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From: Michael <mi...@za...> - 2003-04-06 20:21:47
|
Hello guys. I had some free minutes and looked at gamedev.net to look if there are = some interesting articles there relating OpenGL or multimedia. I've found there article about SDL. I didn't study deeply this SDL thingie, but it sounds as quite a nice = thing. It's bad part is that it's not C++, and not OO, but I think we still could learn from there how to organize = multimedia well. Here's the link from gamedev.net: = http://www.gamedev.net/reference/list.asp?categoryid=3D45#188. Look at it. It looks like SDL adresses some of the fields we're wroking = in and at the first glance it looks as though they do it well. Good Luck. |
|
From: Matthew M. <cp...@uf...> - 2003-04-05 08:29:01
|
Finished documenting all the DirectX9 stuff, the RendererManager and the renderer.h file. Uploaded it all to the website. Oops, forgot something, oh well, guess I have a few more minutes to go. Anyway, once we get the test to run properly on other comps (I'm sending it friends for testing), and get stuff cleaned up and fixed, we'll release I think..well..maybe not. It might be a while. I need to go back over my lists again. Anyway, after this I'm reeeaaaallly itching to get started on the particle engine. My old one, believe it or not, has been noticed by a few people, and it's being used by at least one person as a plugin for an xbox media player. Coolness. I think the last one is kinda crappy so this one is really wanting to be started. Matt |
|
From: Michael <mi...@za...> - 2003-04-01 12:51:20
|
Hi guys. I'll be very busy with my psychometric exam untill the 14 of April. I hope to do something this Friday or Saturday, but I'm not sure about it. Keep up the good work! ----- Original Message ----- From: "Matthew Mitchell" <cp...@uf...> To: <lib...@li...> Sent: Monday, March 31, 2003 7:32 PM Subject: [Libgdn-discuss] The DX9 Test > Hey Lin, I just realized what the problem with it *could* be. In single > windowed mode DirectX won't switch the window position to the correct > monitor, so drag your window over to the other monitor and see if it > renders. It should render to the correct one in fullscreen though, even > if it was on the wrong monitor in the first place. Wait...I just > checked...it will render but very slowly. Hmm..must be something else. > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ValueWeb: > Dedicated Hosting for just $79/mo with 500 GB of bandwidth! > No other company gives more support or power for your dedicated server > http://click.atdmt.com/AFF/go/sdnxxaff00300020aff/direct/01/ > _______________________________________________ > Libgdn-discuss mailing list > Lib...@li... > https://lists.sourceforge.net/lists/listinfo/libgdn-discuss |
|
From: Matthew M. <cp...@uf...> - 2003-03-31 17:22:17
|
Hey Lin, I just realized what the problem with it *could* be. In single windowed mode DirectX won't switch the window position to the correct monitor, so drag your window over to the other monitor and see if it renders. It should render to the correct one in fullscreen though, even if it was on the wrong monitor in the first place. Wait...I just checked...it will render but very slowly. Hmm..must be something else. |
|
From: Matthew M. <cp...@uf...> - 2003-03-31 04:04:03
|
In my recent experience with Application, I've discovered a couple things you have to watch out for in using it.... Destruction time: Make sure you have all of your windows destroyed BEFORE the EventHandler gets destroyed. Otherwise, the Handler tries to call events while it's not alive anymore, which causes a crash. Lin, that consolestream deal is fine. It causes no crashes. |
|
From: Matthew M. <cp...@uf...> - 2003-03-24 01:54:48
|
Actually, now that I think of it, it is kinda funny that it does work.
That would explain the crash on shutdown though. The colors are all
grey, btw.
-----Original Message-----
From: lib...@li...
[mailto:lib...@li...] On Behalf Of Lin Xu
Sent: Sunday, March 23, 2003 3:56 PM
To: lib...@li...
Subject: Re: [Libgdn-discuss] Wierd Behavior with ConsoleStream
If you define the console stream in global scope, it will try to
instaniate
the console before main.
:)
What do you think will happen? I'm actually suprised it even runs..
actually, the console should work.
How do you mean the colors are wrong?
Are there no colors?
Are the colors the wrong colors?
>From: "Matthew Mitchell" <cp...@uf...>
>Reply-To: lib...@li...
