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From: Antony R. <an...@li...> - 2002-07-09 12:34:35
|
hmmm.....forget what I said. ----- Original Message ----- From: "Antony Ribot" <an...@li...> To: <gl4...@li...> Sent: Tuesday, July 09, 2002 1:30 PM Subject: Re: [gl4java-usergroup] lighting problem > If you want your light to stay in a static position why not put it in your > init method? > > Antony > > ----- Original Message ----- > From: "Combe, Colin" <C....@na...> > To: <gl4...@li...> > Sent: Tuesday, July 09, 2002 1:11 PM > Subject: [gl4java-usergroup] lighting problem > > > > hi, > > i been having some problems trying to turn an object around - the light > > source keeps moving with it. I'm fairly new to all this, but the advice i > > got from a discussion group over at openGL.org was that a display method > > with the following structure - > > > > LoadIdentity > > Position the camera > > Push > > Position the light > > Pop > > For each object > > ....Push > > ....Position the object > > ....Draw the object > > ....Pop > > Swap buffers > > > > should allow me to rotate objects independantly of the light source, the > > desired effect. I think that this is what the attatched code does - but > when > > i run it the light source turns with the object. Whats going wrong? > > > > thanks, > > col > > > > p.s. Sven - if you're reading this - thanks for the advice you gave me > about > > adding and removing canvases from frames a couiple of weeks ago - i've not > > dowloaded the source from the cvs tree to try it yet but will give it a go > > soon. > > > > > > > > <<GLApp.java>> > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Stuff, things, and much much more. > http://thinkgeek.com/sf > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Antony R. <an...@li...> - 2002-07-09 12:22:44
|
If you want your light to stay in a static position why not put it in your init method? Antony ----- Original Message ----- From: "Combe, Colin" <C....@na...> To: <gl4...@li...> Sent: Tuesday, July 09, 2002 1:11 PM Subject: [gl4java-usergroup] lighting problem > hi, > i been having some problems trying to turn an object around - the light > source keeps moving with it. I'm fairly new to all this, but the advice i > got from a discussion group over at openGL.org was that a display method > with the following structure - > > LoadIdentity > Position the camera > Push > Position the light > Pop > For each object > ....Push > ....Position the object > ....Draw the object > ....Pop > Swap buffers > > should allow me to rotate objects independantly of the light source, the > desired effect. I think that this is what the attatched code does - but when > i run it the light source turns with the object. Whats going wrong? > > thanks, > col > > p.s. Sven - if you're reading this - thanks for the advice you gave me about > adding and removing canvases from frames a couiple of weeks ago - i've not > dowloaded the source from the cvs tree to try it yet but will give it a go > soon. > > > > <<GLApp.java>> > |
From: Combe, C. <C....@na...> - 2002-07-09 12:12:07
|
hi, i been having some problems trying to turn an object around - the light source keeps moving with it. I'm fairly new to all this, but the advice i got from a discussion group over at openGL.org was that a display method with the following structure - LoadIdentity Position the camera Push Position the light Pop For each object ....Push ....Position the object ....Draw the object ....Pop Swap buffers should allow me to rotate objects independantly of the light source, the desired effect. I think that this is what the attatched code does - but when i run it the light source turns with the object. Whats going wrong? thanks, col p.s. Sven - if you're reading this - thanks for the advice you gave me about adding and removing canvases from frames a couiple of weeks ago - i've not dowloaded the source from the cvs tree to try it yet but will give it a go soon. <<GLApp.java>> |
From: Kenneth B. R. <kbr...@al...> - 2002-07-08 10:38:46
|
> Any other suggestions what I could try for this error? If not, I'll have to > stay with Mesa and software rendering for this project, and not use gl4java > in the future. You should run with the debug version of the library under the debugger to try to isolate the crash. OpenGL programming errors can result in application crashes regardless of the programming language used. You can also call GLContext.checkGL() (not sure of the exact name) from various points in your application to try to isolate where an OpenGL error may have been raised. |
From: Combe, C. <C....@na...> - 2002-07-02 21:32:55
|
