pandatest
  • Introduction to Panda3D
  • Panda3D Basics
  • Panda3D is not a Beginner’s Tool or a Toy
  • Panda3D’s Software License
  • Who is Working on Panda3D
  • The Introductory Chapter
  • Installing Panda3D in Windows
  • Installing Panda3D in Linux
  • The Installation Process - Linux
  • General Preparation
  • Learning Python
  • Running your Program
  • Using Command Prompt to Run your Program
  • A Panda3D Hello World Tutorial
  • Starting Panda3D
  • Creating a New Panda3D Application
    • showbase
    • DirectStart
  • Running the Program
  • Loading the Grassy Scenery
    • the-scene-graph
    • The Program
      • Update the Code
      • Run the Program
  • Controlling the Camera
    • Default Camera Control System
    • tasks
      • Update the Code
      • Run the Program
  • Loading and Animating the Panda Model
    • Actors
      • Run the Program
  • The Program
    • Update the Code
  • Using Intervals to move the Panda
    • Intervals and Sequences
      • intervals
    • The Program
      • Update the Code
      • Run the Program
  • Tutorial End
  • User Contributed Tutorials and Examples
    • Tutorials
    • Open source games
    • Code snippets
  • Video Tutorials
    • Video lessons by Disney
  • Programming with Panda3D
  • ShowBase
  • Overview
  • Global Variables with __builtin__
  • The Scene Graph
  • Scene Graph Manipulations
  • The default scene graphs
  • Loading models
  • Reparenting nodes and models
  • Common State Changes
  • Summary
  • State Change Cheat Sheet
  • Manipulating a Piece of a Model
  • Animated (skeleton animation) models
  • Unanimated (environment) models
  • Searching the Scene Graph
  • Instancing
  • Advanced Instancing
  • Instancing: an Important Caveat
  • The NodePath: a Pointer to a Node plus a Unique Instance ID
  • The Configuration File
  • Configuring Panda3D
  • List of All Config Variables
  • Accessing Config Vars in a Program
  • Models and Actors
  • Geometry Basics
  • Panda’s Primary File Format
  • Panda’s Other File Format
  • Loading Models
  • The Basics
  • Inserting the Model into the Scene Graph
  • Panda Filename Syntax
  • Loading Actors and Animations
  • Actor Basics
  • Using Actors
  • Panda Filename Syntax
  • Actor Animations
  • Basic animation playing
  • AnimControl
  • Play rate
  • Blending
  • Half-body animation
  • Interpolation
  • Actor Intervals
  • The Task manager
  • Multi-Part Actors
  • Animation
  • Attaching an Object to a Joint
  • Controlling a Joint Procedurally
  • Cautions and limitations
  • Level of Detail
  • Render Attributes
  • Render Attributes Basics
  • Propagation of Attributes
  • Render Attribute Priorities
  • Incomplete Section
  • List of All Attributes
    • List of All Attributes
    • Undocumented
  • Incomplete Section
  • Lighting
    • Lighting Basics
    • Lots of Lights: Performance Implications
    • Colored Lights
    • Point Lights
    • Attenuation
    • Directional Lights
    • Ambient Lights
    • Spotlights
    • Putting it all Together
    • Shadow Mapping
  • Materials
    • Materials
    • Explanation of Lighting
    • Default Behavior and Explicit Behavior
    • Creating and Using Materials
    • Material Properties
    • Other Material Methods
      • Related Classes
  • Depth Test and Depth Write
  • Enabling or Disabling the Depth Buffer
  • Altering the Depth Buffer
  • Depth Sorting
  • Transparency
  • Fog
    • Basic Fog
    • Fog Modes
      • Linear Fog
      • Exponential Fog
  • Alpha Testing
    • Alpha Testing
  • Incomplete Section
  • Color Write Masks
    • Color Write Masks
    • Turning on the Color Mask
  • Antialiasing
  • Antialiasing
  • Clip Planes
  • General Warning about Clip Planes
  • Incomplete Section
  • Tinting and Recoloring
    • Color and the Model Loader
    • Recoloring the Model
    • Tinting the Model
    • Demonstration
    • Related Classes
  • Backface Culling and Frontface Culling
    • Backface and Frontface Culling
    • Rendering Double-Sided
    • Controlling Backface and Frontface Culling
  • Occlusion Culling
  • Polygon Occluder Culling
  • Polygon Occluders
    • Introduction
    • Creating an OccluderNode
    • Occluder Configuration
    • General Occluder Advice
  • Portal Culling
  • Portal Culling
    • What is Portal Culling?