>To: <lib...@li...>
>Subject: [Libgdn-discuss] Wierd Behavior with ConsoleStream
>Date: Sun, 23 Mar 2003 01:15:54 -0500
>
>Having some weird things with console stream, check this out:
>
>This is from the windowing test file
>
>
>using namespace GDN::Application;
>using namespace std;
>using namespace GDN::IO::Formatting;
>
>class MyHandler;
>
>//Win specific keydown event
>struct KeyDownEvent {
> enum {OSID = WM_KEYDOWN};
> //you MUST RESPECT THIS INTERFACEC!@
> //note, it's MyHandler& not EVentHandler&
> static LRESULT Dispatch(MyHandler& handler,HWND
>hwnd,LPARAM,WPARAM);
>};
>
>class MyHandler : public GDN::Application::EventHandler {
>private:
> ConsoleStream console;
>public:
> MyHandler() : GDN::Application::EventHandler() {
> console << SetStyle(FontStyle() << FontBold);
> }
>
> //use a typedef to define the new events
> typedef AddEvents<MyHandler,EventHandler,KeyDownEvent>
>EventMap;
>
> virtual void OnCreate() {
> console << SetForeColor(ConsoleColors::Red) <<
>"onCreate called!" << endl;
> }
> virtual void OnDestroy() {
> console << SetForeColor(ConsoleColors::Red) <<
>"onDestroy called!" << endl;
> }
> virtual void OnMove(int newx,int newy) {
> console << SetForeColor(ConsoleColors::Blue)
<<
>"onMove called: ("<<newx << " " <<newy << ")!"<<endl;
> }
> virtual void OnResize(int sizex,int sizey) {
> console << SetForeColor(ConsoleColors::Blue)
<<
>"onResize called: ("<<sizex << " " <<sizey << ")!"<<endl;
> }
> virtual void OnActivate() {
> console << SetForeColor(ConsoleColors::Green)
><< "onActivate called"<<endl;
> }
> virtual void OnAppActivate() {
> console << SetForeColor(ConsoleColors::Green)
><< "onAppActivate called"<<endl;
> }
> virtual void OnKeyDown() {
> MessageHandler::Quit(); //quit the application
> }
>};
>
>LRESULT KeyDownEvent::Dispatch(MyHandler& handler,HWND
>hwnd,LPARAM,WPARAM) {
> handler.OnKeyDown();
> return 0;//handleed event
>}
>
>void IdleFunc() {
>}
>
>//play with copying DisplayDevicees...
>DisplayDevice TestCopy(DisplayDevice SomethignWierd) {
> SomethignWierd.Move(100,100);
> return SomethignWierd;
>}
>
>//wow, main is gone! we just have GDNMain now :)
>bool GDNMain(const char* commandline) {
> try {
> MyHandler Handler;
> DisplayDevice Window(Handler,"Testing OS Indie Window
>system",false,0,0,1024,768);
> Window.Create();
> TestCopy(Window);
> MessageHandler MessagePump;
> MessagePump.Run(IdleFunc);
> return true;
> }
> catch(std::runtime_error& err) {
> //awwwh, not fun! OS dep right now...
> MessageBox(NULL,err.what(),"GDN Test",MB_OK);
> return false;
> }
>}
>
>
>Works correctly.notice that ConsoleStream console; is declared inside
>message handler.
>
>Now, if I move the declaration outside the there, into global scope,
>
>ConsoleStream console;
>
>class MyHandler : public GDN::Application::EventHandler {
>private:
>
>.
>
>};
>
>None of the coloration works properly
>
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|
|
From: Lin X. <ris...@ho...> - 2003-03-23 20:56:28
|
If you define the console stream in global scope, it will try to instaniate
the console before main.
:)
What do you think will happen? I'm actually suprised it even runs..
actually, the console should work.
How do you mean the colors are wrong?
Are there no colors?
Are the colors the wrong colors?
>From: "Matthew Mitchell" <cp...@uf...>
>Reply-To: lib...@li...
>To: <lib...@li...>
>Subject: [Libgdn-discuss] Wierd Behavior with ConsoleStream
>Date: Sun, 23 Mar 2003 01:15:54 -0500
>
>Having some weird things with console stream, check this out:
>
>This is from the windowing test file
>
>
>using namespace GDN::Application;
>using namespace std;
>using namespace GDN::IO::Formatting;
>
>class MyHandler;
>
>//Win specific keydown event
>struct KeyDownEvent {
> enum {OSID = WM_KEYDOWN};
> //you MUST RESPECT THIS INTERFACEC!@
> //note, it's MyHandler& not EVentHandler&
> static LRESULT Dispatch(MyHandler& handler,HWND
>hwnd,LPARAM,WPARAM);
>};
>
>class MyHandler : public GDN::Application::EventHandler {
>private:
> ConsoleStream console;
>public:
> MyHandler() : GDN::Application::EventHandler() {
> console << SetStyle(FontStyle() << FontBold);
> }
>
> //use a typedef to define the new events
> typedef AddEvents<MyHandler,EventHandler,KeyDownEvent>
>EventMap;
>
> virtual void OnCreate() {
> console << SetForeColor(ConsoleColors::Red) <<
>"onCreate called!" << endl;
> }
> virtual void OnDestroy() {
> console << SetForeColor(ConsoleColors::Red) <<
>"onDestroy called!" << endl;
> }
> virtual void OnMove(int newx,int newy) {
> console << SetForeColor(ConsoleColors::Blue) <<
>"onMove called: ("<<newx << " " <<newy << ")!"<<endl;
> }
> virtual void OnResize(int sizex,int sizey) {
> console << SetForeColor(ConsoleColors::Blue) <<
>"onResize called: ("<<sizex << " " <<sizey << ")!"<<endl;
> }
> virtual void OnActivate() {
> console << SetForeColor(ConsoleColors::Green)
><< "onActivate called"<<endl;
> }
> virtual void OnAppActivate() {
> console << SetForeColor(ConsoleColors::Green)
><< "onAppActivate called"<<endl;
> }
> virtual void OnKeyDown() {
> MessageHandler::Quit(); //quit the application
> }
>};
>
>LRESULT KeyDownEvent::Dispatch(MyHandler& handler,HWND
>hwnd,LPARAM,WPARAM) {
> handler.OnKeyDown();
> return 0;//handleed event
>}
>
>void IdleFunc() {
>}
>
>//play with copying DisplayDevicees...