hi, whats the best way to turn the surface independantly of the light source in the attatched demo program? (at the moment the light source turns around with the surface) is it possible to do it by positioning the light and turning the object in the right places in relation to pushMatrix and popMatrix commmands - or have i got the wrong idea about how this works? i tried making and calling a list but the way it was lighting it stayed the same. (as i remember it, on a more detailed surface using a list slowed it down, is this right?) thanks, colin |
From: Alban C. <aco...@wa...> - 2002-07-02 12:02:56
|
>I am trying to load some VRML files that already exist. But the image >sizes that come with it are all weird size (123x843 or whatever) > >I can't load them unless they are the same size horizontally and >vertically. Is this normal? I was expecting that I could either >load any size or only load 64x64, 128x128, 256x256, 512x512... ect.... > >Or should I open the pngTextureLoader and adding the support? > >Or has anyone created a Graphic Texture Loader? (anythign inside a >standard Graphic can be loaded)... So you create a graphic of the size you >want and paste the image. This might be a cool addition so that you could >create a texture using AWT and standard components. > >thanks I personnaly have no problem loading non squared images using pngTextureLoader. pngTextureLoader DOES automatically resize maps loaded within the method readTexture() so they are forwarded to OpenGL as squared length. So if you are using another class than pngLoader to load your texture, you should make sure they are squared. If your class is a subclass of gl4java.utils.TextureTool you can use the method setTextureSize() (wich is called inside pngLoader.readTexture()) to obtain a squared texture. If you are using the pngTextureLoader.readTexture() method, I have no clue of what's going wrong. To my knowledge, nobody ever created a graphic texture loader. |
From: Drake W. <dr...@er...> - 2002-07-01 17:20:39
|
I am trying to load some VRML files that already exist. But the image sizes that come with it are all weird size (123x843 or whatever) I can't load them unless they are the same size horizontally and vertically. Is this normal? I was expecting that I could either load any size or only load 64x64, 128x128, 256x256, 512x512... ect.... Or should I open the pngTextureLoader and adding the support? Or has anyone created a Graphic Texture Loader? (anythign inside a standard Graphic can be loaded)... So you create a graphic of the size you want and paste the image. This might be a cool addition so that you could create a texture using AWT and standard components. thanks |
From: Robert V. <f1...@gm...> - 2002-07-01 15:11:30
|
I tried the cvs version but I still get this error. Btw building the source was a pain. It builds the whole stuff like 20 times. I cant see a reason why. And it failed to build the shared libraries without telling me so. I had to copy the .class files from a previous build try from HOME_LIB_DIR to ./gl4java. Somehow it didnt put them there, but later it expected them to be there. Any other suggestions what I could try for this error? If not, I'll have to stay with Mesa and software rendering for this project, and not use gl4java in the future. |
From: Mark P. <mp...@ps...> - 2002-06-28 00:23:47
|
Wondering if there is a solution to my problem. I have a class that extends GLJPanel and is added to a regular JFrame. The app runs fine in Windows XP, but crashes XFree in Redhat 7.1. The vid card in the linux box is a TNT2. Anything I need to check into? I'm at a loss as to where to begin solving this problem. Thanks, Mark |
From: Alban C. <aco...@wa...> - 2002-06-27 18:04:25
|
Anyone have a clue if it would technically=20 be possible to use cg programs with gl4java ? Alban Cousini=E9 |
From: Alban C. <aco...@wa...> - 2002-06-25 17:53:48
|
My problem is somewhere else. I couldn=92t find out what it is yet. =20 But I figured that, at the specific portion of my program where I get this crash, any texture operation would fail, not just glDeleteTextures. I managed having glDeleteTextures() work in another context. =20 Regards, =20 Alban Cousini=E9 |
From: Alban C. <aco...@wa...> - 2002-06-25 15:07:08
|
