedback is greatly appreciated. Suggestions for future features are welcome as are interface suggestions. I want to make this a tool people can use on a daily basis.
snowfly: I am working on getting the checkboxes there. Right now I can enable them, but it looks poor as it is applied to all items in the tree list. I am working on re-writing the treelist code to allow certain objects to have checkboxes next to them.
Edit: mouse wheel zooms in/out on the model. holding ctrl with the mouse wheel adjusts the light intensity.
In the mean time a teaser image
- Multiple models (right click the tree or in the menu)
- Multiple lights (up to 3) (Ctrl + 1,2,3 to switch)
- Check boxes added to enable/disable items
- Now displays the model name instead of "Model"
- Old mvs files will not work as there was a couple tweaks.
Exe Update
Full update with examples
Next version will be 1.0 and will have background image support, shadows and a ground plane (been lazy on this last one).
Cody: Sorry for the delay, would you be able to email me the error description it is giving? craig.young.81 at gmail dot com.
btw.. what is the normal startvalue for the camera zoom? i have 227624
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
Error in the application.
-2005532292 (D3DERR_OUTOFVIDEOMEMORY)
at Microsoft.DirectX.Direct3D.Texture..ctor(Device device, Int32 width, Int32 height, Int32 numLevels, Usage usage, Format format, Pool pool)
at ModelViewer.Render.rebuildRenderTargets(Int32 width, Int32 height)
at ModelViewer.ResourceManager.adjustCamera(Int32 width, Int32 height)
at ModelViewer.GUI.GUI_Resize(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClientSizeChanged(EventArgs e)
at System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
at System.Windows.Forms.Control.UpdateBounds()
at System.Windows.Forms.Control.WmWindowPosChanged(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll"]file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll[/url]
ModelViewer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: [url="file:///F:/data/1_Programme/modelviewer_by_keg/ModelViewer.exe"]file:///F:/data/1_Programme/modelviewer_by_keg/ModelViewer.exe[/url]
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll[/url]
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll[/url]
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll[/url]
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll"]file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll[/url]
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll"]file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll[/url]
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.3900
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll"]file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll[/url]
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll[/url]
Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.42
CodeBase: [url="file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll"]file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll[/url]
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
right now the system is setup to manage the textures. Going to try and see if handling that myself improves things.
Default zoom on the camera is actually 5. When a model is loaded the camera gets zoomed out to try and fit the model on screen. right now the clip plane is 10,000 going to fix that and upload a new version in the morning.
- Fixed memory issue (hopefully)
- Camera clipping plane extended massive amounts.
- Light comes up on property pane when switching lights now.
- If there is aspect ratio problems when loading from a settings file. Try re-saving the scene and re-loading.
Exe Update
Full update with examples
Cody: Memory bug should be solved. Please let me know if it's fixed now.
Snowfly: thx, nice to know people are liking the tool.
Also played a little with multiple lights. There's one green, one red and one blue light.
nice your pushing out so many updates
and wohoooooooooooooooo you fixed the clipping plane thing
now i can see the models
but there are some problems left
lil pic 4 ya
as you can see, the texture mapping still isn´t realy there.. or at least.. its bit wired
the other thing isn´t something mayor..but to give you the info isn´t bad anyways ..
if i resize the window, the models seems to be inside out or something like that.. however.. you can look through the model an see the left hand "behind" the body.. if i zoom out or in a bit, the problem is gone.. rotating on the other hand, doesn´t change anything
hope this helps
too bad since it seems like a nice viewer!
Japhier: August directx update is needed if you don't have it.
and yap.. its always happening with every map (diffuse, bump, usw)
so as if the texture wich is applied to the model is minus scaled a lot by x.. or lets say it the other way around.. if the model would be by x "smaler" the texture would fit .. bc the texture-edges are still there
do you know what i mean? poor english...
What are your system specs? cpu, graphics card & amount of vid memory, OS, amount of ram.
I don't know how or why the uv's are being placed as 0's and 1's instead of proper values. I'll start digging a little more into the loading code. Seems odd it works for most folks. But part of releasing this viewer to help resolve bugs.
AMD Sempron 300+ 512 MB RAM
64 MB Shared Video Memory
version 2002
sp2
german
p4 3,20 ht
ati readon x1950 pro 512 mb ram
3gig ram
(maybe a . to , problem?)