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From: Ben H. <be...@ex...> - 2001-11-15 04:09:32
|
Csopengl.h: ----- typedef struct HG3D { unsigned type : 1; HWND wnd; HDC gdi; HGLRC glctxt; HBITMAP image; } G3D, * HG3D; ----- Csopengl.c: ----- ctxt = (HG3D) malloc(sizeof(HG3D)); if(!ctxt) return NULL; ----- I am not sure but shouldn't it be "sizeof(G3D)" and not "sizeof(HG3D)"? Otherwise wouldn't there be a memory overrun? Cheers, -ben houston 4th Year Cognitive Science/Neuroscience Carleton University, Ottawa, Canada ( be...@ex... / 613-266-0637 ) |
From: Lloyd D. <ll...@ga...> - 2001-11-11 23:37:19
|
(just a not i made a mistake while updating yesterday, correcti it now, but incorrect file could still be on the server for a few minutes...) 2 new interesting improvement for OpenGL: a new OpenGL font class a new OpenGLContext class with an interesting ToImage() method some more method with safe version. a new Nehe lesson (17) showing this 2 feature in action.. coming: SDL sound (but i have some trouble..) after that... CsGL (CSharp Graphic Library) will become CsGL (CSharp Gaming Library)... i will post a call to help soon, but i could already inform you, help would be needed to design a widget API on top of OpenGL (using SDL for event and the like...), to help for a demo game, and other such idea (IA ? 3D engine ?...) |
From: Lloyd D. <ll...@ga...> - 2001-10-29 21:07:37
|
i am currently in the process of finishing a new OpenGL font class. there is actually 3 examples font class. and i discover a bug in the bitmap/texture loading process. Bitmap img = new Bitmap("image file"); // ... BitmapData tex = img.LockBits(/*some param*/); tex.Scan0 seems to begin in the upper left corner and not in the lower left corner, as needed by glTexImage2D.... for this you should call img.RotateFlip(RotateFlipType.RotateNoneFlipY); before locking data. i will try to provide an OpenGLTexture utility object, as exemple, though i lack idea (and practice) here, as you could have multiple texture for multiple scale and different filtering for each texture. so i copy/paste here my current (and basic) OpenGLTexture object and wait for your critics..... ------------ OpenGLTexture --------------- using System; using System.Drawing; using System.Drawing.Imaging; namespace CsGL.OpenGL { /// <summary> /// load a texture from an image, though a simple topic /// there is problem of reverse order and such things which are handled /// byt this class. /// </summary> public abstract class OpenGLTexture : GL, IDisposable { uint[] texture = new uint[1]; public OpenGLTexture(Bitmap img) { img = (Bitmap) img.Clone(); img.RotateFlip(RotateFlipType.RotateNoneFlipY); BitmapData tex; Rectangle rect; rect = new Rectangle(0, 0, img.Width, img.Height); tex = img.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); glGenTextures(texture.Length, texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, (int)GL_RGB8, img.Width, img.Height, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, tex.Scan0); img.UnlockBits(tex); img.Dispose(); } public uint this[int texID] { get { return texture[texID]; } } public int Length { get { return texture.Length; } } public void Dispose() { glDeleteTextures(texture.Length, texture); } } } |
From: Lloyd D. <ll...@ga...> - 2001-10-20 12:44:44
|
Hello fellow C# users.... i am trying to improve my C# OpenGL library by enabling to create OpenGL context on any HDC... (printer, image, form, ....) for this i create a new OpenGLContext class which have a constructor like this: ------------------------------------- [DllImport("csogl")] IntPtr GLContextInitFromHDC(InpPtr p); public OpenGLContext(Graphics g) { ctxt = GLContextInitFromHDC(g.GetDc()); } --------------------------------- i use it like this Bitmap b = new Bitmap(400, 400); Graphics g = Graphics.FromImage(b); OpenGLContext ogc = new OpenGLContext(g); but when i try to call (win32) SetPixelFormat function this fail with error 126 (ERROR_MOD_NOT_FOUND) , what this could be ? here is my true interop code... -- Warning: C - code -------------- typedef struct HG3D { HWND wnd; HDC gdi; HGLRC glctxt; } G3D, * HG3D; int GLContextInitFromHDC(HG3D ctxt, PIXELFORMATDESCRIPTOR * pix) { int format = ChoosePixelFormat(ctxt->gdi, pix); if(!format) { SetLastError(ERROR_INVALID_INDEX); return 0; } if(ctxt->glctxt) { SetLastError(ERROR_ALREADY_INITIALIZED); return 0; } // -> // it failed HERE, with error 126: ERROR_MOD_NOT_FOUND if(!SetPixelFormat(ctxt->gdi, format, pix)) return 0; if(!ctxt->glctxt) ctxt->glctxt = wglCreateContext(ctxt->gdi); return (int) ctxt->glctxt; ----------------------------------- |