Hello all :) Is anyone using the function glDeleteTextures() sucessfully ? I keep getting a native code crash. I have been looking for a bug in my code for two hours now...without success. So if anyone have it working, please tell me !! Otherwise, it might be a problem in the gl4java binding or into my nvidia openGL implementation... creating texture id=1 creating list id=1 creating texture id=2 creating texture id=3 (...displaying...) Cleaning up scene deleting list id=1 deleting texture id=1 deleting texture id=2 deleting texture id=3 An unexpected exception has been detected in native code outside the VM. Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x69609246 Function=[Unknown.] Library=C:\WINDOWS\system32\nvoglnt.dll NOTE: We are unable to locate the function name symbol for the error just occurred. Please refer to release documentation for possible reason and solutions. Current Java thread: at gl4java.GLFunc14JauJNI.glDeleteTextures(Native Method) at OM.SceneElements.OMNode.cleanup(OMNode.java:488) at OM.SceneElements.OMScene.cleanup(OMScene.java:279) at OM.SceneToolkit.OMLoader.cleanup(OMLoader.java:64) Cheers, Alban Cousinie |
From: Kenneth B. R. <kbr...@al...> - 2002-06-25 14:39:06
|
> That would be really good, if you could do it in the next few > days. If not, I could try to build it from source. What is the > version at sourceforge that contains the fix? I can only find > the elderly GL4Java-Source rel-2-8-0-8-prerelease from November > 5, 2001. Or should I check out from cvs? You'll need to check out the current sources with CVS. |
From: Robert V. <f1...@gm...> - 2002-06-25 06:47:15
|
On Tuesday 25 June 2002 04:45, you wrote: > This is probably a bug in NVidia's drivers that Sven found and > worked around by avoiding calls to glXGetCurrentContext(). > Unfortunately the workaround is still only in the source tree at > sourceforge and binaries haven't been released with the fix. > Sven, could you build what you've got and call it 2.8.3? That would be really good, if you could do it in the next few days. If not, I could try to build it from source. What is the version at sourceforge that contains the fix? I can only find the elderly GL4Java-Source rel-2-8-0-8-prerelease from November 5, 2001. Or should I check out from cvs? |
From: Kenneth B. R. <kbr...@al...> - 2002-06-25 02:45:50
|
> My program crashes when I run it on a linux machine with a geforce 2 and the > nvidia glx installed. This is probably a bug in NVidia's drivers that Sven found and worked around by avoiding calls to glXGetCurrentContext(). Unfortunately the workaround is still only in the source tree at sourceforge and binaries haven't been released with the fix. Sven, could you build what you've got and call it 2.8.3? |
From: Robert V. <f1...@gm...> - 2002-06-24 08:46:13
|
My program crashes when I run it on a linux machine with a geforce 2 and the nvidia glx installed. This does not happen when I run mesa on this machine. It also works on another machine with a radeon and DRI. A demo for this program, which also produces the error, is here: http://sourceforge.net/mailarchive/forum.php?thread_id=809598&forum_id=6133 It's the one I posted earlier for a different problem. It uses the GLEventListener model. I didn't have this problem with the subclassing model. The program shows a window for a fraction of a second, then it disappears. I attach the log file of the error. Please help, I need to get this fixed. |
From: Torsten W. <tor...@ho...> - 2002-06-22 11:38:36
|
Hi @all, I want to use multitexturing and gl4java. In my C programs everything works fine, but when I port the program to java I only see one of the textures. The application doesn't report an error. Is multitexturing working with gl4java? Are there any demos? ciao torsten _________________________________________________________________ Downloaden Sie MSN Explorer kostenlos unter http://explorer.msn.de/intl.asp. |
From: Alban C. <aco...@wa...> - 2002-06-20 17:20:11
|
Hi Drake, The choice of 3D file format is a hard question depending on your target use (scientific, game, internet ?). For exemple, the ASE file format is not very suited for scientific applications because coordinates are stored as float values (or even less precise (4 digits behind coma), while often scientific applications require double precision data. Going for an XML file format (such as X3D, you have already a completely specified file format, why write a new proprietary one ?) are not well suited for the internet, because of the multiplication of long tag names everywhere in the source that will increase the size of your file by a factor of 2 or 3 (and for the net, this matters a LOT). Why would you go for : <polygon name =3D "frontside" style=3D"strip"> <texture>front<\texture> <vertex x =3D"10", y=3D"20", z=3D"30"\> <vertex x =3D"20", y=3D"30", z=3D"30"\> <vertex x =3D"30", y=3D"40", z=3D"30"\> <\polygon>=20 When you can store your data like : POLYGONS "frontside" STRIP TEXTURE front 10,20,30 20,30,30 30,40,40 X3D seems to be a good scene graph format (though it is very heavy) and it is able to store humanoid animations. The problem is, to my knowledge, no popular 3D software has an exporter for it ! 