>DisplayDevice TestCopy(DisplayDevice SomethignWierd) {
> SomethignWierd.Move(100,100);
> return SomethignWierd;
>}
>
>//wow, main is gone! we just have GDNMain now :)
>bool GDNMain(const char* commandline) {
> try {
> MyHandler Handler;
> DisplayDevice Window(Handler,"Testing OS Indie Window
>system",false,0,0,1024,768);
> Window.Create();
> TestCopy(Window);
> MessageHandler MessagePump;
> MessagePump.Run(IdleFunc);
> return true;
> }
> catch(std::runtime_error& err) {
> //awwwh, not fun! OS dep right now...
> MessageBox(NULL,err.what(),"GDN Test",MB_OK);
> return false;
> }
>}
>
>
>Works correctly.notice that ConsoleStream console; is declared inside
>message handler.
>
>Now, if I move the declaration outside the there, into global scope,
>
>ConsoleStream console;
>
>class MyHandler : public GDN::Application::EventHandler {
>private:
>
>.
>
>};
>
>None of the coloration works properly
>
_________________________________________________________________
Add photos to your e-mail with MSN 8. Get 2 months FREE*.
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|
|
From: Matthew M. <cp...@uf...> - 2003-03-23 06:04:56
|
Having some weird things with console stream, check this out:
This is from the windowing test file
using namespace GDN::Application;
using namespace std;
using namespace GDN::IO::Formatting;
class MyHandler;
//Win specific keydown event
struct KeyDownEvent {
enum {OSID = WM_KEYDOWN};
//you MUST RESPECT THIS INTERFACEC!@
//note, it's MyHandler& not EVentHandler&
static LRESULT Dispatch(MyHandler& handler,HWND
hwnd,LPARAM,WPARAM);
};
class MyHandler : public GDN::Application::EventHandler {
private:
ConsoleStream console;
public:
MyHandler() : GDN::Application::EventHandler() {
console << SetStyle(FontStyle() << FontBold);
}
//use a typedef to define the new events
typedef AddEvents<MyHandler,EventHandler,KeyDownEvent>
EventMap;
virtual void OnCreate() {
console << SetForeColor(ConsoleColors::Red) <<
"onCreate called!" << endl;
}
virtual void OnDestroy() {
console << SetForeColor(ConsoleColors::Red) <<
"onDestroy called!" << endl;
}
virtual void OnMove(int newx,int newy) {
console << SetForeColor(ConsoleColors::Blue) <<
"onMove called: ("<<newx << " " <<newy << ")!"<<endl;
}
virtual void OnResize(int sizex,int sizey) {
console << SetForeColor(ConsoleColors::Blue) <<
"onResize called: ("<<sizex << " " <<sizey << ")!"<<endl;
}
virtual void OnActivate() {
console << SetForeColor(ConsoleColors::Green)
<< "onActivate called"<<endl;
}
virtual void OnAppActivate() {
console << SetForeColor(ConsoleColors::Green)
<< "onAppActivate called"<<endl;
}
virtual void OnKeyDown() {
MessageHandler::Quit(); //quit the application
}
};
LRESULT KeyDownEvent::Dispatch(MyHandler& handler,HWND
hwnd,LPARAM,WPARAM) {
handler.OnKeyDown();
return 0;//handleed event
}
void IdleFunc() {
}
//play with copying DisplayDevicees...
DisplayDevice TestCopy(DisplayDevice SomethignWierd) {
SomethignWierd.Move(100,100);
return SomethignWierd;
}
//wow, main is gone! we just have GDNMain now :)
bool GDNMain(const char* commandline) {
try {
MyHandler Handler;
DisplayDevice Window(Handler,"Testing OS Indie Window
system",false,0,0,1024,768);
Window.Create();
TestCopy(Window);
MessageHandler MessagePump;
MessagePump.Run(IdleFunc);
return true;
}
catch(std::runtime_error& err) {
//awwwh, not fun! OS dep right now...
MessageBox(NULL,err.what(),"GDN Test",MB_OK);
return false;
}
}
Works correctly.notice that ConsoleStream console; is declared inside
message handler.
Now, if I move the declaration outside the there, into global scope,
ConsoleStream console;
class MyHandler : public GDN::Application::EventHandler {
private:
.
};
None of the coloration works properly
|
|
From: The M. <mit...@be...> - 2003-03-12 01:47:53
|
Here it is so far, as requested.
