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Contents, Programmers Guide, Applying the SDK, Working with the TestBed

Working with the TestBed

The testbed is found in the 'bin' subdirectory of the release, and comprises the following files:

testbed.exe
font.bmp
texture.bmp

Requirements

The testbed included in this release requires Microsoft Windows, on x86 architecure, with DirectX 9 or greater installed.

Starting the testbed

To launch the testbed, run 'testbed.exe' from within the bin directory.

The testbed will look for a test application compiled as a windows DLL, and named 'testapplication.dll', in the current directory.
Control of execution is passed over to this test application after the testbed has initialised.
See Linking with the testbed for details about linkage between the testbed and this dll.

The test application controls what is drawn every frame and may also include arbitrary control logic.
The testbed handles default control and positioning of the camera and details of rendering the scene.

Command line arguments

Argument
Explanation
notdinput Tells the testbed to use alternative code paths for mouse control that avoid using direct input.
This can solve problems with jerkiness when the testbed is interrupted by a debugger.
app=dllname Tells the testbed to use dllname instead of 'testapplication.dll'.
This name can include a relative or absolute path to the dll.
(The string is simply passed into LoadLibrary().)

Controlling the camera

To rotate, pan or zoom the camera hold one of the following keys while moving the mouse:

Hold down
Effect of mouse movement
'1' Rotate
'2' Pan
'3' Zoom

An alternative (maya style) set of controls is also provided:

Hold down
Effect of mouse movement
Left control + Left mouse button Rotate
Left control + Middle mouse button Pan
Left control + Left and middle mouse buttons Zoom

Advanced camera controls

As of release 4.2, you can dolly the camera instead of zooming by holding left shift.
(So that means either left shift + '3' or left shift + left control + left and middle mouse buttons.)
Also from release 4.2, a white cross is displayed at the camera target when any of the camera controls are active. This can be helpful when navigating very close in to the mesh.

As of release 4.4, if the mouse is over a mesh when you start panning then distance to camera target will be set accordingly.
So panning now functions like dragging the mesh around with the mouse.
And subsequent rotations will feel more intuitive.
If the mouse is not over the mesh at start of panning then camera target distance is unaffected.
(In practice, this change makes it unnecessary to use the dolly function described in the previous paragraph.)


Documentation for PathEngine release 5.16 - Copyright © 2002-2008 PathEnginenext: Shape Validation