From: Lloyd D. <ll...@ga...> - 2001-10-10 12:20:20
|
hum.... i see. the fact is that source are shipped with an examples directory with source for the examples. But your user experience let me think thant next release would include the example's source in the bin.example.zip file. i provide the binary version as i greatly appreciate them as i, sometimes, experiment problems while building other's project. but source version is shipped with anything i release. Hopes it help !... Lloyd |
From: <fra...@ob...> - 2001-10-10 11:53:15
|
I'm sure most of us would appreciate som example code too. Maybe you have some source, not just the binaries. (I did not recognize C#-based code snippets at NeHE) Frank Braathen |
From: Lloyd D. <ll...@ga...> - 2001-10-03 15:23:37
|
Hy, i want to use OpenGL font. the classical way of doingt this is to use display list and generate them with wglUseFontBitmap. the problem with this, is that my application could be internationalized and use unicode.... so each font use 65536 pre rendered object.... this could grow fast.... has anybody encounter this problem ? and could give me idea ? |
From: Lloyd D. <ll...@ga...> - 2001-10-03 14:06:23
|
i would be happy to create a project page (on CSGL site) referring your projects if you send me links.... |
From: Lloyd D. <ll...@uk...> - 2001-10-03 12:29:03
|
version of CSGL is out. and CVS is again uptodate (i must admit it was outdated these times...) you could download release 0.2.0 at: http://sourceforge.net/project/showfiles.php?group_id=33241 here a summary of changes as stated on changelog page... a.. web demo on CsGL page (http://csgl.sourceforge.net/demo.html) b.. namespace change. OpenGL becomes CsGL.OpenGL, SDL becomes CsGL.SDL c.. Base class of OpenGL change from GL to OpenGL. from wich inherit GLU, from which inherit a new class : "GL", which provide safe version of OpenGL call, with array, enumeration, etc... d.. new objects in OpenGL: Point3D, Transform3D, Quaternion, .. e.. new active contributor: Ben Houston f.. new SDL classes (sound & CD-Rom) g.. new high level class with cleaner code. h.. NeHe tutorial: example 11 has been improved and it could be transformed in a web demo with a very few change now. |
From: Ben H. <be...@ex...> - 2001-10-01 02:50:15
|
Oops... I'm wrong... I just read that besides the numberous constants you can pass in as the "internal format" parameter you can also just specify the number of components as either 1, 2, 3 or 4. I.e.: "internalformat The number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16,..." -ben > -----Original Message----- > From: Ben Houston [mailto:be...@ex...] > Sent: Sunday, September 30, 2001 10:47 PM > To: 'csg...@li...' > Subject: Q about PreTexture2D settings. > > Hi all, > > In "csopengl.c" the function "DMGetTex2DInfo(...)" sets up a Texture2DInfo > structure. In that structure it sets the "internFormat" to the value "3". > Later on this variable gets passed in as the "internal format" setting in > the GL.glTexImage2D() function. As far as I can tell the value "3" is not > a valid setting. What I am wondering is if this a trick or a mistake or > am I missing something? > > <code> > DLLOBJ BOOL DMGetTex2DInfo(HBITMAP hBitmap, Texture2DInfo * ret) > { > BITMAPINFO bInfo; > > [...snip...] > > ret->internFormat = 3; > ret->type = GL_UNSIGNED_BYTE; > ret->format = GL_RGB; > </code> > > Take care, > -ben > |
From: Ben H. <be...@ex...> - 2001-10-01 02:47:36
|
Hi all, In "csopengl.c" the function "DMGetTex2DInfo(...)" sets up a Texture2DInfo structure. In that structure it sets the "internFormat" to the value "3". Later on this variable gets passed in as the "internal format" setting in the GL.glTexImage2D() function. As far as I can tell the value "3" is not a valid setting. What I am wondering is if this a trick or a mistake or am I missing something? <code> DLLOBJ BOOL DMGetTex2DInfo(HBITMAP hBitmap, Texture2DInfo * ret) { BITMAPINFO bInfo; [...snip...] ret->internFormat = 3; ret->type = GL_UNSIGNED_BYTE; ret->format = GL_RGB; </code> Take care, -ben |