    • How are Cells and Portals handled in Panda3D?
  • Incomplete Section
  • Light Ramps
    • Light Ramps
    • HDR Tone Mapping
    • Cartoon Shading (Quantized Lighting)
    • Future Light Ramps
  • Auxiliary Bitplane Control
    • Auxiliary Bitplane Control
  • Values That Can be Requested
  • Texturing
  • Simple Texturing
  • Choosing a Texture Size
  • Texture Wrap Modes
    • WM_repeat
    • WM_clamp
    • WM_border_color
    • WM_mirror
    • WM_mirror_once
    • Setting different wrap modes
    • One caution about a common wrap mode error
  • Texture Filter Types
  • FTNearest
  • FTLinear
  • Mipmaps
  • Anisotropic Filtering
  • Simple Texture Replacement
  • Multitexture Introduction
  • Texture Modes
  • The Basics
  • Modulate mode
  • Add mode
  • Replace mode
  • Decal mode
  • Blend mode
  • Normal Map Mode
  • Height / Parallax Map Mode
  • Gloss Map Mode
  • Glow Map Mode
  • Texture Order
  • Texture Combine Modes
  • RGB modes
  • Alpha modes
  • Source values
  • Operands
  • Texture Transforms
  • Multiple Texture Coordinate Sets
  • Automatic Texture Coordinates
  • Projected Textures
  • Interval-animated texture transforms
  • Projected Textures
  • Simple Environment Mapping
  • Cube Maps
  • Environment Mapping with Cube Maps
  • Automatic Texture Animation
  • Playing MPG and AVI files
  • Usage
  • For powers-of-two limited graphics hardware
  • Issues
  • Transparency and Blending
  • Texture Management
    • Automatically reducing textures
    • Enabling texture compression
    • Limiting graphics memory usage overall
    • Monitoring memory usage
  • Texture Compression
    • Runtime texture compression
    • TXO file format
    • DDS file format
    • Texture cache
  • Shaders
  • Shader Basics
    • Overview of Shaders
    • Cg Shaders
      • Overview of Cg Shaders
      • Single-File Cg Shaders
      • Multi-File Cg Shaders
    • GLSL Shaders
      • Overview of GLSL Shaders
      • GLSL Example
    • Using Shaders in Panda3D
      • Loading a Cg Shader
      • Loading a GLSL Shader
      • Applying a Shader
    • Fetching Data from the Panda3D Runtime
    • Supplying data to the Shader Manually
    • Shader Render Attributes
    • Deferred Shader Compilation
  • List of Possible Cg Shader Inputs
    • Using Custom Shader Inputs
  • List of GLSL Shader Inputs
    • Vertex shader attributes
      • A special note about vertex colors
    • Uniform shader inputs
  • Shaders and Coordinate Spaces
  • Known Shader Bugs and Limitations
  • The Shader Generator
  • The Shader Generator
  • Sample Programs
  • Per-Pixel Lighting
  • Known Limitations
  • How the Shader Generator Works
  • Caching and the Shader Generator
  • Combining Automatic Shaders with Manual Shaders
  • Creating your own Shader Generator
  • Cg Shader Tutorial
  • Cg Shader Tutorials
  • Pre-requisites
  • Tutorials
  • Incomplete Section
  • Cg Tutorial Part 1
  • Cg Tutorial Part 1: The Baseline Panda App
  • 3D Models, Shaders and Hardware
  • Modifying the Script
  • Cg Tutorial Part 2
  • Cg Tutorial Part 2: The Simplest Shader
  • The Shader
  • The Python Script
  • Modifying the Shader
  • Compute Shaders
    • Introduction
    • Work groups
    • Example shader
    • Loading a compute shader
    • Dispatching a compute shader
