Why can't I translate a wiki page?
The possibility to create translation of existing wiki pages is currently disabled.
On reason is, that we want first focus on the content before we can think about translation.
The other reason is, that we currently cannot proof if a content is valid or not when the content isn't written in english.
New pages should be created in english.
This is the PixelLight developer wiki. Please visit the PixelLight Homepage for downloads.
Should I uninstall my current PixelLight SDK before installing a new version?
We recommend to uninstall the old PixelLight SDK version and checking whether the old directory is really complete removed.
On one system I have graphics bugs, but on the other not - how come?
Installing an up-to-date graphics driver solves graphics problems in the most cases. If this is not working, check your hardware and driver versions whether or not they fulfil certain minimum requirements of your application. There are tools like "OpenGL Extensions Viewer" you can use to check your graphics driver or your current OpenGL version.
I'm limited to a certain framerate, say 60 FPS - how come?
Disable the 'vertical synchronization' within the graphics hardware driver settings.
The 3D scene I currently see isn't THAT impressive, but PixelLight is eating all my system power - how come?
By default (as well as quite usual for most realtime 3D-applications!) PixelLight tries to get as many FPS as possible. If it's really required (it's up to you and NO bug or messy programming!) you can hold back PixelLight by defining an 'FPS limit'.
I have a 'decent' PC and a 'new' graphics card, but even simple PixelLight applications are slow - how come?
This may not be a PixelLight relevant problem, but driver settings... especially when using more that one monitors - try to activate hardware acceleration only for one monitor.
You can also try to change driver settings from 'quality' to 'speed'. The usual 'tricks' like: close other applications, install the latest drivers, defragment the harddisk, disabling performance intensive anti-virus 'resistent shields' and generally cleaning up the hole system... may also increase your performance... :)
Why is PixelLight limited to power of two (2^n -> ... 32, 64, 128 ...) textures?
It isn't. You can feed PixelLight with textures with any dimension - but whether or not this is a good idea is another thing.
Graphics cards (GPU) can best deal with power of two dimensions and can only deal with a maximum dimension. So, currently we don't talk about 'PixelLight' limitations, but hardware limitations - and we are sorry, but we have no influence on that part. PixelLight itself will do the best to make your life as comfortable as possible. For example there's support for so called 'rectangle textures' if the hardware can deal with them - but we strongly recommend to avoid using them whenever possible. (performance, not properly usable in every case and so on) Beside this, PixelLight will also automatically scale textures for you if required - so, usually you can use every texture dimension, but whether or not it is actually used in exactly this dimension during runtime is another thing.
There's also support for 'non power of two textures' (NPOT). If PixelLight detects that the GPU is non power of two capable (which most GPUs are nowadays) the automatic texture scale for non power of two textures is deactivated. So, in this case it's totally up to you whether or not you stick with power of two textures to get maximum system compatibility or allow the usage of non power of two textures within your team to make your graphics artists happy.
How many polygons can PixelLight draw?
There's no polygon limitation within PixelLight itself.
But the underlying render API like OpenGL or Direct3D have some limitations as well as the used hardware - but normally this are not really 'limitations' because in 'normal applications' you will not get near to these limitations... and if you get, you should check whether you currently really doing the right thing...
What do I need to publish a PixelLight basing application?
Please have a look at the 'application deployment'-article.
SDK, runtime, FPS, LOD... why you guys must make everything that long winded?!
If your searching the start button to just start playing the game... we're sorry, we're afraid you're in the wrong place. PixelLight is no game nor something like 3ds Max, it's no 'application' - it's an 'application framework', an 'engine', a 'game-engine' - if you really must use this improper name. It's meant for 'developers' not for 'end users'. Usually developers have a certain background knowledge. If you're hearing 'SDK' the first time - it may be a good idea to learn some basics before starting developing a project - in return we're giving our best to use 'widely used' names, known rules and so on.
Why is there no PixelLight source code Subversion repository?
We used Subversion for many years. As PixelLight grew, the need for a more powerful version control system came up - so we switched to Git.