From: Lloyd D. <ll...@ga...> - 2001-09-28 15:37:12
|
> This project can generate MSDN-like compiled HTML Help from you > assemblies > and /doc files: > > http://xmarks.sourceforge.net/doc.html yes, somebody already tell me this and it is really good... |
From: Jason D. <ja...@in...> - 2001-09-28 14:54:52
|
This project can generate MSDN-like compiled HTML Help from you assemblies and /doc files: http://xmarks.sourceforge.net/doc.html Jason. ----- Original Message ----- From: "Lloyd Dupont" <ll...@ga...> To: <csg...@li...>; <mon...@xi...> Sent: Friday, September 28, 2001 2:32 AM Subject: [Mono-list] C# doc, call for help > Hy all, > > I want to add C# doc to my (CSGL) project. i already know the C# comment > 'tag' (///) > my problem is that I found XML completely unusable and ugly to read. > > Could someone point me some solution to have nice doc ? > a xsl file ? > a C#-XML-doc viewer ? > any other idea ? > > > _______________________________________________ > Mono-list maillist - Mon...@xi... > http://lists.ximian.com/mailman/listinfo/mono-list > |
From: Lloyd D. <ll...@ga...> - 2001-09-28 09:57:40
|
> Take a look at DocNET > http://xmarks.sourceforge.net/doc.html i just look at the link and this looks great. i will test it tonight, thanks... |
From: Serge <se...@wi...> - 2001-09-28 09:37:49
|
Take a look at DocNET http://xmarks.sourceforge.net/doc.html Also the latest version of NAnt has <dotnet> task so maybe it's a good idea to switch to NAnt as well. ----- Original Message ----- From: "Lloyd Dupont" <ll...@ga...> To: <csg...@li...>; <mon...@xi...> Sent: Friday, September 28, 2001 12:32 PM Subject: [Csgl-users] C# doc, call for help > Hy all, > > I want to add C# doc to my (CSGL) project. i already know the C# comment > 'tag' (///) > my problem is that I found XML completely unusable and ugly to read. > > Could someone point me some solution to have nice doc ? > a xsl file ? > a C#-XML-doc viewer ? > any other idea ? > > > _______________________________________________ > Csgl-users mailing list > Csg...@li... > https://lists.sourceforge.net/lists/listinfo/csgl-users > |
From: Lloyd D. <ll...@ga...> - 2001-09-28 09:30:45
|
Hy all, I want to add C# doc to my (CSGL) project. i already know the C# comment 'tag' (///) my problem is that I found XML completely unusable and ugly to read. Could someone point me some solution to have nice doc ? a xsl file ? a C#-XML-doc viewer ? any other idea ? |
From: Ben H. <be...@ex...> - 2001-09-27 17:33:01
|
To be honest, I think that Quaternion.Slerp(...) is one of the functions that I've never tested. :-) Cheers, -ben houston 4th Year Cognitive Science/Neuroscience Carleton University, Ottawa, Canada ( be...@ex... / 613-266-0637 ) > -----Original Message----- > From: Serge [mailto:se...@wi...] > Sent: Thursday, September 27, 2001 12:15 PM > To: Ben Houston; csg...@li... > Subject: Re: [Csgl-users] C# 3D Math Library > > > I'd got a fairly decent 3D Math library done > > Very interesting. Especially support for quaternions. > I was asked many times to convert this little demo to some high-level > language / OpenGL: > http://www1.eurosoft.od.ua/files/chiptrix.zip > C#/CSGL/Your looks like a good foundation for this :-) > The demo uses keyframed animation based on Kochanek-Bartels system > (slerp heavily involved). > > Serge > > > |
From: Serge <se...@wi...> - 2001-09-27 16:15:00
|
> I'd got a fairly decent 3D Math library done Very interesting. Especially support for quaternions. I was asked many times to convert this little demo to some high-level language / OpenGL: http://www1.eurosoft.od.ua/files/chiptrix.zip C#/CSGL/Your looks like a good foundation for this :-) The demo uses keyframed animation based on Kochanek-Bartels system (slerp heavily involved). Serge |
From: Lloyd D. <ll...@ga...> - 2001-09-27 08:50:51
|
Hmm, i will look at it tonight, this seems interesting. Anyway i will check this soon. Back after a Baldur Gate II period, i will integrate this soon and add you in contributor list. would you be in developper list ? (with a CVS access ?) |
From: Lloyd D. <ll...@ga...> - 2001-09-27 08:45:04
|