    • Image access
    • Texture Clear
    • Memory barriers
  • Camera Control
  • The Default Camera Driver
  • Lenses and Field of View
  • Interplay of lens properties
  • Orthographic Lenses
  • Sound
    • Sound System Options
    • Setting the Sound System
    • Extra Notes
  • Loading and Playing Sounds and Music
    • Architecture
    • Basics
      • Loading a Sound
      • Playing/Stopping a Sound
      • Querying Sound Status
      • Setting Volume
      • Panning a Sound
  • Extra Note
  • Manipulating Sounds
  • Looping a Sound
  • Notes on Looping Sounds Seamlessly
  • Cueing Time
  • Changing Playback Speed
  • Audio Managers
  • DSP Effects
  • The FilterProperties Object
  • Multi-Channel
  • Summary
  • Incomplete Section
  • Intervals
  • Using Intervals
  • Lerp Intervals
  • An overview of the NodePath-based LerpIntervals
  • The rest of the NodePath-based LerpIntervals
  • Other types of LerpInterval
  • Function Intervals
  • Actor Intervals
  • Sound Intervals
  • Motion Path and Particle Intervals
  • MopathInterval
  • ParticleInterval
  • Sequences and Parallels
  • Position, Rotation and Scale Intervals
  • Projectile Intervals
  • Tasks and Event Handling
  • Tasks
  • The Task Function
  • Task Return Values
  • The Do-Later Task
  • The Task Object
  • The Task Manager
  • Task timing
  • Examples
  • Task Chains
    • Defining task chains
    • Using task chains
  • Event Handlers
  • Defining a class that can Handle Events
  • Event Handling Functions
  • Sending Custom Events
  • A Note on Object Management
  • Main Loop
  • Text and Image Rendering
  • International character sets
  • Text Fonts
    • Loading a Font
    • Font Quality
    • Alternative Render Modes
  • Text Node
  • Font
  • Small Caps
  • Slant
  • Shadow
  • Wordwrap
  • Alignment
  • Frame
  • Card
  • Picking a Text Node
  • OnscreenText
  • OnscreenImage
  • Embedded Text Properties
  • Defining your text properties
  • Registering the new TextProperties objects
  • Referencing the TextProperties in text strings
  • DirectGUI
  • DirectButton
  • Example
  • DirectCheckButton
  • Example
  • A note on programatically changing the indicatorValue
  • A note on boxImage and other box* keywords
  • DirectRadioButton
  • Example
  • DirectDialog
  • YesNo Dialog Example
  • DirectEntry
  • Example
  • DirectFrame
  • DirectLabel
  • DirectOptionMenu
  • Example
  • Dynamic Updating of a Menu
  • DirectScrolledList
  • DirectWaitBar
  • Example
  • DirectSlider
  • Example
  • DirectScrollBar
  • DirectScrolledFrame
  • Render Effects
  • List of All Render Effects:
  • Compass Effects
  • Billboard Effects
  • Finite State Machines
  • FSM Introduction
  • Simple FSM Usage
  • Arguments to enterStateName methods
  • Allowed and disallowed state transitions
  • FSM with input
  • The defaultFilter method
  • Advanced FSM Tidbits
  • request vs. demand
  • FSM.AlreadyInTransition
  • forceTransition()
  • Filtering the optional arguments
  • Terrain
  • The Heightfield Tesselator
  • Incomplete Section
  • Geometrical MipMapping
  • Basic Usage
  • Dynamic Terrains
  • Advanced Control
  • Notes
  • Advanced operations with Panda3D’s internal structures
  • How Panda3D Stores Vertices and Geometry
  • GeomVertexData