3dsMax, Maya, Lightwave... So you'd have to code the exporter as well (twice the job) ! There is another file format that could be interesting : it is XGL. An attempt to melt xml with data prepared to be used quickly with OpenGL, without doing any numeric manipulations. It comes with converter from 3ds files. But the problem is that the textures are converted to ascii text and nested in the file. Textures get hard to read, and a file with a 512k jpg texture can easyly grow up to 10 megs ! I personally prefer externally linked jpg or png files. Compression is way more efficient ! I have personally made up my choice for the 3dsMAX ASE file format, which is very easy to parse, but there are problems with coordinate systems (global matrix vs local matrix), so it's probably not the best format arround. Still, it does store almost everything contained in a 3dsMAX scene, including animations. But it is only for 3DsMax, and Autocad I think. One other good ASCII candidate is the the wavefront object (.obj) file format, which is supported by 3dsMAX, Maya and also lightwave I beleive. To my opinion, the best ASCII file format arround is the shout3d .s3d file format : ASCII and very compact, easy to parse, scene graph structure, animation, morphing, complete textures... The 3dsMax exporter is packaged with shout3D and can be freely downloaded for educational use. But when I emailed the guys to ask if I could import their file format, they wanted me to licence their technology, and I know these guys don't make good prices on that kind of things. If you want to go for ASE, I can provide you some help and pieces of code. Wavefront .obj seems like a good choice too. I'd look at it closely if I were you. Regards, Alban Cousini=E9 =20 |
From: Drake W. <dr...@er...> - 2002-06-20 16:03:44
|
> > Looks like VRML that XML parser. Would be cool to have a 3DS or Maya model > loader. W3D is interesting (if a little bug'E when it comes to bone > animation). I would have to say anything is better then nothing at the > moment :).. There is a MD3 file reader around someplace. I will look at the spec. Might be what I would want to model it after. Anyone know if it any conversion programs will convert the bigger types to VRML? > > Would be cool to have the file loader that worked around a modeler that is > already out there. So 3DS gets my vote. Maybe W3D or WildTanget, they are > all very rocking and have hopeful futures. trouble with W3D is that I can't get any info on it. I dont' have any info on wildtanget either (but haven't looked). > > If u need a hand in making a file reader I'm sure we would all be up for > helping u look into it.. One that returned u a drawable object of some type. > > Model mod = new Model("tree.xxx"); // load the file. > mod.drawGL(); // would do the gl vertex, textures, etc etc calls. I would only go a step below this. I have my own 'engine' (like I can call it that... hehe) that I want to fill in. I was thinking of making it easy to subclass and use. like the subclass would look something like this... (just whats coming to my head... I havne't really thought it out) Object createVertex(float x, float y, float z, //anything else) { return new myVertex(x,y,z); } Object createPolygon(Vector name, Vector objects) { MyPolygon poly = new MyPolgon(); for (int c = 0, c < name.length; c++) { if (name.elemantAt(c).equals("vertex")) { poly.addVertex(objects.elementAt(c)); } } this way we could all use the same file format, but use them in our own object structure. > > Would be very handy indeed :). > > Tops > > aNt > > > > ------------------------------------------------------- > Bringing you mounds of caffeinated joy > >>> http://thinkgeek.com/sf <<< > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Byron W. <bsl...@mi...> - 2002-06-20 16:00:38
|
If you are looking for some code that parses the 3DS file format go here: http://www.gametutorials.com/Tutorials/OpenGL/OpenGL_Pg4.htm It's in C++ so you'll have to convert all the structs into classes and you'll also have flip bits to get the data from little endian to big endian. Here is another place, it's a Quake III model viewer in Java with full source. You can use the LittleEndianDataInputStream class to do the bit flipping dirty work. It's also an example on how to convert the data to something you can use in Java. http://md3view.fragland.net/ I recently wrote a Quake 2 model viewer/animator which also supports loading of milkshape3d ascii models (no skeletal animation yet) and was contemplating writing another loader of 3DS files.... just gotta find the motivation. One of the most challenging things was reading the data correctly, it's actually pretty funny view the results of an incorrectly parsed model :). When I am happy with the structure of the code I'll be releasing the source. If you choose to use XML as a model format it would be cool to convert known model formats into a similar XML format. Just a thought. Oh yeah, here is a link to the unofficial 3DS file format : http://www.the-labs.com/Blender/3DS-details.html -Byron -----Original Message----- From: gl4...