I never used Git before, how do I checkout the PixelLight source code?
- On the command line, the following command will checkout the sources: (Don't forget to install Git, first!)
git clone git clone git://git.code.sf.net/p/pixellight/code pixellight-code
- Microsoft Windows: If you're familiar with TortoiseSVN, you could use the Git-"port" of that software: TortoiseGIT, which is almost identical in appearance and use. Then choose "Git clone" on an empty directory and enter the following URL: git://git.code.sf.net/p/pixellight/code
This should checkout the sources via Git. For more information, have a look at the SourceForge.net Git side.
Windows: PixelLight doesn't support Windows 2000, Windows 98... Windows 1.0 'officially' - how come?
... because 'officially' these OS can't longer be bought and Microsoft stopped the mainstream support. Also, this out-of-date operation systems lack of of certan 'basic'-functionality you don't want to miss... and we HATE to hack around or throw away 'basic'-functionality just to get everything working on lecacy-systems, too. The world isn't standing still, and the software world isn't even more! Try to stay up-to-date in a 'reasonable' way... (it's not impossible to use PixelLight for Windows 2000 applications, from one project we now they used if for this legacy OS)
Windows: I installed the PixelLight SDK, but when I start any PixelLight sample or application Windows tells me that some 'PL<name*.dll' is missing - how come?
After the installation of the PixelLight SDK, you may need to restart your computer in order to enable Windows to find the dll's. (in short, it's "a Windows thing" and no sloppiness of the PixelLight SDK!) If this is not working or you don't want to restart (sometimes it's inevitable, the reason for this is obscure), you can do the following:
- 1. Right click on the "My Computer"-icon on the desktop
- 2. Click on the "Advanced"-tab
- 3. Click the "Environment Variables"-Button
- 4. Under the "User Variables"-header, select the PATH entry and click "Edit"
- 5. Scroll to the end of the text, add a new semi-colon and enter the location of your PixelLight runtime directory. (for example 'c:\PixelLight-SDK\Runtime\x86\')
- 6. Click "Ok" on all the panels to exit this dialog
Windows: I started an application but I get at once a Windows error message telling me that the applicaton can not be started due some cryptic Hex-Code - how come?
Ensure that your OS is up-to-date -> current service packs and updates. We also noticed that installing 'Microsoft .NET Framework 2.0 Redistributable' (http://www.microsoft.com/downloads/details.aspx?displaylang=de&FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5) solved the "problem"-too - but please keep in mind, PixelLight is NO DotNet-application and 'usually' DOES NOT require to install DotNet on your computer!
Windows: When starting an PixelLight application nothing happens. The log doesn't help because it says for example "Can't create renderer context instance" but "PLRendererOpenGL.dll" is there
The loading of a dll has probably failed silently. (Win 7/Vista) If the VC 2008 redistributables are within the application directory, or installed, this error should not happen. To get information about the root cause, have a look into the Windows System Event Log.
Windows: I'am just able to get OpenGL 1.1.0 GDI Generic driver from Microsoft Corporation working, what's wrong?
One reason may be, that there's no graphics driver installed, or the graphics driver is not installed correctly. There are tools like "OpenGL Extensions Viewer" (http://www.realtech-vr.com/glview/) you can use to check your graphics driver or your current OpenGL version. If the previous mentioned tool shows proper OpenGL support, but PixelLight does not, it's possible that the wrong 'opengl32.dll' was loaded. This may happen when a process using PixelLight already loaded another *opengl32.dll* as the one from the real graphics driver. When the PixelLight renderer initializes it's OpenGL context, naturally, the wrong 'opengl32.dll' will be used. This is no PixelLight bug, please check your own application.
Windows: Is it possible to use PixelLight within an ActiveX plugin I can embed into the GUI of my own application?
Yes it's possible and was already done by the following project:
Linux: When I launch an PixelLight application, the message "Instruction non permise" appears
The official PixelLight SDK and the demos are compiled with enabled SSE3 support, as a result, a CPU with SS3 support is required. If you don't have such an CPU, try to compile PixelLight with other compiler settings.