If it does, then we're probably going to be looking at a kernel bug in handling the pwrite. Result is: Cannot access memory at address 0xb7ffc data pointer was different on this run Comment 6 Jeff Trull UTC btw the 1. Or, just give me instructions : Comment 7 Eric Anholt UTC So, the application is handing us a bad address note that it stays the same from Ogre::HardwareBuffer::copyData invocation , and we're faulting on it. There may be something else going wrong somewhere that tickles the app to eventually hand us a bad address, but at the moment this doesn't look like our bug.
Post by johnkork » Sun Mar 23, pm. Post by Kojack » Mon Mar 24, am. Post by johnkork » Mon Mar 24, am. Privacy Terms. Quick links. Can't set colour to ManualObject Problems building or running the engine, queries about how to use features etc.
I've tried setting materials to the object, which works, but I don't want to have to create a material -just use void material "". The colour function seems to make no effect wether I set a material or not. Any hints? Post by PolyVox » Tue Aug 28, am I believe you call colour once per manual object, rather than once per vertex. May be wrong though Check out our PolyVox voxel terrain engine! It integrates nicely with Ogre Post by genva » Tue Aug 28, am I think you must create special material that either disabled lighting, or use vertex colour tracking, or use shaders.
There are no other ways to use colour attributes of the vertex. Manual Object Colouring with Vertex Colour Post by dmackay » Sun Jul 13, pm When creating the Manual object you must set the colour of each vertex of each sub entity that you want coloured. Each call to position starts a new vertex definition. The first vertex of each sub entity defines the available attributes of the following vertex in the sub entity. Re: Manual Object Colouring with Vertex Colour Post by ihateloss » Fri Jul 18, pm I have render my manual object point list like this, but still cann't have the white colour.
The end of a range of rotation speeds to be assigned to emitted particles. The start of a range of rotation angles to be assigned to emitted particles. The end of a range of rotation angles to be assigned to emitted particles.
Similar to the ColourFader and ColourFader2 Affectors, this affector modifies the colour of particles in flight, except it has a variable number of defined stages. It swaps the particle colour for several stages in the life of a particle and interpolates between them. The point in time of stage 0. The colour at stage 0. The point in time of stage 1. The colour at stage 1. The point in time of stage 2. The colour at stage 2. The number of stages is variable.
The maximal number of stages is 6; where time5 and colour5 are the last possible parameters. To create a colour interpolation affector, include a section like this within your particle system script:.
This is another affector that modifies the colour of particles in flight, but instead of programmatically defining colours, the colours are taken from a specified image file.
The range of colour values begins from the left side of the image and move to the right over the lifetime of the particle, therefore only the horizontal dimension of the image is used.
Its extra attributes are:. The start of a range of rotation speed to be assigned to emitted particles. To create a ColourImage affector, include a section like this within your particle system script:.
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