#ifndef STUBRENDERER_
#define STUBRENDERER_
namespace GDN {
namespace Graphics {
template<>
class<GDN::Dependent::OS::Graphics::API> Renderer {
public:
//enumeration info
//returns the enumerated info for all adapters
static EnumeratedInfo<GDN::Dependent::OS::Graphics::API> =
GetEnumeratedInfo();
//returns the enumerated info for one adapter, this may not make =
sense in GL
static EnumeratedInfo<GDN::Dependent::OS::Graphics::API>::AdapterInfo =
GetAdapterInfo(unsigned int adapter);
//default constructor
Renderer();
//constructor taking information for a single display, does not call =
Create. Also procides functionality for multi mon
Renderer(AdapterSettings &AS); //see the definition of this struct in =
Renderer.h Has DisplayDevice, DisplaySettings, =
//and an adapter number (which may not make sense in GL). We =
could specialize =
//AdapterSettings for each API, unless you just want to ignore the =
adapter number in GL
//constructor taking information for multihead, may not make sense in =
GL
Renderer(std::vector<AdapterSettings> &AS); //first adapter ordinal =
is taken as the head
bool Setup(AdapterSettings &AS); //for single or multimon
bool Setup(std::vector<AdapterSettings> &AS); //for multihead
//does the display initialization
bool Create();
bool Create(AdapterSettings &AS);
bool Create(std::vector<AdapterSettings> &AS); //for multihead
//does the display reinitialization, maybe doesn't make sense in GL
bool Reset();
bool Reset(AdapterSettings &AS);
bool Reset(std::vector<AdapterSettings> &AS); //for multihead
bool Clear(); //clears all children
bool Clear(unsigned int displaynumber); //clears only a child monitor =
in multihead mode
bool Clear(/*Clear settings here(as you had them before, I can't =
remember them exactly*/);
=20
bool Present(); //flips all children
bool Present(unsigned int displaynumber); //or flip. flips a child =
monitor in multihead
bool IsValid(); //returns whether this display is ready and created
=20
//access functions
AdapterSettings GetAdapterSettings();
GDN::Application::DisplayDevice GetDisplayDevice();
DisplaySettings GetDisplaySettings();
unsigned int GetAdapterNum();
//now for the matrices and stuff =20
GDN::Math::Matrix4<float> GetView(); //for single monitors, makes it =
easier
GDN::Math::Matrix4<float> GetView(unsigned int adapternum); //for =
children
void SetView(GDN::Math::Matrix4<float> &newview);
void SetView(GDN::Math::Matrix4<float> &newview, unsigned int =
adapternum);
GDN::Math::Matrix4<float> GetWorld(); //for single monitors, makes it =
easier
GDN::Math::Matrix4<float> GetWorld(unsigned int adapternum); //for =
children
void SetWorld(GDN::Math::Matrix4<float> &newworld);
void SetWorld(GDN::Math::Matrix4<float> &newworld, unsigned int =
adapternum);
GDN::Math::Matrix4<float> GetProjection(); //for single monitors, =
makes it easier
GDN::Math::Matrix4<float> GetProjection(unsigned int adapternum); =
//for children
void SetProjection(GDN::Math::Matrix4<float> &newprojection);
void SetProjection(GDN::Math::Matrix4<float> &newprojection, unsigned =
int adapternum);
//probably forgot something, feel free to add stuff
=20
};
}
}
#endif
|
|
From: MITCHELL,MATTHEW H <cp...@uf...> - 2003-03-10 17:10:43
|
Sounds cool. I discussed when the extended release date will be with risingdragon. I'm thinking 2-3 weeks from the end of this week. -- MITCHELL,MATTHEW H On Mon Mar 10 09:07:36 EST 2003, Michael Kruglos <mi...@za...> wrote: > Hi. > I've finished .h files of application stuff of Linux folder. I named the > cpp file xmain.cpp. I'ts not ready yet. > Hope I'll finish it by the end of the week. Hope it will work anyhow. > > ------------------- > libGDN - way to code! > http://libgdn.sourceforge.net/ |
|
From: Michael K. <mi...@za...> - 2003-03-10 14:09:45
|
Hi. I've finished .h files of application stuff of Linux folder. I named the cpp file xmain.cpp. I'ts not ready yet. Hope I'll finish it by the end of the week. Hope it will work anyhow. ------------------- libGDN - way to code! http://libgdn.sourceforge.net/ |
|
From: Matthew M. <cp...@uf...> - 2003-03-07 16:30:36
|
Your GL Stub looks good, and the stubrenderer looks similar to my RendererManager except I put the GetRenderer stuff in a class. In my current implementation the Renderer is 1<->1 with a single display. Shared resources can be obtained by using the RendererManager. The problem with the shared resources directly in Renderer was that I didn't have a way to garuntee destruction at program shutdown (since it was a static shared boost pointer). The resourcemanager solves that problem, even though you don't have to actually use it. Matt -----Original Message----- From: lib...@li... [mailto:lib...@li...] On Behalf Of Michael Kruglos Sent: Thursday, March 06, 2003 10:13 AM To: lib...@li... Subject: RE: [Libgdn-discuss] A bit of bad news, recruiting new people, and new organizational procedures Hi, guys. Take a look at stub for graphics in the sandbox. I think this is how things should look like when porting could be involved. ------------------- libGDN - way to code! http://libgdn.sourceforge.net/ |
|
From: Matthew M. <cp...@uf...> - 2003-03-06 19:10:43
|
I'll look at it when I get a chance to take a break today sometime. I wrote a RendererManager class that does renderer management (very basic) and should be OpenGL compatible. We should work together and make the DirectX and OpenGL renderers' interfaces look the same. -----Original Message----- From: lib...@li... [mailto:lib...@li...] On Behalf Of Michael Kruglos Sent: Thursday, March 06, 2003 10:13 AM To: lib...@li... Subject: RE: [Libgdn-discuss] A bit of bad news, recruiting new people, and new organizational procedures Hi, guys. Take a look at stub for graphics in the sandbox. I think this is how things should look like when porting could be involved. ------------------- libGDN - way to code! http://libgdn.sourceforge.net/ |
|
From: Michael K. <mi...@za...> - 2003-03-06 15:15:10
|
Hi, guys. Take a look at stub for graphics in the sandbox. I think this is how things should look like when porting could be involved. ------------------- libGDN - way to code! http://libgdn.sourceforge.net/ |
|
From: Michael K. <mi...@za...> - 2003-03-06 09:19:22
|
Hello.