  • GeomVertexFormat
  • GeomPrimitive
  • GeomTriangles
  • GeomTristrips
  • GeomTrifans
  • GeomLines
  • GeomLinestrips
  • GeomPoints
  • Geom
  • GeomNode
  • BoundingVolume
  • Procedurally Generating 3D Models
  • Defining your own GeomVertexFormat
  • Pre-defined vertex formats
  • Creating and filling a GeomVertexData
  • Creating the GeomPrimitive objects
  • Putting your new geometry in the scene graph
  • Other Vertex and Model Manipulation
  • Reading existing geometry data
  • Modifying existing geometry data
  • MeshDrawer
  • More about GeomVertexReader, GeomVertexWriter, and GeomVertexRewriter
  • GeomVertexRewriter
  • Creating New Textures from Scratch
  • The PNMImage Class
  • Getting the Image of a Texture
  • Loading a PNMImage Into a Texture
  • Writing 3D Models out to Disk
    • BAM Files
  • The Bam Interface
  • The Egg Interface
  • Render-to-Texture and Image Postprocessing
  • Render-to-Texture Basics
  • The Low-Level API and the High-Level Utilities
  • Common Image Filters
  • Common Image Filters
  • Basic Setup
  • What if the Video Card can’t handle it?
  • The Bloom Filter
  • The Cartoon Inking Filter
  • The Volumetric Lighting Filter
  • The Inverted Filter
  • The Blur / Sharpen Filter
  • The Ambient Occlusion Filter
  • Generalized Image Filters
  • The Filter Manager
  • The Simplest Filter
  • Extracting More Information from the Scene
  • Using Intermediate Stages
  • Resolution Management
  • Cleaning Up
  • Dynamic Cube Maps
  • A word of caution
  • Low-Level Render to Texture
  • Incomplete Section
  • Panda3D Rendering Process
  • Multithreaded Render Pipeline
    • Enabling the Multithreaded Render Pipeline
  • Introducing Graphics Classes
    • GraphicsEngine
    • GraphicsPipe
    • GraphicsWindow and GraphicsBuffer
    • GraphicsStateGuardian
  • The Graphics Pipe
  • Creating Windows and Buffers
  • Display Regions
  • Example code
  • Creating New MouseWatchers for Display Regions
  • Clearing Display Regions
    • Sorting
  • The 2D Display Region
    • DirectGui in your new window
  • Stereo Display Regions
    • Using a StereoDisplayRegion
  • Multi-Pass Rendering
  • Multi-Pass Rendering
  • How to Control Render Order
  • Panda3D Utility Functions
  • Particle Effects
  • Using the Particle Panel
  • Incomplete Section
  • Loading Particle Systems
  • Particle Effect Basic Parameters
  • Particle Factories
  • Particle Emitters
  • BoxEmitter
  • DiscEmitter
  • PointEmitter
  • RectangleEmitter
  • RingEmitter
  • SphereSurfaceEmitter
  • SphereVolumeEmitter
  • TangentRingEmitter
  • Particle Renderers
  • PointParticleRenderer
  • LineParticleRenderer
  • SparkleParticleRenderer
  • SpriteParticleRenderer
  • GeomParticleRenderer
  • Collision Detection
  • Collision Solids
  • CollisionSphere
  • CollisionTube
  • CollisionInvSphere
  • CollisionPlane
  • CollisionPolygon
  • CollisionRay
  • CollisionLine
  • CollisionSegment
  • CollisionParabola
  • CollisionBox
  • Collision System Chart
  • Collision Handlers
  • CollisionHandlerQueue
  • CollisionHandlerEvent
  • CollisionHandlerPusher
  • PhysicsCollisionHandler
  • CollisionHandlerFloor
  • Collision Entries
  • Collision Traversers
  • Collision Bitmasks
  • Rapidly-Moving Objects
