Steve,

        I'm still pursuing the spaceball support issues ... after a week away.  The 3dConnexion representative raised an excellent point:  if we refer to their SDK in the "freeglut" library, any users would have to download the SDK themselves and sign up to the requirement to acknowledge 3dConnexion as part of that download.  So we would not be forcing anybody to do anything.

        If I had my druthers, I'd still go with Joe Krahn's code, though.

John F. Fay
Technical Fellow, Jacobs/Sverdrup TEAS Group
john.fay@eglin.af.mil
850-729-6330
-----Original Message-----
From: freeglut-developer-admin@lists.sourceforge.net [mailto:freeglut-developer-admin@lists.sourceforge.net] On Behalf Of Stephen J Baker

Sent: Monday, December 05, 2005 12:52 PM
To: freeglut-developer@lists.sourceforge.net
Subject: Re: [Freeglut-developer] Spaceball Support

Fay John F Contr AFSEO/SK wrote:
> Steve,
>
>         First, can you send me a copy of your spaceball code?  Let me
> start by trying to reverse-engineer it.

It was a long time ago - I doubt that I could still find it.  However,
take a look at the GLUT code. That's where the information for my
implementation came from.

> [Jim Wick] If you have a file, like a readme, that acknowledges code
> from third party sources, that would be a sufficient place to a
> one-liner.  If not, don't worry about it.  I'm more concerned about
> getting you up and running.

That sounds like they don't really care.  We should say "We're happy
to put an accreditation into our README (although 'AUTHORS' might be
a better place), but we can't require our users to retain that note
when they redistribute freeglut.  Is that acceptable?"

> All that said, I am completely with you on not restricting the
> "freeglut" license.  If they require that our users add the
> acknowledgement, then I say no we don't support their hardware.

Cool.

-----------------------------------------------------------------------
The second law of Frisbee throwing states: "Never precede any maneuver
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this also applies to writing Fragment Shaders.
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Steve Baker                      (817)619-2657 (Vox/Vox-Mail)
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