As I see we got more time to work until the release.
Changelog is a good idea. We should also put some license.txt in the
cvs, and
make sure all files got appropriate headers stating it's LGPL.
Now. we not just need people, we need experienced programmers.
I'm having hard time coding X11 part of application, as I've never done
any X11
before. I'm not complaining, but I think there are people who can do
that in a week,
in contrary to a month(?) if I'd be doing that;). Anyway I'm still doing
it, and will
continue if we don't have a better option;).
We need guys who know Linux/Unix. We'd need at some point Mac guy (for
Mac port).
Now. for linux support we need to explore this thing called automake.
It's the tool that is most used for Linux open-source projects to
automate compiling
stuff (library in our case). KDevelop also need it to make our kind of
project file.
I'll explore the topic of Linux IDEs better.
We should consider the following when doing things that need porting.
Steps:
1. Define the interface.
2. Define file-names.
3. Define the way things should work (that needs consulting with
some1 who knows other
platforms).
4. Write carcass to be used for implementation.
If we got for example gui thingie, do it like:
Directory /Gui-Stub/
Then you got there files:
Window.hpp
Button.hpp
In those files you've got classes Window and Button, with all the
minimum stuff that is OS indep.
Like:
cass Window {
public:
Window();
Windows(string); //Ttile.
Window(string, short, short, short);
enum VisibilityEnum{Visible,Invisible};
void Show();
void Hide();
Visibility Visibility(VisibilityEnum); //returns previous
state.
virtual ~Window();
};
Then given files with carcasses of the system one can easily port it.
One knows where to start and
what to code. You just need to change Gui-Stub to Gui-Win32 and start
working.
I didn't invent it - this is how freeciv project does it, for instance.
It's a good idea.
We could also use some. charts showing relations between classes and
methods
to simplify understanding of the code others wrote and how it all works
together.
I like to see the whole picture.
All in all, I agree with all the points presented by CppMan.
P.S. Thanks a lot for altering displaybase.h and getting rid of win32
specific code from there,
but I think it won't work now. We really should do things in the carcass
way to exclude this porting
mix-ups.
-------------------
libGDN - way to code!
http://libgdn.sourceforge.net/
-----Original Message-----
From: lib...@li...
[mailto:lib...@li...] On Behalf Of Matthew
Mitchell
Sent: Thursday, March 06, 2003 9:24 AM
To: lib...@li...
Subject: [Libgdn-discuss] A bit of bad news, recruiting new people, and
new organizational procedures
OK, first the bad news. libGDN won't get a release on Thursday as was
originally planned. There are a couple of reasons:
1) I don't think I can make it and still have a meaningful release
2) The new release seems in many ways like a patch over the old one..not
much new content. This release is meant to be a turning point for the
library. A shift from writing mostly utilities to writing mostly higher
level components. Sure, utilities will still get developed when the
need is there (or the want to develop them), but what this library was
originally intended to be..a game development library, it has not been
so far
3) The new DirectX renderer and RendererManager systems don't function
or look like the OpenGL systems (not anything that you could control,
spacemanCPP..my fault) The new design is much more flexible and more
elegant, allowing use of RenderererManager with any conformant API..but
it needs to have GL support to seem consistent. It shouldn't look like
a last minute feature
4) Geometry was speculated to be in this release (not promised, but
speculated to be likely), and I think it should be.
5) Should be more archive loaders.
6) Should have Image and 3DModel down. They're not too complex, should
be easy to code, and I think they should be in there.
7) Documentation needs some last minute finishing that I myself can't do
(Application).
8) VC6 isn't working as hoped. My VC6 copy refuses to install SP5
correctly.
9) Tutorials
10) Sample programs
So those are the reasons. Personally I would've loved to release now.