  • Visualizing the previous transform
  • Caveats
  • Pusher Example
  • Event Example
  • Bitmask Example
  • Clicking on 3D Objects
  • Garbage Collection
  • Removing Custom Class Instances
  • Hardware support
  • Keyboard Support
    • Keyboard events
    • Modifier keys
    • Polling interface
    • Keystroke events
    • Raw keyboard events
  • Mouse Support
  • Joystick Support
  • VR Helmets and Trackers
  • Math Engine
  • Incomplete Section
  • Matrix Representation
  • Physics
  • Panda3D Physics Engine
  • Enabling physics on a node
  • Applying physics to a node
  • Example 1: Gravity
  • Example 2: Rotary Thruster
  • Types of forces
    • LinearVectorForce
    • AngularVectorForce
  • Notes and caveats
  • Using ODE with Panda3D
  • Table of Contents
  • More information
  • Worlds, Bodies and Masses
  • Worlds
  • Bodies and masses
  • Simulating the Physics World
  • Simulating the physics scene
  • Incomplete Section
  • Attaching Bodies using Joints
  • Joints
  • OdeBallJoint example
  • Incomplete Section
  • Collision Detection with ODE
  • Collision Detection
  • Spaces
  • Geometry
  • Surfaces
  • Collision Events
  • Example
  • Using Bullet with Panda3D
  • Table of Contents
  • Bullet Hello World
    • World
    • Static bodies
    • Dynamic bodies
    • The Program
  • Bullet Debug Renderer
  • Bullet Collision Shapes
    • Sphere Shape
    • Plane Shape
    • Box Shape
    • Cylinder Shape
    • Capsule Shape
    • Cone Shape
    • Compound Shape
    • Convex Hull Shape
    • Triangle Mesh Shape
    • Heightfield Shape
    • Soft Body Shape
  • Bullet Collision Filtering
    • Bit Masks
    • Group Masks
    • Group Assignment
  • Bullet Continuous Collision Detection
  • Bullet Queries
    • Ray Test
    • Sweep Test
    • Contact Test
  • Bullet Ghosts
  • Bullet Character Controller
    • Setup
    • Moving
    • Jumping
    • Crouching
  • Bullet Constraints
    • Constraint Types
      • Hinge Constraint:
      • Slider Constraint:
      • Spherical Constraint:
      • Cone Twist Constraint:
      • Generic Constraint:
    • Constraint between two rigid bodies
    • Constraint between one rigid body and the world
  • Bullet Vehicles
    • Setup
    • Wheels
    • Steering and Engine/Brake
  • Bullet Softbodies
  • Bullet Softbody Rope
    • Setup
    • Visualisation
    • Attaching the rope
  • Bullet Softbody Patch
    • Setup
    • Visualisation
  • Bullet Softbody Triangles
    • Setup
    • Visualisation
  • Bullet Softbody Tetrahedron
    • Setup
    • Visualisation
  • Bullet Softbody Config
    • btSoftBody::Material vs. BulletSoftBodyMaterial:
    • btSoftBody::Config vs. BulletSoftBodyConfig
  • Bullet Config Options
  • Bullet FAQ
    • Bullet and Scale
  • Bullet Samples
    • Stack of cubes falling on top of each other:
  • Motion Paths
  • Timing
  • The Global Clock
  • Incomplete Section
  • Networking
  • Datagram Protocol
  • Client-Server Connection
  • Preparing the server for connection
  • Connecting with a client
  • Transmitting Data
  • Sending a message
  • Receiving a message
  • Downloading a File
  • Distributed Networking
  • Multifiles
  • Creating Multifiles
  • The multify program
  • Read Assets
  • Multifile objects
  • Subfiles
  • Stream-Based
  • Encryption
  • Patching
