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From: Sean S. <vu...@cs...> - 2003-02-05 04:11:57
|
Sounds like you're drawing the cube off-center and then rotating the off-center cube. What you really want is to draw the cube centered with the "camera," then rotate it, and then translate it out so that you can see it (otherwise you'd be inside it :). Of course when you use OpenGL you have to specify transformations BEFORE you draw, so keep this in mind while you code your transformations (glRotate/glTranslate should be sufficient). If you get what you're getting right now, you can *probably* (depends on how you're doing it for the "probably" to work) just switch around your glRotate and glTranslate and make it work. Sean > Okay, I'm just trying to get a little more practice programming 3D with > OpenGL and SDL. In Ben's tutorial last semester there was a spinning cube > that you could look at using the mouse and arrow keys. I'm trying to change > this a bit, and I have a problem. Whenever I move my mouse, it seems to be > rotating the cube around me, and that's really not what I want. I just want > to "look" somewhere else. I want the cube to stay rotating in it's own > original space. Can anyone help? Thanks! > > Jacob > > > > _________________________________________________________________ > MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. > http://join.msn.com/?page=features/virus > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- |
From: Mr. V. <sub...@ho...> - 2003-02-05 03:36:23
|
Okay, I'm just trying to get a little more practice programming 3D with OpenGL and SDL. In Ben's tutorial last semester there was a spinning cube that you could look at using the mouse and arrow keys. I'm trying to change this a bit, and I have a problem. Whenever I move my mouse, it seems to be rotating the cube around me, and that's really not what I want. I just want to "look" somewhere else. I want the cube to stay rotating in it's own original space. Can anyone help? Thanks! Jacob _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus |
From: Daniel E. S. <dsh...@vr...> - 2003-02-04 15:31:07
|
3d game internship.... -- Daniel E. Shipton President, ISU Computer Science Club dsh...@vr... |
From: Chad A. <ae...@vr...> - 2002-11-28 08:17:06
|
Yeah, you can use -mno-cygwin to use gcc as a plain Win32 C/C++ compiler. It means you don't depend on Cygwin, but you also no longer can use standard UNIX function calls. Chad Johnathan G. wrote: > Wasn't there a -no-cygwin or something like that to remove the cygwin.dll > dependancy? > > Johnathan > > On Thursday 28 November 2002 01:09 am, you wrote: > >>Yeah, it's still a Windows application. It depends on the Cygwin DLL >>(and maybe others), though. >> >>Josh Brown wrote: >> >>>if I compile an application in cygwin using gcc will it run in windows? >>>j |
From: Johnathan G. <da...@us...> - 2002-11-28 07:43:29
|
Wasn't there a -no-cygwin or something like that to remove the cygwin.dll dependancy? Johnathan On Thursday 28 November 2002 01:09 am, you wrote: > Yeah, it's still a Windows application. It depends on the Cygwin DLL > (and maybe others), though. > > Josh Brown wrote: > > if I compile an application in cygwin using gcc will it run in windows? > > j > > > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by: Get the new Palm Tungsten T > > handheld. Power & Color in a compact size! > > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0002en > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > ------------------------------------------------------- > This SF.net email is sponsored by: Get the new Palm Tungsten T > handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0002en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel |
From: Chad A. <ae...@vr...> - 2002-11-28 07:11:52
|
Yeah, it's still a Windows application. It depends on the Cygwin DLL (and maybe others), though. Josh Brown wrote: > if I compile an application in cygwin using gcc will it run in windows? > j > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Get the new Palm Tungsten T > handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0002en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel |
From: Josh B. <br...@vr...> - 2002-11-28 06:59:13
|
if I compile an application in cygwin using gcc will it run in windows? j |
From: Chad A. <ae...@vr...> - 2002-11-20 23:14:52
|
If you are looking for font graphics, you may want to check out the following Sphere forums post: http://sphere.sourceforge.net/modules.php?op=modload&name=XForum&file=viewthread&tid=244 |
From: Chad A. <ae...@vr...> - 2002-11-13 21:14:58
|
For those of you interested (especially Derek), you should check out this: http://www.levp.de/3d/ |
From: Chad A. <ae...@vr...> - 2002-11-08 04:03:53
|
If you have no constructor, a "default constructor" is created implicitly. class A { public: void method(); private: std::string mString; }; delete new A(); A().method(); A a; a.method(); etc. etc. Josh Brown wrote: > Can a concrete class that does not derive from anything not define a > constructor? If so how do you instantiate an instance of the class? > > Josh > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel |
From: Josh B. <br...@vr...> - 2002-11-08 03:37:34
|
Can a concrete class that does not derive from anything not define a constructor? If so how do you instantiate an instance of the class? Josh |
From: Chad A. <ae...@vr...> - 2002-11-06 18:42:01
|
Out of curiosity, what OpenGL 1.3 features do you need? (What about OpenGL 1.4? Does that work on Linux?) Since your standard nvidia or ATI card does support OpenGL 1.3 on Windows, one solution to your problem is to treat the new functions as extensions and use wglGetProcAddress (see MSDN) to get them. You may want to look around on developer.nvidia.com or ATI's developer page to see if they have an updated SDK. Chad ----- Original Message ----- From: "Derek Meek" <ka...@cs...> To: <isu...@li...> Sent: Wednesday, November 06, 2002 10:24 AM Subject: [isugamedev-devel] OpenGL 1.3 for windows native compilers.... > Ok, I found out this morning that Microsoft Visual C++ [both 6 > Enterprise, and .NET] only have OpenGL 1.1 headers/libraries!!!!!!! > Same with Metroworks Codewarrior! I have barely gotten started on the > OpenGL renderer for OpenPrivateer and I already forsee needing OpenGL > 1.3 features, which are available to me on Linux. Do any of you know of > any win32-native compilers that support OpenGL 1.3? Or am I going to > have to *shudder* learn DirectX and maintain two rendering APIs > > -- > Derek "Kazan" Meek > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Derek M. <ka...@cs...> - 2002-11-06 18:24:43
|
Ok, I found out this morning that Microsoft Visual C++ [both 6 Enterprise, and .NET] only have OpenGL 1.1 headers/libraries!!!!!!! Same with Metroworks Codewarrior! I have barely gotten started on the OpenGL renderer for OpenPrivateer and I already forsee needing OpenGL 1.3 features, which are available to me on Linux. Do any of you know of any win32-native compilers that support OpenGL 1.3? Or am I going to have to *shudder* learn DirectX and maintain two rendering APIs -- Derek "Kazan" Meek |
From: Chad A. <ae...@vr...> - 2002-11-06 16:38:09
|
woops, meant to send that to the midworld list. sorry. ----- Original Message ----- From: "Chad Austin" <ae...@vr...> To: "gdm" <isu...@li...> Sent: Wednesday, November 06, 2002 10:34 AM Subject: [isugamedev-devel] HUD > Is anyone working on the HUD? If not, I will try to get it done after class > today. Or at least something better than what we have now. > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Chad A. <ae...@vr...> - 2002-11-06 16:34:55
|
Is anyone working on the HUD? If not, I will try to get it done after class today. Or at least something better than what we have now. |
From: Johnathan G. <jo...@To...> - 2002-10-31 12:07:57
|
Whoops, The CA Managers just sent out an email saying that although the webpage is up, the applications are not going anywhere. If you've already applied, you will have to reapply at a later time. My apologies for the inconvenience. Johnathan |
From: Jon <jk...@mu...> - 2002-10-29 20:54:27
|
At 02:32 PM 10/29/2002 -0600, Derek Meek wrote: > somewhere a HWND instance named hWnd is being globally redeclaired > > ie a variable is getting declaired twice > > if you declair a variable in a .h file it will break - add "extern" > before it's declairation - but declair it the same otherwise, then in ONE > of the source modules [.cpp files] that uses it - normally the one to > which it "belongs" actually define it - just like in the header but > without the "extern" This was sent to me but I thought I'd let everyone know, this helped. I had tried this before but since I had declared extern HWND hWnd=NULL; in the .h file I got a variable redeclaration compile error in the .cpp file. So moved the =NULL part into the .cpp file and all is well. Thank you!!! Jon |
From: Jon <jk...@mu...> - 2002-10-29 20:20:39
|
Hi People, I've been knocking this around for awhile so I thought I'd see if any of you can see any obvious errors with this code I'm working on. I'm using Win32 code for handling the OpenGL window. As some of my routines have gotten long I wanted to split the WinMain.cpp (containing the Game loop, rendering routine, startup, shutdown, etc.) into different files. All I've done so far is put all the #includes, #defines, Windows handles, and function declarations into a file called WinMain.h and #include "WinMain.h" in WinMain.cpp. BUT, WinMain.h is also included in one of my other header files (3DModel.h). When I compile I get the link errors: 3DModel.obj : error LNK2005: "struct HWND__ * hWnd" (?hWnd@@3PAUHWND__@@A) already defined in WinMain.obj I'm confused because I used a code example off GameTutorials.com and he does exactly what I have described here and it works fine. Any clues?? Thanks, Jon Here's what the declarations basically look like:: WinMain.h --- #ifndef _WINMAIN_H #define _WINMAIN_H #include <windows.h> #include <stdio.h> #include <stdlib.h> .... extern HDC hDC=NULL; extern HGLRC hRC=NULL; ... int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow); LRESULT CALLBACK WndProc( .... ... #endif WinMain.cpp --- #include "WinMain.h" #include "3DModel.h" ... 3DObject.h -- #ifndef ..... #include "WinMain.h" .... #endif 3DObject.cpp --- #include "3DObject.h" |