There's nothing like getting a release out the door. But I don't think
I can do it. Anyway, enough of the bad news, let's talk about the
future. Here's what I think we should have
1) More people. All three of us know that right now, not one of us
knows the whole library, and that we three can't write this thing in our
spare time alone. I'm of the opinion we need more people. So I'm
posting on gamedev, flipcode, and the sourceforge help wanted lists to
get a few more people.
2) Change Log. We need a centralized change log, especially if we get
new people. Probably stored in CVS..perhaps a database or a simple text
file.
"Added such a feature - Date - Programmer"
"Removed Deprecated Feature - Date - Programmer"
"Fixed Bug - Date - Programmer"
3) Regression tests. Regression tests are formalized test cases that run
on their own on the compiled library. They output if the expected
result of a test is not the same as the actual result. Very good at
keeping a library in working order. We should do this now as going back
and writing test cases 3 months from now is difficult
4) Better samples. I think it's not a far stretch to say it's a good
idea to include a test program in the docs and in the CVS for each
system we write.
Anyway..rambling.gotta go to bed.
Matt
|
|
From: Matthew M. <cp...@uf...> - 2003-03-06 07:13:19
|
OK, first the bad news. libGDN won't get a release on Thursday as was
originally planned. There are a couple of reasons:
1) I don't think I can make it and still have a meaningful release
2) The new release seems in many ways like a patch over the old one..not
much new content. This release is meant to be a turning point for the
library. A shift from writing mostly utilities to writing mostly higher
level components. Sure, utilities will still get developed when the
need is there (or the want to develop them), but what this library was
originally intended to be..a game development library, it has not been
so far
3) The new DirectX renderer and RendererManager systems don't function
or look like the OpenGL systems (not anything that you could control,
spacemanCPP..my fault) The new design is much more flexible and more
elegant, allowing use of RenderererManager with any conformant API..but
it needs to have GL support to seem consistent. It shouldn't look like
a last minute feature
4) Geometry was speculated to be in this release (not promised, but
speculated to be likely), and I think it should be.
5) Should be more archive loaders.
6) Should have Image and 3DModel down. They're not too complex, should
be easy to code, and I think they should be in there.
7) Documentation needs some last minute finishing that I myself can't do
(Application).
8) VC6 isn't working as hoped. My VC6 copy refuses to install SP5
correctly.
9) Tutorials
10) Sample programs
So those are the reasons. Personally I would've loved to release now.
There's nothing like getting a release out the door. But I don't think
I can do it. Anyway, enough of the bad news, let's talk about the
future. Here's what I think we should have
1) More people. All three of us know that right now, not one of us
knows the whole library, and that we three can't write this thing in our
spare time alone. I'm of the opinion we need more people. So I'm
posting on gamedev, flipcode, and the sourceforge help wanted lists to
get a few more people.
2) Change Log. We need a centralized change log, especially if we get
new people. Probably stored in CVS..perhaps a database or a simple text
file.
"Added such a feature - Date - Programmer"
"Removed Deprecated Feature - Date - Programmer"
"Fixed Bug - Date - Programmer"
3) Regression tests. Regression tests are formalized test cases that run
on their own on the compiled library. They output if the expected
result of a test is not the same as the actual result. Very good at
keeping a library in working order. We should do this now as going back
and writing test cases 3 months from now is difficult
4) Better samples. I think it's not a far stretch to say it's a good
idea to include a test program in the docs and in the CVS for each
system we write.
Anyway..rambling.gotta go to bed.
Matt
|
|
From: Michael K. <mi...@za...> - 2003-03-04 10:15:59
|
Hi. Haven't been there yet, but take a look, probably it could help Doing geometry. http://sourceforge.net/projects/libmesh/ |
|
From: Lin X. <ris...@ho...> - 2003-03-03 02:16:58
|
I don't see a need to overload the function..that's all.
void SetCaption(bool which) {
if(which) {
///.....
}
else {
}
}
?
>From: "Michael Kruglos" <mi...@za...>
>Reply-To: lib...@li...
>To: <lib...@li...>
>Subject: RE: [Libgdn-discuss] I'm back
>Date: Sun, 2 Mar 2003 23:04:12 +0200
>
>Well, we got them as two separate functions.
>If you want it Something(true); then you need one function.
>When you use Int2Type you create 2 separate types, so you can have 2
>Separate funcs.
>If there's no reason to separate it and just do it as single function -
>np, I'll recode it.
>
>-------------------
>
>libGDN - by Developers..for Developers
>
>http://libgdn.sourceforge.net/
>
>
>
>
>-----Original Message-----
>From: lib...@li...
>[mailto:lib...@li...] On Behalf Of Lin Xu
>Sent: Sunday, March 02, 2003 9:54 AM
>To: lib...@li...
>Subject: RE: [Libgdn-discuss] I'm back
>
>SetCaption(Int2Type<true>());
>as opposed to
>SetCaption(true);
>
>?