  • Loading resources from nonstandard sources
  • File Reading
  • Thread-safe file I/O
  • Incomplete Section
  • Threading
  • Asynchronous Operations
  • Model loading
  • Model flattening
  • Texture uploading
  • Animation loading
  • Threading
  • File I/O
  • Compiling Panda3D with threading support
  • Subclassing
    • Introduction
    • The Theory
    • The Practice
    • In the real world
    • Conclusion
  • Table of features supported per graphic renderer
  • Artificial Intelligence (PANDAI)
  • Getting Started
  • Steering Behaviors
  • Seek
  • Flee
  • Pursue
  • Evade
  • Wander
  • Flock
  • Obstacle Avoidance
  • Path Follow
  • Pathfinding
  • Mesh Generation
  • Static Obstacles
  • Dynamic Obstacles
  • Uneven Terrain
  • Source Codes
  • Distributing Panda3D Applications
  • Introduction to p3d files
  • Using packp3d
  • Referencing packages
  • Running p3d files
  • Distributing via the web
  • Embedding with an object element
  • Embedding with RunPanda3D
  • About certificates
  • Public key, private key
  • Self-signed certificates
  • HTTPS (Apache) certificates
  • Email certificates
  • Signing your p3d files
  • P3D file config settings
  • Distributing as a self-contained installer
  • Generating an installer
  • Example
  • Generating a standalone executable
  • The runtime Panda3D directory
  • The package system
  • Standard packages
  • Installing packages
  • More about referencing packages
  • Building and hosting your own packages
  • Using ppackage
  • The pdef syntax
  • Creating multiple packages
  • Hosting packages
  • SSL hosting
  • Building multiplatform packages
  • Building patches
  • Advanced scripting techniques
  • DetectPanda3D.js
  • Advanced object tags
  • Splash window tags
  • Plugin notify callbacks
    • Additional notes
  • AppRunner
  • The appRunner.main object
  • The appRunner.dom object
  • Reading the HTML tokens
  • Other appRunner members
  • P3D origin security
    • script_origin
    • run_origin
  • PackageInstaller
  • Sample Programs in the Distribution
  • Sample Programs: Asteroids
  • Sample Programs: Ball in Maze
  • Sample Programs: Boxing Robots
  • Sample Programs: Carousel
  • Sample Programs: Cartoon Shader
  • Sample Programs: Chessboard
  • Sample Programs: Disco Lights
  • Sample Programs: Distortion
  • Sample Programs: Fireflies
  • Sample Programs: Fractal Plants
  • Sample Programs: Glow Filter
  • Sample Programs: Infinite Tunnel
  • Sample Programs: Looking and Gripping
  • Sample Programs: Media Player
  • Sample Programs: Motion Trails
  • Sample Programs: Mouse Modes
  • Sample Programs: Music Box
  • Sample Programs: Normal Mapping
  • Sample Programs: Particles
  • Sample Programs: Procedural Cube
  • Sample Programs: Roaming Ralph
  • Sample Programs: Shadows
  • Sample Programs: Solar System
  • Sample Programs: Teapot on TV
  • Sample Programs: Texture Swapping
  • Debugging
  • Log Messages
    • Generating your own Log Messages
    • Redirecting Log Messages to a File
  • The Python Debugger
  • Using python -i mode
  • pdb
  • Running Panda3D under the CXX Debugger
  • Before you Begin
  • Performance Tuning
  • Modern Performance Tuning Introduction
  • Most Common Problem: Silly Little Bugs
  • How Fast Should it Run?
