Problem building latest source

Aug 24, 2010 at 12:10 PM

Hi there have anybody had luck to build the latest source Balder_8f407f475261 ?

When i try to build with the build All from commandline i get following error:

The type initializer for 'NAnt.Console.ConsoleStub' threw an exception.

When trying to build latest source from inside vs2010 i get an error about

msbuild/microsoft/silverlight/v.4/ is missing does this imply that silverlight 4 should exist on my machine ?

Coordinator
Aug 24, 2010 at 6:28 PM

The solution and project files has been converted to Silverlight 4 - so you need to go get the latest Developer Runtime / SDK from silverlight.net.

Sep 1, 2010 at 10:01 AM

I have builded the latest source, version (this was Balder_8f407f475261 at the time)

but when i try to render faces  with code that executes fine under the release version 0.8.8.8

they don't render  at all !  is this a bug ?

Coordinator
Sep 1, 2010 at 3:34 PM

Kinda hard to say what that could be. Have applied a Material / Color to the object? Do  you have a light there?

When you say you render faces - are you doing something programatically yourself to render faces or are you just building a Geometry and having it rendered?

 

Sep 2, 2010 at 7:57 AM

sorry i forget to tell you that when building the source

i tweaked the vs solution file telling it to find and build with silverlight version 3
then, on opening the solution in vs 2010, vs 2010 prompted to convert the project, so i did this !
and hopeing nothing basic really changed. in latest source.

if you are still interested -

i'm rendering the faces from inside prepare statement like this:

 private void GenerateFaces()
        {

            int arrowFaces = DrawArrows ? ArrowNodeList.CountAllSurfaces : 0;
            int allFaces = SurfaceList.Count + arrowFaces;
            FullDetailLevel.AllocateFaces(allFaces);

            int meshIndex = 0;
            foreach (SVSGeometryElement theSurface in SurfaceList)
            {
                int nodeA = (int)theSurface.ElementList.Item(0).Index;

                int nodeB = (int)theSurface.ElementList.Item(1).Index;

                int nodeC = (int)theSurface.ElementList.Item(2).Index;

                FullDetailLevel.SetFace(meshIndex, new Face(nodeA, nodeB, nodeC));

                meshIndex++;
            }

            if (DrawArrows)
            {
                foreach (SVSArrowNode theArrowNode in ArrowNodeList.List)
                {
                    foreach (SVSSurfaceElement surface in theArrowNode.ArrowContentSurfaces)
                    {
                        int nodeA = surface.ElementList.Item(0).Index;
                        int nodeB = surface.ElementList.Item(1).Index;
                        int nodeC = surface.ElementList.Item(2).Index;

                        surface.SurfaceType = "Arrow";
                        surface.Index = meshIndex;
                        FullDetailLevel.SetFace(meshIndex, new Face(nodeA, nodeB, nodeC));

                        meshIndex++;
                    }
                }
            }
        }
it seems like generating runtime faces still work thoug !
if i call this code after object has been fully initialize/visible
FullDetailLevel.SetMaterial(surface.Index, new Balder.Materials.Material { Ambient = Colors.Red, Diffuse = Colors.White, Specular = Colors.Red, Shade = Balder.Materials.MaterialShade.Gouraud, Opacity = 255 });
faces do get rendered ! 
Coordinator
Sep 2, 2010 at 7:34 PM

Ok. Interesting. 

I need to dive into the pipeline of how things are screwed together for Colors and Materials and Geometries. 

Thanks for the input - helps me a lot to track down the bug