>
>_________________________________________________________________
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>https://lists.sourceforge.net/lists/listinfo/libgdn-discuss
>
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From: Michael K. <mi...@za...> - 2003-03-02 21:05:59
|
Well, we got them as two separate functions. If you want it Something(true); then you need one function. When you use Int2Type you create 2 separate types, so you can have 2 Separate funcs. If there's no reason to separate it and just do it as single function - np, I'll recode it. ------------------- libGDN - by Developers..for Developers http://libgdn.sourceforge.net/ -----Original Message----- From: lib...@li... [mailto:lib...@li...] On Behalf Of Lin Xu Sent: Sunday, March 02, 2003 9:54 AM To: lib...@li... Subject: RE: [Libgdn-discuss] I'm back SetCaption(Int2Type<true>()); as opposed to SetCaption(true); ? _________________________________________________________________ STOP MORE SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Libgdn-discuss mailing list Lib...@li... https://lists.sourceforge.net/lists/listinfo/libgdn-discuss |
|
From: Lin X. <ris...@ho...> - 2003-03-02 07:54:09
|
SetCaption(Int2Type<true>()); as opposed to SetCaption(true); ? _________________________________________________________________ STOP MORE SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail |
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From: Michael K. <mi...@za...> - 2003-03-02 06:06:29
|
To Lin Xu:
OK.
When we were talking about those we decided to have something like
the second thing, but I just thought I could use Int2Type to do this.
The appearance of words true and false is kind of make it look clearer,
no?
Anyway we can do it:
inline void SetCaption(ShowCaption); and
inline void SetCaption(HideCaption);
where
enum {ShowCaption,HideCaption};
To Matthew Mitchel:
I think there are no chances to get X11 in time.
I can finish it, but can't test it in time.
I mean I'm not sure it will work.
So it's probably no. In the next release.
And it's not renderer, BTW, it's application.
I'll submit it to the CVS as soon as I finish it.
-------------------
libGDN - by Developers..for Developers
http://libgdn.sourceforge.net/
-----Original Message-----
From: lib...@li...
[mailto:lib...@li...] On Behalf Of Lin Xu
Sent: Saturday, March 01, 2003 11:03 PM
To: lib...@li...
Subject: RE: [Libgdn-discuss] I'm back
What's wrong with
inline void ShowCaption();?
or
inline void SetCaption(ShowCaption); and
inline void SetCaption(HideCaption);
where
enum {ShowCaption,HideCaption};
Maybe I've missed something again....
>From: "Michael Kruglos" <mi...@za...>
>Reply-To: lib...@li...
>To: <lib...@li...>
>Subject: RE: [Libgdn-discuss] I'm back
>Date: Sat, 1 Mar 2003 09:38:44 +0200
>
>Well,
>Those are just methods to set the caption of the window
>(for windowing mode) or reset it (for fullscreen).
>There's problem in displaybase.h in /libGDN/application/.
>It contains windows specific stuff and is not in win32 subdirectory,
and
>is used (#included) by other files inside /application/.
>Need to fix that.
>
>-------------------
>
>libGDN - by Developers..for Developers
>
>http://libgdn.sourceforge.net/
>
>
>
>
>-----Original Message-----
>From: lib...@li...
>[mailto:lib...@li...] On Behalf Of Lin Xu
>Sent: Saturday, March 01, 2003 8:02 AM
>To: lib...@li...
>Subject: [Libgdn-discuss] I'm back
>
>Looking through the code:
>quibbles:
>libgdn/libGDN/application/Win32/displaydevice.h:
>what's with the
> inline void
>SetCaption(GDN::Util::Int2Type<true>) {
>
>Info->SetCaption(GDN::Util::Int2Type<true>());
> }
> inline void
>SetCaption(GDN::Util::Int2Type<false>) {
>
>Info->SetCaption(GDN::Util::Int2Type<false>());
> }
>
>?
>
>
>
>
>
>
>
>_________________________________________________________________
>Protect your PC - get McAfee.com VirusScan Online
>http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963
>
>
>
>-------------------------------------------------------
>This sf.net email is sponsored by:ThinkGeek
>Welcome to geek heaven.
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>_______________________________________________
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>Lib...@li...
>https://lists.sourceforge.net/lists/listinfo/libgdn-discuss
>
>
>
>-------------------------------------------------------
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>Welcome to geek heaven.
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|
From: Matthew M. <cp...@uf...> - 2003-03-01 21:38:46
|
As you guys may well know, libGDN is scheduled for a release this Thursday, before I go to break. Here's a checklist of things that need to be done before then. Feel free to add anything you think is missing. 1. DirectX9 Renderer 2. Successful Compile of all headers + library on all compilers (VC6 is teh suck) 3. Doc remaining systems. A few to note are Application, some of the resource manager, and a few others. 4. Write test file for key systems + features 5. Separate OS/API dependent systems that happened to be put in the same header. If no OS specific functions are used in a given OS system, don't worry about it, but I think that there's 1 or two headers with mixed OS functionality 6. Determine whether to include the Reflection system in this release. It's your call risingdragon 7. Update website 8. Determine whether to include X11 renderer. It's your call Michael 9. Finish Ray and Plane. Not much else to do, I think I can get to it. Feel free to add anything you want to Matthew Mitchell |
|
From: Lin X. <ris...@ho...> - 2003-03-01 21:03:40
|
What's wrong with
inline void ShowCaption();?
or
inline void SetCaption(ShowCaption); and
inline void SetCaption(HideCaption);
where
enum {ShowCaption,HideCaption};
Maybe I've missed something again....
