gman-toolkit-devel Mailing List for GNURealistic ShaderMan
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From: AlistairL <Ali...@op...> - 2002-06-05 09:04:31
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After Recompiling, I get the following Error. Making all in gman make[1]: Entering directory `/spare/compile/gman/gman' /bin/sh ../libtool --mode=link c++ -g -O2 -o gman gman.o -L../libgman/.libs -lgman -lstdc++ -lm -ldl -ltiff -lpng -ljpeg -lpthread c++ -g -O2 -o .libs/gman gman.o -L/spare/compile/gman/libgman/.libs /spare/compile/gman/libgman/.libs/.libs/li bgman.so -lstdc++ -lm -ldl -ltiff -lpng /usr/lib/libjpeg.so -lpthread -Wl,--rpath -Wl,/usr/local/lib c++: /spare/compile/gman/libgman/.libs/.libs/libgman.so: No such file or directory ^^^^^ Basicly the error is with the .libs directory being doubled up. I have manualy worked around this one. On futher investigation, the error comes from the generated gman/gman/gman file. I dont know how this file in created, or else i would fix it. Alistair. |
From: Alistair L. <al...@ne...> - 2002-06-04 03:31:27
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Making all in libgman make[1]: Entering directory `/spare/compile/gman/libgman' make[1]: *** No rule to make target `gmandefaults.cpp', needed by `gmandefaults. lo'. make[1]: *** No rule to make target `gmanoctreeworldmanager.cpp', needed by `gma noctreeworldmanager.lo'. make[1]: Target `all' not remade because of errors. make[1]: Leaving directory `/spare/compile/gman/libgman' Linux (Debian) gcc version 2.95.4 20011002 (Debian prerelease) I think this files are missing. If I remove then from the Makefile, I end up with linker errors (unresolved Symbols). Any other Ideas? Al |
From: Daniel B. <dac...@pi...> - 2001-02-21 03:59:57
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Hi all, Well it looks like gman development is slowing down. I sent in a patch today that moves us closer to a raytracer, but it's still quite a ways. I notice that the most important functionality that is still not there is the shader language. I am assuming that this is because nobody knows much about writting interpreters (the compiler should be fairly straight forward, with lexx/bison). So here are my thoughts. I know Pixar uses just in time compilation, and can do nice things like use MMX/SSE to shade four pixels at a time. I'd be happy if we could do 1. But it seems like we should avoid writting a just in time compiler if we can, so what about using gcc? my understanding is that all languages get compiled to an intermediate format, which gets compiled/assembled in a machine specific way. Perhaps we can take advantage of this second stage. The license would be only GPL, not LGPL, but... at least it's something. Does anyone know anything about this? Is it feasible? As another alternative we could use straight C code as out "intermediate form". That would be slow as heck, but I think it would be relatively fast to implement. I would be much happier if we had a modular, but imperfect solution that worked than a whole lot of framework and no pretty pictures. Daniel |
From: John C. <jo...@2a...> - 2001-02-03 18:24:04
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I have made the release. This is only a bug fixing/update release, but you may want to get if you are submitting code. John PS. It is now required to have lex/yacc to build GMAN. Hopefully, if your on UNIX this will be no problem... -- John Cairns jo...@2a... |
From: John C. <jo...@2a...> - 2001-01-27 18:09:28
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Does anyone object to my making a 0.1.3 release this week? John -- John Cairns jo...@2a... |
From: Daniel B. <dac...@pi...> - 2001-01-23 22:41:12
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Hi all, I spent a bit of time hacing on GMAN this weekend. One of the firs things I noticed was that autoconf turns on optimizations and off warnings by default. I turned warnings on and it was a little ugly. I sent John a patch that fixed alot of them, but it's something to keep in mind. Before I fixed them I spent an hour tracking down a bug caused by a function having no return statement. Daniel |
From: Daniel B. <dac...@pi...> - 2001-01-06 22:12:44
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Hi all, I've been looking over the code strucutre so far and I have some questions. I just finished a course of computer graphics last term and one of the assignments was to write a ray tracer; I figured I would try to put in the basics of one into gman, since they aren't too hard to get going. But I am confused as to how you see the different renderers working and what exactly the inheritance levels represent. In the zbuffer code it iterates over each body, surface and face. What do each of these correspond to? I am guessing that it is something like body: compound object, eg. polymesh or nurbs mesh surface: single object eg. polygon or nurbs surface face: tesselated object faces eg. 200 triangles for a nurbs surface Is this right at all? If so (or if not), where are objects tessellated (or where WILL they be tesselated). What is the relationship between GMANPrimites and GMANObjects/Bodies etc.? What is the purpose of the getRSSphere etc. functions? How should they be called and from where? Anything else you think I might need to know to take a crack at raytracing? Also, two quick comments. The intersects function needs to return a t value which is the distance of the intersection from the eye (divided by ray length, usually). I know it's early for this, but I am not sure the radiosity renderer should really be a renderer. I think it's more of a prepass that calculates lighting (at verticies) that the real renderer uses later. In other words, it can act as input for either a zbuffer, raytracer or anything else. Could be wrong here, but... (besides, I think it's kind of early to start worrying about that too much, on the other hand, best to get your architecture down pat early). Thanks for the help and with a little luck I'll pay it back in code shortly (no promises, another busy term ahead, as always :) Daniel |
From: John C. <jo...@2a...> - 2001-01-06 19:30:14
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I have taken down release 0.1.2 to prevent any copyright infringment that my have been involved in coding the filters based on Pixar's Spec. I will be making a release soon, probably 0.1.3, which does not have this problem and has all of the latest code, including the new renderer and shading language module loading system. John -- John Cairns jo...@2a... |
From: John C. <jo...@2a...> - 2001-01-06 19:14:24
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I'm probably the least of the proponents of coding standardization practices. I believe it is my individuality as a coder that makes my code worthwhile, and better than other's code. Moreover, I feel that people like to spend all their time planning, and never any time doing. If I had done that in Feb 1999 GMAN would not even exist today. Having said this, here are the coding guidelines that we, the developers, have agreed upon. In short, if your going to submit code to the project, please read, understand, and follow these coding practices. As above, I usually disagree with coding standards, so I don't intend to become the GMAN coding police. Nobody else should either. If you submit code to the project, thanks for your efforts, we'll get things working and readable in due course. John -- John Cairns jo...@2a... |
From: John C. <jo...@2a...> - 2001-01-05 23:04:32
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I added the loadable module support for loading dynamic shader objects and dynamic rendering objects. Have a look at GMANLoadable, GMANLoadableRenderer, and the new directory structure under 'renderers'. Each renderer now builds its own loadable shared object. John -- John Cairns jo...@2a... |
From: John C. <jo...@2a...> - 2001-01-05 19:52:28
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Hi All, I updated many files as part of the release of our new coding standard. It would be wise to refresh your source tree at this time. John -- John Cairns jo...@2a... |