@li... [mailto:gl4...@li...]On Behalf Of Drake Woodring Sent: Thursday, June 20, 2002 7:24 AM To: gl4...@li... Subject: [gl4java-usergroup] xml 3d file format I have been looking around for a decent file format that I could parse for some objects I want to define. Originally I wanted to go W3D or 3DS formats since I already had some models that would be way cool to use. (anyone know of a parser for these? of a good reference to the file format?) I decided to start a simple XML file format. I haven't decided on the schema yet. If nobody else is interested in it, I will probably just make the schema to follow my engine. Since the project I'm working on is open source... and I would do it anyway... I would like to create a simple expandable parser for others to use also. Does anyone want to give input? Or anyone know any good ascii based file formats I could follow (for name and feature lists). thanks ps... everything is going to xml anyway.... why not this? ------------------------------------------------------- Bringing you mounds of caffeinated joy >>> http://thinkgeek.com/sf <<< _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: aNt <an...@to...> - 2002-06-20 15:47:02
|
Looks like VRML that XML parser. Would be cool to have a 3DS or Maya model loader. W3D is interesting (if a little bug'E when it comes to bone animation). I would have to say anything is better then nothing at the moment :).. There is a MD3 file reader around someplace. Would be cool to have the file loader that worked around a modeler that is already out there. So 3DS gets my vote. Maybe W3D or WildTanget, they are all very rocking and have hopeful futures. If u need a hand in making a file reader I'm sure we would all be up for helping u look into it.. One that returned u a drawable object of some type. Model mod = new Model("tree.xxx"); // load the file. mod.drawGL(); // would do the gl vertex, textures, etc etc calls. Would be very handy indeed :). Tops aNt |
From: Drake W. <dr...@er...> - 2002-06-20 14:46:28
|
It will definately be up on a web... but I proably wont spend time on a webpage (just some links). At least initially. I'm still trying to come up with everything it should contain. I want to make it as human readable as possible... so you can write it by hand from some graph paper. the current plan is something like this <texture name="front"\> <polygon name = "frontside" style="strip"> <texture>front<\texture> <vertex x ="10", y="20", z="30"\> <vertex x ="20", y="30", z="30"\> <vertex x ="30", y="40", z="30"\> <\polygon> <3dobject name="box"> <part> <object="frontside"\> <transform: dx="-10", dy="30", dz="50", rx=".3"\> <part name="frontside"\> <\3dobject> ie, really simple.. but I'm willing to use/add anything that will make it useful to others (as long as I can still use it). So I guess I'm asking for input on what is needed for a full fledged 3d format. Since XML is good for allowing you to add things only when needed. I'm pretty sure we could come up with a full xml description at the same time as make it simple when you can use the defaults. ----- Original Message ----- From: "Antony Ribot" <ri...@to...> To: "Drake Woodring" <dr...@er...>; <gl4...@li...> Sent: Thursday, June 20, 2002 8:35 AM Subject: Re: [gl4java-usergroup] xml 3d file format > Drake, > > Will you be creating a website/webpage documenting how you get on with this > project. > If so (or if there is already one), please could you send the link across. > > If you want any testing done, I'd be more than happy to help out. > > Thanks. > > ribot > > ----- Original Message ----- > From: "Drake Woodring" <dr...@er...> > To: <gl4...@li...> > Sent: Thursday, June 20, 2002 3:24 PM > Subject: [gl4java-usergroup] xml 3d file format > > > > I have been looking around for a decent file format that I could parse for > > some objects I want to define. Originally I wanted to go W3D or 3DS > formats > > since I already had some models that would be way cool to use. (anyone > know > > of a parser for these? of a good reference to the file format?) > > > > I decided to start a simple XML file format. I haven't decided on the > > schema yet. If nobody else is interested in it, I will probably just make > > the schema to follow my engine. Since the project I'm working on is open > > source... and I would do it anyway... I would like to create a simple > > expandable parser for others to use also. > > > > Does anyone want to give input? Or anyone know any good ascii based file > > formats I could follow (for name and feature lists). > > > > thanks > > > > ps... everything is going to xml anyway.... why not this? > > > > > > > > ------------------------------------------------------- > > Bringing you mounds of caffeinated joy > > >>> http://thinkgeek.com/sf <<< > > > > _______________________________________________ > > gl4java-usergroup mailing list > > gl4...@li... > > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Antony R. <ri...@to...> - 2002-06-20 14:28:08