  • List of Common Performance Issues
  • Incomplete Section
  • Basic Performance Diagnostics
  • Introductory Performance Diagnostics
  • The Frame-Rate Meter
  • The Scene Analyzer
  • Measuring Performance with PStats
  • QUICK INTRODUCTION
  • Caveats
  • THE PSTATS SERVER (The user interface)
  • Time-based Strip Charts
  • Value-based Strip Charts
  • Piano Roll Charts
  • Additional threads
  • Color and Other Optional Collector Properties
  • HOW TO DEFINE YOUR OWN COLLECTORS
  • HOW IT WORKS (What’s actually happening)
  • The PStats Client
  • The PStats Server
  • The Rigid Body Combiner
    • The Rigid Body Combiner
  • Performance Issue: Too Many Meshes
  • Performance Issue: Too Many State Changes
  • Incomplete Section
  • Performance Issue: Too Many Text Updates
  • Performance Issue: Too Many Shader Instructions
  • Too Many Vertex Shader Instructions
  • Too Many Fragment/Pixel Shader Instructions
  • Performance Issue: Excessive Fill
  • Transparency
  • Incomplete Section
  • Performance Issue: Memory Full
  • Incomplete Section
  • Performance Issue: Python Calculation
  • Performance Issue: Python Calculation
  • Performance Issue: Failure to Garbage Collect
  • Incomplete Section
  • Performance Issue: Collision System Misuse
  • Incomplete Section
  • Performance Issue: Motherboard Integrated Video
  • Incomplete Section
  • Performance Issue: Too Many Polygons
  • Performance Issue: Too Many Polygons
  • Performance Issue: Miscellaneous
  • Incomplete Section
  • Using CXX
  • How to compile a CXX Panda3D program
  • How to build a CXX Panda3D game using Microsoft Visual Studio 2008
  • How to compile a CXX Panda3D program on Linux
  • How to compile a CXX Panda3D program on Mac OS X
  • The Window Framework
  • Texturing in CXX
  • Reference Counting
    • Reference Counts
    • Managing Reference Counts
      • Smart Pointers
      • When they aren’t necessary
    • Managing Reference Count
    • Weak Pointer
    • Circular References
    • Stack Allocation
  • Panda3D Tools
  • The Scene Graph Browser
  • Enhanced Mouse Navigation
  • Interrogate
  • Interrogate
  • How to use it
  • Calling Interrogate
  • Wrapper functions
  • More Information
  • Python Editors
  • SPE
  • Installing SPE for use with Panda3D
  • Importing DirectStart
  • Pipeline Tips
  • How artists can help programmers with the pipeline:
  • Things that don’t matter as much, but will give programmers warm-fuzzies:
  • Model Export
  • Converting from 3D Studio Max
  • Using the Exporter
  • Materials
  • Max egger changes and additions(To be available in Panda3D 1.7.1 or later)
  • Known Issues
  • Converting from Maya
    • Material Preparation
      • Basic Texturing
      • Advanced Texturing
      • Merging Textures
    • Flagging Objects From Maya
    • Running the Exporter
    • Using the New Maya2EGG GUI(To be available for Panda3D 1.7.1 or later)
      • Using the Egg-Palletize Tool
    • Using the Graphical Front-End(Old)
  • Converting from Blender
  • Option 1: The Egg export Plugins for Blender
  • Option 2: The “X” File format
  • Converting from SoftImage
  • Converting from Milkshape 3D
  • More Detailed explanations for MS3D users
  • Bugs in the Process
  • Converting from GMax
  • Installation
  • Using
  • Bugs in the Process
  • Converting from other Formats
  • Converting Egg to Bam
  • Parsing and Generating Egg Files
  • Transforms and Vertices
  • Custom .egg Readers/Writers
  • Egg Syntax
    • General Syntax
    • Local Information Entries
    • Global Information Entries
      • Coordinate System
      • Textures
        • Texture Scalars
      • Materials
        • Material Scalars
      • Vertex Pool
        • Vertices
    • Geometry Entries
      • Polygons
        • Polygon Attributes
    • Grouping Entries
      • Grouping Attributes
      • Group Scalars
      • Other Group Attributes
        • Billboard
        • SwitchCondition
        • Tag
        • Collide
        • ObjectType
    • Joint Nodes
    • Bundle and Table entries
  • Previewing 3D Models in Pview
  • Building an installer using packpanda
  • The Scene Editor
  • Scene Editor Lectures
  • Building Panda3D from Source
  • Troubleshooting ppremake on Windows
  • ppremake doesn’t run (access violation 0xc0000005)
  • invalid link option /DEBUG, when running make
  • Building using Microsoft Visual C++ Toolkit 2003
  • Troubleshooting ppremake on Linux
  • Undeclared ‘vector_string’
  • Troubleshooting makepanda on Windows
    • Build takes long
  • Troubleshooting makepanda on Linux
  • Undefined reference to `__isoc99_sscanf’
  • Tutorial: Compiling the Panda3D Source on Windows
  • Compiling Panda3D on Windows
    • Step 1: Installing the Requirements
    • Step 2: Download the source
    • Step 3: Open a command prompt
    • Step 4: “The simplest way to compile panda is to just type...”
