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From: Don H. <dh...@ho...> - 2003-04-09 14:03:59
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>LOL. A random stipple sounds like a cool idea, too bad it didn't work. >Maybe a Cg fragment shader would be an easy way to do dynamic halftones... Nah, I think glPolygonStipple() is still the way to go for that. But hey, I'm always looking for an excuse to play with new opengl features if you can come up with a good one. Actually, I should see if my hardware supports it before I volunteer for anything. Don _________________________________________________________________ Add photos to your messages with MSN 8. Get 2 months FREE*. http://join.msn.com/?page=features/featuredemail |
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From: Paul G. <pg...@ya...> - 2003-04-08 22:51:48
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LOL. A random stipple sounds like a cool idea, too bad it didn't work. Maybe a Cg fragment shader would be an easy way to do dynamic halftones... -gyug > I checked, and -H is unused. Rats! Now you're gonna make me > generate halftone patterns on the fly for glPolygonStipple(). > Oh well, that code needs some cleaning anyhow. I still have a > bunch of junk code lying around from when I thought a random > stipple pattern would be really cool. It wasn't. It was > actually pretty awful looking. __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://tax.yahoo.com |
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From: Don H. <dh...@ho...> - 2003-04-04 21:50:16
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>Oops, I just checked a new ldlite.cpp and ldlitecommandlineinfo.cpp >into CVS. It creates and draws in an offscreen buffer in >InitInstance() when the commandline contains a -MS (capital S). >The best I could do was hide the unused window so you may not >want much of this. Take a peek at the diffs and see if there's >anything worth keeping in there. I think I only changed the code >in 3 places. Since init_zimage() already creates an offscreen bitmap I took the extra bitmap creation code out of InitInstance() and it works the same. Uses quite a bit less memory too. Now if only there were a way to get rid of that window... According to this, there are other folks out there with the same idea. http://www.experts-exchange.com/Programming/Programming_Platforms/Win_Prog/Q_10036742.html _________________________________________________________________ The new MSN 8: smart spam protection and 2 months FREE* http://join.msn.com/?page=features/junkmail |
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From: Don H. <dh...@ho...> - 2003-04-01 23:28:23
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>LDLite already does of-screen rendering. The windows update is >a bitblt from memory to the screen, and I've often thought about >adding scroll bars or stretching the result. I don't know how to >not have a window pop up (especially since some initialization may get >kicked-off by the initial window update message), but I could probably >get it to launch as an icon down in the toolbar so it doesn't clutter >the screen. Oops, I just checked a new ldlite.cpp and ldlitecommandlineinfo.cpp into CVS. It creates and draws in an offscreen buffer in InitInstance() when the commandline contains a -MS (capital S). The best I could do was hide the unused window so you may not want much of this. Take a peek at the diffs and see if there's anything worth keeping in there. I think I only changed the code in 3 places. >BTW, is the "-H" flag used for anything? I'm adding support to make >the transparent halftone (dither) checkerboard be larger than 1 pixel >so that the effect survives image scaling. I checked, and -H is unused. Rats! Now you're gonna make me generate halftone patterns on the fly for glPolygonStipple(). Oh well, that code needs some cleaning anyhow. I still have a bunch of junk code lying around from when I thought a random stipple pattern would be really cool. It wasn't. It was actually pretty awful looking. Have fun, Don _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail |
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From: Paul G. <pg...@ya...> - 2003-04-01 17:36:50