|
Drake, Will you be creating a website/webpage documenting how you get on with this project. If so (or if there is already one), please could you send the link across. If you want any testing done, I'd be more than happy to help out. Thanks. ribot ----- Original Message ----- From: "Drake Woodring" <dr...@er...> To: <gl4...@li...> Sent: Thursday, June 20, 2002 3:24 PM Subject: [gl4java-usergroup] xml 3d file format > I have been looking around for a decent file format that I could parse for > some objects I want to define. Originally I wanted to go W3D or 3DS formats > since I already had some models that would be way cool to use. (anyone know > of a parser for these? of a good reference to the file format?) > > I decided to start a simple XML file format. I haven't decided on the > schema yet. If nobody else is interested in it, I will probably just make > the schema to follow my engine. Since the project I'm working on is open > source... and I would do it anyway... I would like to create a simple > expandable parser for others to use also. > > Does anyone want to give input? Or anyone know any good ascii based file > formats I could follow (for name and feature lists). > > thanks > > ps... everything is going to xml anyway.... why not this? > > > > ------------------------------------------------------- > Bringing you mounds of caffeinated joy > >>> http://thinkgeek.com/sf <<< > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Drake W. <dr...@er...> - 2002-06-20 14:19:34
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I have been looking around for a decent file format that I could parse for some objects I want to define. Originally I wanted to go W3D or 3DS formats since I already had some models that would be way cool to use. (anyone know of a parser for these? of a good reference to the file format?) I decided to start a simple XML file format. I haven't decided on the schema yet. If nobody else is interested in it, I will probably just make the schema to follow my engine. Since the project I'm working on is open source... and I would do it anyway... I would like to create a simple expandable parser for others to use also. Does anyone want to give input? Or anyone know any good ascii based file formats I could follow (for name and feature lists). thanks ps... everything is going to xml anyway.... why not this? |
From: Rob H. <rha...@ze...> - 2002-06-20 13:03:48
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Sven Goethel <sgo...@ja...> said: > puhh - sounds very funny > 'cause you say, it (your configuration + opengl) works nice for > native applications, well, gl4java must be one ingredient .. C/C++ OpenGL apps work at both 16 and 24 bit depths (by "work" I mean they don't hang X, and I get OpenGL output). Only GL4Java apps hang the machine at 16, and so far they do it consistently. On the other hand GL4Java apps consistently work at 24 bit. One minor exception to C OpenGL apps "working" is that display list share groups seem to be broken with RedHat 7.3 and the accompanying NVIDIA driver set. Hard to say what's going with that since the NVIDIA GLX "source RPM" doesn't have much source in it :-/. This is unfortunate since when using GL4Java you can cut down on your JNI overhead by using display lists, and now sharing is broken in the base GL implementation. It seems wasteful to have to initialize display lists in every context we create to get around this issue. Sigh... I'm not sure what to think about the GL4Java issue yet, and haven't had time to descend into the source to see what's going on. All I know for sure is that the behavior has been repeatable across a number of machines at our location running various versions of RedHat with appropriate NVIDIA kernel/GLX drivers on each. The only thing common to all of them is they're all dual-processor machines running a SMP kernel. I'm going to continue doing some experimentation with this between other things, and will post if I figure out what's going on. Thanks for the feedback, Rob Hatcherson ZedaSoft, Inc. |