From: Josh B. <br...@vr...> - 2002-10-29 10:05:43
|
nevermind I figured it out. |
From: Josh B. <br...@vr...> - 2002-10-29 09:50:48
|
If I want to use gmtl::slerp(...) What do I need to include in order to get it to compile, currently I include QuatOps.h. But that doesn't seem to help. The error I get on compile is src/GameState.cpp:79: no matching function for call to `slerp(gmtl::Quatf&, double, gmtl::Quatf&, gmtl::Quatf&) I believe this is because QuatOps is included earlier, so how do I get around this problem? Thanks Josh |
From: Johnathan G. <da...@us...> - 2002-10-22 10:20:33
|
Guys, The registration to become a CA for the 2003 Game Developer's Conference is on the web now. The GDC will be from March 4 - March 8. If you missed Josh Brown's or my talk on the GDC, it's a great opportunity to learn a lot about the game development industry, about making games, and to meet a lot of people in the industry. The URL is http://www.gdconf.com/volunteers Don't miss out on it! Johnathan |
From: Chad A. <ae...@vr...> - 2002-10-20 20:57:21
|
Maybe it's time to have Ben teach us how to use gltext in a lab? :) There are a couple projects out there that help you render text in OpenGL. gltext is one. (http://gltext.sf.net) I can't think of any of the others off of the top of my head right now. Chad Lou Herard wrote: > Fonts are a nice pain in the ass because getting OpenGL to render > strings takes some knowlege of C-style char*'s. And if you don't know what > a char* is, you're already in the hole (which is where I was). Fortunately, > there are some places on the web that have some OpenGL-ready string > rendering functions. Custom fonts are pretty much their own ball park, > also, although, once you know how to render strings, it's easier to change > the font, especially if it's a bit-mapped font. I have no idea how it is in > SDL, since I haven't used SDL, and I missed the SDL meeting because I have > the most amazingly busy schedule in the world right now. Anyone else have > any input? > > - Lou > > > ----- Original Message ----- > From: "Mr. Venesectrix" <sub...@ho...> > To: <isu...@li...> > Sent: Thursday, October 17, 2002 10:23 AM > Subject: [ISUGameDev-officers] GameDev Tank Game > > > >>Alright, well, I didn't get quite as far as I would've liked to on this >>game. I think it'd be a good idea for a tutorial on how to do fonts and >>multiple surfaces! Okay, so the controls for my game are... >> >>up, down - move up, down >>left, right - rotate left, right >>a, d - strafe left, right (side-to-side) >>space - fires >>r - respawn (after dying, you only get 3 lives) >> >>If you can't get it to work, let me know. Thanks! >> >>Jacob |
From: Chad A. <ae...@vr...> - 2002-10-12 07:31:37
|
I just released version 1.9.1 of my audio library, Audiere. You can download it at http://audiere.sf.net/ Here is the change log since 1.9.0: - added GetSupportedFileFormats for file format enumeration - added audiere-config script which provides version information and external library dependencies - finer synchronization granularity on DirectSound output streams for lower-latency OutputStream calls - increase priority of Audiere update thread on all platforms but Win9x, which deadlocks - MP3 support via splay's mpegsound (thanks to Chad Austin and Jacky Chong) - read 10 MP3 frames for smoother playback on corrupt (?) files - added ClassPtr convenience typedefs so people can use them instead of RefPtr<Class> - the configure script outputs the URLs for required libraries if it can't find them - FLAC support (thanks to Chad Austin and Jacky Chong) - added the SoundEffect convenience class for simple sound playback - added menu item to close wxPlayer so you can close child windows in wxGTK - added pitch shifting to the OutputStream interface - added square wave generation - added white noise generation - added pink noise generation - updated wxPlayer |
From: Ben S. <bs...@vr...> - 2002-10-06 06:41:13
|
Set the viewport. Draw. Repeat. i.e. glViewport(0,0,width, height/2); drawWaveform(); glViewport(0,height/2, width, height/2); drawWaveform(); cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... On Sat, 5 Oct 2002, Andres Reinot wrote: > How do I have two viewports in openGL? I'd like to draw two waveforms into > separate sections, and then render the result of their combination into > another viewport. > Can glut do this easily or with multiple windows? > > Andres > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Andres R. <an...@re...> - 2002-10-06 02:46:05
|
How do I have two viewports in openGL? I'd like to draw two waveforms into separate sections, and then render the result of their combination into another viewport. Can glut do this easily or with multiple windows? Andres |