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LDLite already does of-screen rendering. The windows update is a bitblt from memory to the screen, and I've often thought about adding scroll bars or stretching the result. I don't know how to not have a window pop up (especially since some initialization may get kicked-off by the initial window update message), but I could probably get it to launch as an icon down in the toolbar so it doesn't clutter the screen. BTW, is the "-H" flag used for anything? I'm adding support to make the transparent halftone (dither) checkerboard be larger than 1 pixel so that the effect survives image scaling. -gyug --- ldl...@li... wrote: > > Message: 2 > From: "Don Heyse" <dh...@ho...> > To: ldl...@li... > Date: Mon, 31 Mar 2003 15:09:47 +0000 > Subject: [Ldlite-development] Re: LDLite questions > > Hi guys, > > I don't know about the color problems, but the offscreen > rendering shouldn't be too much trouble. The windows version of > ldglite already renders into an offscreen bitmap. I don't think > it would take too much effort to paste the code into ldlite. I > could look into it if you want. I suspect winOffScreenStart() > in ldglpr.c could be used almost as is to create the rendering > context for ldlite. > > Don > __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - File online, calculators, forms, and more http://platinum.yahoo.com |
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From: Don H. <dh...@ho...> - 2003-03-31 20:48:29
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This may PEBKAC and not an actual bug in ldlite. See http://news.lugnet.com/cad/dat/models/?n=1955 for details. >Subject: [Ldlite-development] dithering bug. > >See lugnet message http://news.lugnet.com/cad/dat/models/?n=3D1951 _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus |
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From: Don H. <dh...@ho...> - 2003-03-31 15:10:21
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Hi guys, I don't know about the color problems, but the offscreen rendering shouldn't be too much trouble. The windows version of ldglite already renders into an offscreen bitmap. I don't think it would take too much effort to paste the code into ldlite. I could look into it if you want. I suspect winOffScreenStart() in ldglpr.c could be used almost as is to create the rendering context for ldlite. Don _________________________________________________________________ Add photos to your messages with MSN 8. Get 2 months FREE*. http://join.msn.com/?page=features/featuredemail |
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From: Paul G. <pa...@gy...> - 2003-03-30 20:53:25
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See lugnet message http://news.lugnet.com/cad/dat/models/?n=3D1951 |
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From: Paul G. <pa...@gy...> - 2003-03-30 18:12:34
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I'll look into it. I can't think of a good reason for this behavior. Must be a nasty bug. Rendering to the screen will not increase the drawing time if you select the menu option to "Draw whole model" rather than "Draw a piece at a time". The selection is remembered, so you only have to set it once. Not sure if there is a command line option for it yet. (In general I want to move away from the windows interface and just be a command-line driven program). Best way to report these bugs is to used the ldlite-developement mailing list at sourceforge. http://lists.sourceforge.net/lists/listinfo/ldlite-development I usually don't have time to read lugnet anymore, plus this way it gets archived and sent to anyone who is subscribed (currently only me). -gyug > Hi Paul > > I am using LDLite to render my latest model. The overall model is quite > large and I'm getting strange behaviour with trans cyan and trans yello= w > elements. In all the submodels except the second biggest ones, these > elements render correctly but in the second biggest they render as cyan > and yellow (no trans) and in the biggest (composed of the second bigges= t > and some other sub models) they render as trans white. > > I'm talking about several hundred elements in the model file and a > screen resolution of 4000x4000... have you heard of such behaviour? > > I'm using LDLite 2.4 dated jan 2002. I checked and did not see this bug > on the sourceforge site. > > Also, is there a way to suppress rendering to the screen? I have 30 > submodels in this model each of which has to be rendered for > instructions (they get to be boxes in the main instruction flow) and it > would be nice to suppress it. If there is, I missed it in the docs > > Here's what a command line looks like > > C:\shortprg\LDRAW\MODELS\MTW_1005_Combine_and_cars\prod>..