Woaw... > BitmapData bitmapdata = bitmapSquare.LockBits( > rect, > ImageLockMode.ReadOnly, > PixelFormat.Format32bppArgb ); > > // set the OpenGL texture map data > GL.glTexImage2D( > GL.GL_TEXTURE_2D, > 0, > (int) GL.GL_RGB8, > bitmapdata.Width, > bitmapdata.Height, > 0, > GL.GL_BGRA_EXT, > GL.GL_UNSIGNED_BYTE, > bitmapdata.Scan0 ); > > // unlock the bitmap since we are done with it > bitmapSquare.UnlockBits( bitmapdata ); > i don't know such a class... i agree that i should get rid of PreTexture2D, this is much more nicer.. i will do this soon |
From: Ben H. <be...@ex...> - 2001-09-27 06:24:48
|
Hey all, I'd got a fairly decent 3D Math library done. There still might be some bugs in it but it seems to work okay for how I am using it. http://www.exocortex.org/csgl/Exocortex.Geometry.zip It contains the following classes: Transform3D - an OpenGL compatible 4x4 matrix class - includes most matrix operations Point3D - x, y, z - includes most vector/point operations Quaternion - w, x, y, z - includes most common Quaternion operations If someone wants to include it in CSGL that is cool with me. Cheers, -ben houston 4th Year Cognitive Science/Neuroscience Carleton University, Ottawa, Canada ( be...@ex... / 613-266-0637 ) |
From: Ben H. <be...@ex...> - 2001-09-27 06:18:57
|
Hi all, Here is a really straight forward way of loading OpenGL textures. It seems simpler than how it is currently being done in the various examples and such. ----- // convert bitmap to be square because OpenGL likes that Bitmap bitmapSquare = new Bitmap( bitmap, 256, 256 ); // get the size of the bitmap // in this case it will be (0,0,256,256) Rectangle rect = new Rectangle( 0, 0, bitmapSquare.Width, bitmapSquare.Height ); // request the bitmap's data in a particular pixel format. // this function is nice because it will automatically // convert the bitmap data into whatever format you request. // (in this case 32bit RGBA data) BitmapData bitmapdata = bitmapSquare.LockBits( rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb ); // set the OpenGL texture map data GL.glTexImage2D( GL.GL_TEXTURE_2D, 0, (int) GL.GL_RGB8, bitmapdata.Width, bitmapdata.Height, 0, GL.GL_BGRA_EXT, GL.GL_UNSIGNED_BYTE, bitmapdata.Scan0 ); // unlock the bitmap since we are done with it bitmapSquare.UnlockBits( bitmapdata ); ----- I recommend doing away with the class 'PreTexture2D' since I don't think that it is really needed. All the best, -ben houston 4th Year Cognitive Science/Neuroscience Carleton University, Ottawa, Canada ( be...@ex... / 613-266-0637 ) |
From: Lloyd D. <ll...@ga...> - 2001-09-11 09:16:36
|
i need some help to fix last buggish point in web demo (yes, there is a new link web demo on the project page: http://csgl.sourceforge.net which link to http://csgl.sourceforge.net/demo.html) (demo code is not yet released but it is already in CVS) 1. if someone has access to a computer with IE6 and without ".Net framework" could he test it ? by the way he should have problem with 2. you must change ".net security setting" for the demo to work (as i do a lot of interop), now i use mscorcfg shipped with ".net framework" to do this but, obviously, end user don't have it, is there an easy way to change his security setting ? (download .security file ? you put somewhere in windows ? stuff like that ?) an assembly signing ? any idea ? 3. i have a problem with resource. actually i hard code path to the server in NeHe08, but it would be nice if the demo could be moved, automatically find where it is downloaded from, any idea for this ? 4. i have a BIG event problem. i am not able to respond key event. if anyone could investigate on this topic ? PS: for whose who to test, you must know (as not documented on the page, the demo work only if downloaded from IIS and http://www.brinkster.com make free .net hosting) PS2: (&USB, what a joke !) if you already look at web demo (and it works) and look again but this no longer work this might because i have versioning problem and he use older version of assembly so (waiting for improvement from me) you could clear downloaded assembly cache with "gacutil /cdl" |
From: Lloyd D. <ll...@ga...> - 2001-09-10 23:53:20
|