>From: "Michael Kruglos" <mi...@za...>
>Reply-To: lib...@li...
>To: <lib...@li...>
>Subject: RE: [Libgdn-discuss] I'm back
>Date: Sat, 1 Mar 2003 09:38:44 +0200
>
>Well,
>Those are just methods to set the caption of the window
>(for windowing mode) or reset it (for fullscreen).
>There's problem in displaybase.h in /libGDN/application/.
>It contains windows specific stuff and is not in win32 subdirectory, and
>is used (#included) by other files inside /application/.
>Need to fix that.
>
>-------------------
>
>libGDN - by Developers..for Developers
>
>http://libgdn.sourceforge.net/
>
>
>
>
>-----Original Message-----
>From: lib...@li...
>[mailto:lib...@li...] On Behalf Of Lin Xu
>Sent: Saturday, March 01, 2003 8:02 AM
>To: lib...@li...
>Subject: [Libgdn-discuss] I'm back
>
>Looking through the code:
>quibbles:
>libgdn/libGDN/application/Win32/displaydevice.h:
>what's with the
> inline void
>SetCaption(GDN::Util::Int2Type<true>) {
>
>Info->SetCaption(GDN::Util::Int2Type<true>());
> }
> inline void
>SetCaption(GDN::Util::Int2Type<false>) {
>
>Info->SetCaption(GDN::Util::Int2Type<false>());
> }
>
>?
>
>
>
>
>
>
>
>_________________________________________________________________
>Protect your PC - get McAfee.com VirusScan Online
>http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963
>
>
>
>-------------------------------------------------------
>This sf.net email is sponsored by:ThinkGeek
>Welcome to geek heaven.
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>_______________________________________________
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>Lib...@li...
>https://lists.sourceforge.net/lists/listinfo/libgdn-discuss
>
>
>
>-------------------------------------------------------
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|
From: Matthew M. <cp...@uf...> - 2003-03-01 07:55:20
|
We got it earlier tonite. I commited, check it out. -----Original Message----- From: lib...@li... [mailto:lib...@li...] On Behalf Of Michael Kruglos Sent: Saturday, March 01, 2003 2:39 AM To: lib...@li... Subject: RE: [Libgdn-discuss] I'm back Well, Those are just methods to set the caption of the window (for windowing mode) or reset it (for fullscreen). There's problem in displaybase.h in /libGDN/application/. It contains windows specific stuff and is not in win32 subdirectory, and is used (#included) by other files inside /application/. Need to fix that. ------------------- libGDN - by Developers..for Developers http://libgdn.sourceforge.net/ -----Original Message----- From: lib...@li... [mailto:lib...@li...] On Behalf Of Lin Xu Sent: Saturday, March 01, 2003 8:02 AM To: lib...@li... Subject: [Libgdn-discuss] I'm back Looking through the code: quibbles: libgdn/libGDN/application/Win32/displaydevice.h: what's with the inline void SetCaption(GDN::Util::Int2Type<true>) { Info->SetCaption(GDN::Util::Int2Type<true>()); } inline void SetCaption(GDN::Util::Int2Type<false>) { Info->SetCaption(GDN::Util::Int2Type<false>()); } ? _________________________________________________________________ Protect your PC - get McAfee.com VirusScan Online http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Libgdn-discuss mailing list Lib...@li... https://lists.sourceforge.net/lists/listinfo/libgdn-discuss ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Libgdn-discuss mailing list Lib...@li... https://lists.sourceforge.net/lists/listinfo/libgdn-discuss |
|
From: Michael K. <mi...@za...> - 2003-03-01 07:40:10
|
Well, Those are just methods to set the caption of the window (for windowing mode) or reset it (for fullscreen). There's problem in displaybase.h in /libGDN/application/. It contains windows specific stuff and is not in win32 subdirectory, and is used (#included) by other files inside /application/. Need to fix that. ------------------- libGDN - by Developers..for Developers http://libgdn.sourceforge.net/ -----Original Message----- From: lib...@li... [mailto:lib...@li...] On Behalf Of Lin Xu Sent: Saturday, March 01, 2003 8:02 AM To: lib...@li... Subject: [Libgdn-discuss] I'm back Looking through the code: quibbles: libgdn/libGDN/application/Win32/displaydevice.h: what's with the inline void SetCaption(GDN::Util::Int2Type<true>) { Info->SetCaption(GDN::Util::Int2Type<true>()); } inline void SetCaption(GDN::Util::Int2Type<false>) { Info->SetCaption(GDN::Util::Int2Type<false>()); } ? _________________________________________________________________ Protect your PC - get McAfee.com VirusScan Online http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Libgdn-discuss mailing list Lib...@li... https://lists.sourceforge.net/lists/listinfo/libgdn-discuss |