\..\..\ldlite= \ldli > te.e > xe -W2 -MS -S3.0 -C15 > -A0.707104,0,0.707104,0.276288,0.920505,-0.276288,-0.65089 > 5,0.390731,0.650895 -D1 -U04000,04000 -I-4 -K BothCars.dat > > MLCad claims this model has 1600 pieces. I have my doubts, theres a lot > of duplication and nesting etc... but it's still rather large. > > Would you rather get questions this way or on LUGNET? > > > > > > > > > > Register Now for a Free Inside Integration Seminar Series in a City Nea= r > You! Go to http://www.mercator.com/InsideIntegrationSeminars > > ____________________________________________________________________ Th= e > contents of this message are confidential. Any unauthorized disclosure= , > reproduction, use or dissemination (either whole or in part) is > prohibited. If you are not the intended recipient of this message, > please notify the sender immediately and delete the message from your > system. Subject to local laws, email to and from Mercator may be > monitored. > ____________________________________________________________________ |
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From: Paul G. <pg...@ya...> - 2002-01-05 09:15:46
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I found one problem. Part 2458.dat (1x2 brick with technic pin) does not end in a newline character. Open up the file in notepad and add a carriage return at the end of the last line. (I'm working on fixing this problem in ldlite). The other parts rendered fine for me, as you could see in the bitmap. Does the ldlite debug log have any useful information? What version of windows are you using? -gyug --- Kevin Wilson <kwi...@co...> wrote: > >What ldlite command line settings did you use to > >generate the bitmap? > > -D1 -w3 -o-300,-300 -u1024,1024 -s2.0 > > It happens with generic default settings too, > though. > > >Could you describe what the parts are? I know the > >technic pin/axel piece, but the other three > >I don't recognise. > > Brick 1 x 2 with pin > Technic pin with friction > Plate 1 x 2 with arm > > >Also, are all the parts in the latest official > >part library? > > Yes, I just installed it a few days ago. I had the > problem with the Plate 1 > x 2 with arm back in October though, so it's not > new. > > Thanks Paul > > Kevin > ----------------------------------------------------------------------- > NEW Tank Engine custom train set: > http://www.lionsgatemodels.com/ > ----------------------------------------------------------------------- > 1st Annual SYSTEM Creativity Contest: > http://www.creativity-contest.net/ > Craftsman Lego Kits & Custom models: > http://www.lionsgatemodels.com > Brickbay Lego parts store: > http://www.brickbay.com/store.asp?p=Kevinw1 > The Guild of Bricksmiths: http://www.bricksmiths.com > Personal Lego Web page: > http://ourworld.compuserve.com/homepages/kwilson_tccs/lego.html > > -----Original Message----- > From: Paul Gyugyi <pg...@ya...> > To: Kevin Wilson <kwi...@co...> > Date: Thursday, January 03, 2002 3:29 PM > Subject: Re: LDLite - problems with output on some > parts > > > > > >Kevin, > >I'll look into it this weekend. > > > >-gyug > > > >--- Kevin Wilson <kwi...@co...> > wrote: > >> Hi Paul, > >> > >> I'm noticing that there are some parts which just > >> don't come out correctly > >> in the bitmap file generated by LDLite (I've got > >> version 2.3). I attach a > >> DAT file with the problem parts, and a BMP bitmap > >> showing the problem in the > >> generated files. Unfortunately these are pieces I > >> need to use :-( > >> > >> Kevin > >> > >----------------------------------------------------------------------- > >> NEW Tank Engine custom train set: > >> http://www.lionsgatemodels.com/ > >> > >----------------------------------------------------------------------- > >> 1st Annual SYSTEM Creativity Contest: > >> http://www.creativity-contest.net/ > >> Craftsman Lego Kits & Custom models: > >> http://www.lionsgatemodels.com > >> Brickbay Lego parts store: > >> http://www.brickbay.com/store.asp?p=Kevinw1 > >> The Guild of Bricksmiths: > http://www.bricksmiths.com > >> Personal Lego Web page: > >> > >http://ourworld.compuserve.com/homepages/kwilson_tccs/lego.html > >> > >> -----Original Message----- > >> From: Paul Gyugyi <gy...@ho...> > >> To: kwi...