Hy, Ben Houston wrote: > On pages 23-30 of the "OpenGL Reference Manual" there is a list of what > constants can be used by which OpenGL functions. It should save a lot > of time if you ever want to create the enumerations. i have the red & blue book but don't find this.. > BTW here is a zip of the most common OpenGL manuals: > "OpenGL Reference Manual" > "OpenGL Programming Guide" > "OpenGL for Windows NT" > http://www.exocortex.org/opengl-books.zip great ! i guess electronical document will save me time and i will so get the list ! i will check your link soon... (and you migth have an enum version of OpenGL call next week, this week seems difficult....) now it is time to sleep.... bye... |
From: Ben H. <be...@ex...> - 2001-09-10 23:40:18
|
Cool stuff. On pages 23-30 of the "OpenGL Reference Manual" there is a list of what constants can be used by which OpenGL functions. It should save a lot of time if you ever want to create the enumerations. BTW here is a zip of the most common OpenGL manuals: "OpenGL Reference Manual" "OpenGL Programming Guide" "OpenGL for Windows NT" http://www.exocortex.org/opengl-books.zip Cheers, -ben houston 4th Year Cognitive Science/Neuroscience Carleton University, Ottawa, Canada ( be...@ex... / 613-266-0637 ) > -----Original Message----- > From: csg...@li... [mailto:csgl-users- > ad...@li...] On Behalf Of Lloyd Dupont > Sent: Monday, September 10, 2001 7:25 PM > Cc: csg...@li... > Subject: Re: [Csgl-users] Suggestion: Enums for OpenGL... > > Hy !! > > Ben Houston wrote: > > > Hi all, > > I notice in the OpenGL library there are functions such as: > > GL.glGetIntegerv( int pname, int *params ); > > GL.glGetFloatv( int pname, float *params ); > > GL.glGetDoublev( int pname, double *params ); > > > > Why not write some small wrappers > > it is already done ! but i cannot make a release each time i make a > change, this would become quickly boring ! > But CVS is for this. > > actually i even write a nice (polymorphic) version: > [DllImport("opengl32")] > glGetIntegerv( int pname, int[] params ); > [DllImport("opengl32")] > glGetIntegerv( int pname, int* params ); > > > as you see both point on the same version ! (and this is a valid and > tested line). though i cannot do this for any function as, for example, > obviously glTexImage2D wouldn't be feed by a byte[]. > so i have to check each function. > > actually there is nice wrapper for glNormal, glVertex, glColors, > glLightModel, glGetInteger/Double/Float > > BTW if any one is willing to check each function and report me ??? > (or send patch and the like ?) > (i wil update myself, just after (CVS)) > > there is also a wrapper for glTexImage2D, as i said, but i am not very > happy with it. > > there is also one other nice change in OpenGL (again, not yet released > but already on CVS) > > the inheritance graph is now: > System.Windows.Forms.Control > OpenGL.GL > OpenGL.OpenGLControl > so if you write your code in a subclass of OpenGLControl you even don't > have to write "GL." !! (and it is perfectly backward compatible !) > > that's all for OpenGL, now i am concentrating on SDL and Web Demo (for 1 > to 2 weeks) > > for your other question i already had a dicussion with jan Nockeman on > this topics and put it in the FAQ (copied below), anyway one argument is > that this involve perfect knowledge of all constant and lot of free time > devoted to this .... (and a lot of work) (though it has advantage), so... > how to say.. i could think to it, one day... > ----------- the faq --------------- > Difficult question with a lot of arguments and counter arguments > which are the following > > (-) One day i plan to automatically translate headers (.h) files to C# > (.cs) files using some sort of tool i would either find or write. With > this in mind it appear that #define should naturally be translated into > const > (-) It is so easier to translate C code to C# code, just by prefixing gl > const and function by "GL." > (-) It is a lot of work to manually translate all this constants and > function. Actually i use a mix of sed & awk > (+) with enum you could easily find needed argument for a given function > (+) with enum you couldn't use value where you shouldn't > > With this in mind i want to let you know that if i receive a lot of mail > asking for an "enum version" i could plan to write one, a day. For this > i already think to write a new class, let me say "GL2", with the same > functions, but taking some enum instead of uint as arguments. > > > _______________________________________________ > Csgl-users mailing list > Csg...@li... > https://lists.sourceforge.net/lists/listinfo/csgl-users |