    • Step 5: Make an installer
    • Using newer June 2010 DirectX SDK and Windows 7.1 SDK
    • Conclusion
  • Cheat Sheets
    • Read Me
    • Panda Nodes
    • Node Paths
    • Global Variables
    • The Scene Graph
    • Parenting
    • Positioning
    • Models
    • Camera
    • BVW Material
  • List of Panda3D Executables
  • Getting Started on OSX
  • Running the Sample Programs
  • Troubleshooting Common Issues
  • More Panda3D Resources
    • Panda3D Related Books
    • Panda3D Tutorial Series
    • Panda3D Specific Resources
    • Python Libraries
    • Useful Tools
  • Third-party dependencies and license info
    • License Info
    • Disclaimer
    • Building Panda3D
    • Recommended Libraries
    • Python
      • ZLib
      • libjpeg
      • libpng
      • OpenSSL
      • libvorbis
      • Freetype
      • GTK2
      • OpenAL Soft
      • Cg Toolkit
      • Eigen
      • libsquish
      • libtiff
      • DirectX (Windows only)
      • X libraries (Linux/FreeBSD only)
      • MFC (Windows only)
      • NPAPI
    • Optional
      • FFMPEG
      • FMOD Ex
      • Bullet Physics
      • PhysX
      • Open Dynamics Engine (ODE)
      • OpenGL ES
      • 3ds Max SDK
      • Maya SDK
      • speedtree
      • libRocket
      • OpenCV
      • FCollada
      • FFTW
      • ARToolKit
      • VRPN
      • awesomium
    • Build Tools (for compilation only)
      • Bison
      • Flex
    • Patent Restriction Issues
      • MP3
      • MPEG
      • Recommended Alternatives
  • The IRC Channel
  • FAQ
    • What are the .pz files I am seeing the samples?
    • What are the .pyc files that are created after I run the Python interpreter?
    • Why are my animations/intervals sometimes skipped when I run something heavy on the CPU before playing them?
    • I have a bunch of Maya Animations of one model in different mb files. I used maya2egg to port them into panda, but only one of the animations work.
    • I’m using the lookAt() method on a NodePath to point it at another object. It works fine until I point upwards, and then it starts to spin my object around randomly
    • I’m building a 3D game, and I have a huge world. When my world starts up, the program hangs for a few seconds the first time I look around. Is there any way to avoid this?
    • Is there a way to hide the mouse pointer so that it doesn’t show up on my screen?
    • If a model has an animation, then is that animation necessarily represented by an additional .egg file?
    • I have a model with an animation. When I try to play the animation I get a KeyError. Why?
    • I called setTexture('tex.png') and it didn’t change or send an error. Why?
    • Why do I get sometimes get an AssertionError when instantiating Sequence?
    • Does Panda3D use degrees or radians?
    • Why do all my flat objects look weird when lit?
    • To smooth my animations, I used the “interpolate-frames 1” option, but it doesn’t work somehow. Why?
    • I’m trying to redirect the output of some commands like myNode.ls() to a file, but the usual method python >> file, myNode.ls() doesn’t work. What’s the alternative?
    • How do I create a node from a string containing a .egg source?
    • How can I know which letter is below the pointer when I click on a TextNode?
 
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