@co... > >> <kwi...@co...> > >> Date: Thursday, November 30, 2000 1:17 AM > >> Subject: Re: LDLite > >> > >> > >> > > >> >The -a is a rotation matrix. For a 180 degree > >> rotation, > >> >the form of a would be mostly 0's, 1's and -1's. > >> >Use the following: > >> >-a -1 0 0 0 1 0 0 0 -1 > >> >That should reverse the x and z axes, in effect > >> turning the > >> >house around. > >> >Let me know if that helps. > >> >-gyug > >> > > >> > > >> >>From: "Kevin Wilson" > <kwi...@co...> > >> >>To: "Paul Gyugyi" <pa...@gy...> > >> >>Subject: LDLite > >> >>Date: Wed, 29 Nov 2000 16:36:21 -0800 > >> >> > >> >>Hi Paul, > >> >> > >> >>I'm using LDLite v2.0 to finish up the > >> instructions for the Victorian > >> House > >> >>and I need to rotate the whole thing at one > point > >> to get a final picture > >> >>from the front (for some reason I built it > >> backwards in MLCAD, not > >> >>realising > >> >>it would give me a problem later!). Anyway, I > see > >> from the > >> >>mini-instructions > >> >>page that I need the -A parameter, but I have > not > >> idea what the 9 "float"s > >> >>represent along with it (apart from the obvious > >> fact that they are > >> >>numbers). > >> >>If I just want to turn it left-for-right, how > >> would I do that? (If there > >> >>are > >> >>more instructions somewhere that I've missed, > >> sorry to take up your > >> time!). > >> >> > >> >>Kevin > >> > >>>----------------------------------------------------------------------- > >> >>Victorian House: Limited edition kit > >> >>http://www.lionsgatemodels.com/cat-vblu.htm > >> >>Craftsman Kits & Custom Lego models: > >> http://www.lionsgatemodels.com > >> >>Brickbay store: > >> http://www.brickbay.com/store.asp?p=Kevinw1 > >> >>eBay auctions: > >> http://members.ebay.com/aboutme/kevinw1/ > >> >>Personal Lego Web page: > >> > >>>http://ourworld.compuserve.com/homepages/kwilson_tccs/lego.html > >> >>-----Original Message----- > >> >>From: Paul Gyugyi <pa...@gy...> > >> >>Newsgroups: lugnet.year.2001 > >> >>Date: Wednesday, November 29, 2000 2:20 PM > >> >>Subject: Re: My thoughts on the 2001 sets (Life > on > >> Mars and LEGO Studios) > >> >> > >> >> > >> >> >Looking at the catalog pic of the new LoM > set, > >> it > >> >> >appears that the pnuematic thing sends > Martian > >> >> >figures through the tubes to the stations. > It > >> also > >> >> >looks like the tan station from 7316 fits on > the > >> >> >end of one of the tubes. I'm wondering if > 7313 > >> and > >> >> >7314 plug into the red and blue stations. If > >> so, you > >> >> >could assemble a huge single complex from all > >> the > >> >> >martian sets, something that has not happened > in > >> a theme > >> >> >as far as I can remember (except for the > >> castle-wall sets > >> >> >of long ago). > >> >> >On a sad note, the box for 7311 is the first > box > >> I've seen > >> >> >that does not have any alternate models > shown! > >> None on > >> >> >the instructions, either! It is a shame, > since > >> the set > >> >> >has a rather good parts assortment, and I > build > >> a nice > >> >> >little science base with it. > >> >> >I'm kind of split on my feelings about the > LoM > >> color schemes. > >> >> >On one hand, it is nice to have each ship and > >> station be > >> >> >a different color, for that > >> power-rangers-play-appeal. > >> >> >OTOH, it limits what you can make by > combining > >> sets. > >> >> >-gyug > >> >> > >> >> > >> > > >> > >>__________________________________________________________________________ > _ > >> __________ > >> >Get more from the Web. FREE MSN Explorer > download > >> : > >> http://explorer.msn.com > >> > > >> > > > >> ATTACHMENT part 2 application/x-ldraw > >name=Probtest.dat > > > > > >> ATTACHMENT part 3 image/bmp name=Probte01.bmp > > > > > > > >__________________________________________________ > >Do You Yahoo!? > >Send your FREE holiday greetings online! > >http://greetings.yahoo.com > > > > __________________________________________________ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ |
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From: Paul G. <pg...@ya...> - 2001-11-16 02:10:30
