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* awd cars behave strangely. their engines never rev very high but there is an insane amount of torque pushing them forward. when i fell off the track once i kept revving it and got the speedometer to read 2000mph. overall this isn't important to the att progress.


* shader path seems broken atm. i can set all the options, but the renderer is still in flat shading mode. geforce 9800gt, ubuntu10.10, amd64. wish i hadn't ditched my last executable. but i'm getting a nicer detail level now, and it isn't taking very long between master (right->left mirror) and export versions (for the tc6 that took a _long_ time).
http://sites.google.com/site/zimluuraprojects/vdrift


* most recent blender export scripts are a little crazy (mesh is triangulated and uv mapped). to work around i grabbed some older scripts. some things the recent scripts will take, others they don't like. here's the output when i try to save the glass on the hatch as hatch_glass.joe

Traceback (most recent call last):
File "/home/zimluura/.blender/scripts/export-joe.py", line 25, in save_joe
joe = joe_obj().from_mesh(g_mesh_obj)
File "/home/zimluura/.blender/scripts/vdrift.py", line 278, in from_mesh
frame.from_mesh(mesh_obj)
File "/home/zimluura/.blender/scripts/vdrift.py", line 135, in from_mesh
mesh = get_tri_mesh(obj)
File "/home/zimluura/.blender/scripts/vdrift.py", line 513, in get_tri_mesh
tempobj = Blender.Object.Get('~temp')
ValueError: object "~temp" not found
zimluura Wrote:* shader path seems broken atm. i can set all the options, but the renderer is still in flat shading mode. geforce 9800gt, ubuntu10.10, amd64. wish i hadn't ditched my last executable. but i'm getting a nicer detail level now, and it isn't taking very long between master (right->left mirror) and export versions (for the tc6 that took a _long_ time).
http://sites.google.com/site/zimluuraprojects/vdrift

Indeed, looks like r2980 broke it for me, too. My NVIDIA 7900GT supports texture2dlod but apparently doesn't list it in the extensions, which makes sense because the drivers support OpenGL 2.1 and texture2dlod is in the OpenGL 2.1 spec (GLSL 1.20). VDrift already adds a "#version 120" statement to the all the shaders, which should spit out an intelligent error if the card doesn't support GLSL 1.20 and cause reversion to no-shader mode. The change in r2980 may be unnecessary. To make it work for now I added a check for OpenGL 2.1 support, since this makes the extension unnecessary.
thanks joe, that did the trick.
[Image: render.jpg]

OMG I'd love to add the code to rip the parts from chassis on collision. But need to fix the bugs we've got first.
excellent, NaN, that gives me the motivation to separate the bumpers and front quarter panels. found some good wreck photos, but even-so, there will be some low-poly hypothesis.