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Hey, good progress. You know, I've set out on a bug hunt more than once to nail that no-CR problem. There is a performance hit of more than 50% in the lex/yacc to handle the problem, but I think I messed it up when I changed to having the top level be a string in memory rather than an actual file. I'll pencil in some time over Thanksgiving break to fix it, if not sooner. The asociation with .dat is done automagically by windows/MFC. I'll find a way to disable it, or at least ask first. BTW, are you on the ldlite-development mailing list at sourceforge? Archiving this stuff makes it easier to look up later, so we should use the list instead of private email. -gyug --- Don Heyse <don...@us...> wrote: > Hi Paul, > > I'm almost done merging the ldlite and ldglite > source code. I've gotten to > the point where the ldglite parser behaves just like > the ldlite 2.3 parser. > Too much in fact. The way it silently drops type 1 > lines if there is no > CR at the end of the file is driving me nuts. I > can't really follow the > parsing code but I may have some info that could > help. I created two dat > files that include studline.dat and put a CR at the > end of one, but not the > other. When I enabled the debugging in the parser > and diffed the results > I saw that they diverged at a tEOF symbol vs a tEOL > symbol. See the pic in > http:\\ldglite.sourceforge.net\ldliteEOF.zip > > So I started comparing the 1.6 source and the 2.3 > source of ldlite.y and > discovered lines 863 to 875 of ldlite.y. You seem > to have left out this > chunk of code from the tEOL version of ObjectLine > around line 904. Could > this > be the cause of the problem? > > I decided not to change the way > ldraw_commandline_opts.F is used in stub.c > after all. It turns out that I needed more of a > display mode stack so I > left > ldraw_commandline_opts.F as the top of the stack in > my code. > > Hey, and if you manage to roll a new release soon, > could you disable the > "feature" that takes over the .dat file extension > every time you run ldlite? > That also drives me nuts. Whenever I compare things > results with ldlite 2.3 > I have to reset my mime types back to use ldglite. > I don't think ldlite 1.6 > worked this way. > > Have fun, > > Don > > > __________________________________________________ Do You Yahoo!? Find the one for you at Yahoo! Personals http://personals.yahoo.com |
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From: Paul G. <pg...@ya...> - 2001-11-08 02:10:17
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Forwarding to the ldlite-development list so an archived copy can be kept around. -gyug --- Paul Gyugyi <pg...@ya...> wrote: > Date: Wed, 7 Nov 2001 16:18:22 -0800 (PST) > From: Paul Gyugyi <pg...@ya...> > Reply-to: pa...@gy... > Subject: RE: more ldlite compatibility notes. > To: Don Heyse <don...@us...> > CC: ar...@gy... > > Hi Don! > > > I noticed that I > > could edit the web pages for ldlite on the > > sourceforge and replaced > > the old 2.2 release notes with the "enhanced" > > version of the 2.3 > > release notes. I backed up the original 2.2 pages > > just in case you > > don't like it. I also noticed that > > http://www.gyugyi.com/l3g0/ldlite/ > > is still at version 2.0 but I can't do anything > > about it... > > Hmmm, I'll have to give you write permission at > www.gyugyi.com... :) > Thanks for updating the pages. The startup I slaved > away at for two years ran out of money (actually > customers) and went into hibernation. On the plus > side, I ended up at nVidia and get to sit in on > graphics presentations and hear about the new > GForce chips. (I'm actually working on networking > architecture, not graphics). > > > Alternatively I could just add a global > > rendering_opts integer > > and use all the same bit flags as > > ldraw_commandline_opts.F. How do > > you feel about it? > > Sounds to me like the best solution would be > to add a global in the same format as > ldraw_commandline_opts.F and use that. > The zWire variables were just getting too > hard to keep track of. > > > I'd also like to change a malloc in qbuf.c to use > > sizeof(long) instead > > of 4 since that was the only fix required to get > > ldglite to run on the > > 64bit alpha platform. > > You have a 64 bit machine? That's unfair! :) > But, if I'm not mistaken, a long should still > be 4 bytes, even if an int is 8 bytes, right? > > -gyug > > > __________________________________________________ > Do You Yahoo!? > Find a job, post your resume. > http://careers.yahoo.com > > > __________________________________________________ Do You Yahoo!? Find a job, post your resume. http://careers.yahoo.com |