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From: Ghoust <gh...@gm...> - 2007-03-22 20:03:41
|
Hagen Kaiser wrote: > 1. What about setting up a forum again? > and do what with this forum? where would be the benefit compared to the actual situation? > 2. I would love to get Nebula running on a Mac: > As far as I know the buildsystem (python) doesnt provide mac-support? > (Is that right?) > The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) > there is a buildsys for linux makefiles. what you would need is someone writing a generator for mac. have a look at buildsys3/generators > 3. What about switching Nebula to cmake? (Is that possible?) > should be but why should someone do this if there is an existing build system? I mean I would like to see feature X in nebula would bring interest me more than have buildsystem Y > 4. BTW: whos responsible for the nebula site now? > guess that's bruce, as nobody is helping out.. > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > |
From: je.a.le <je...@wa...> - 2007-03-22 13:33:16
|
Hagen Kaiser a écrit : > To: > > "From what I remember: > -it got cluttered and unorganized > -nobody stood up to help maintain it > -in the end nobody maintained it or even updated it > -it was more deprecated than the source documentations > -it irritated more than helped > > Tom" > > > We were speaking about different wiki/forums. > I completely agree with the things you say about that wiki. > The time I looked at Nebula2 for the first time. I saw that wiki > And it was hard to learn something from it. > wiki isn't my favorit thing too. The online documentation is quite good ; what missing are tutorials, and some short app for examples > But I remeber some later times, somone had started a Nebula-forum, > I just sumbled into it googling for nebula. > And (correct me) as far as I remebver this guy was criticized very > much for having done that. > So he ended up excusing for having set up a forum, and abandoning it. > > But lets talk about future: > > 1. What about setting up a forum again? > I used to work with list (for mplayer) and is was painfull too :-). Sure, with a forum you have to log in instead of just read your mail but, you can access/read/answer easily from anywhere, split it in different subject, and joint documents (screencap, code, etc...) > 2. I would love to get Nebula running on a Mac: > As far as I know the buildsystem (python) doesnt provide mac-support? > (Is that right?) http://www.python.org/download/ > The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) > indeed I would say tcl is the only plain supported script language into nebula/mangalore (without additional libs,config, etc...) > 3. What about switching Nebula to cmake? (Is that possible?) > Why not move from vc++ to Netbean IDE ?? ( this is actually something I will do anyway for myself...) ; work on any platform, must better ide (seriously anyone can do a real project with vc++ ????), GNU... Eclipse is a solution too (even for java/j2ee I'm not a big fan...) NOTA : didn't fully test nebula/c++ yet so it may be a stupid idea ! A+ > 4. BTW: whos responsible for the nebula site now? > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > |
From: Hagen K. <hag...@gm...> - 2007-03-22 10:06:10
|
To: "From what I remember: -it got cluttered and unorganized -nobody stood up to help maintain it -in the end nobody maintained it or even updated it -it was more deprecated than the source documentations -it irritated more than helped Tom" We were speaking about different wiki/forums. I completely agree with the things you say about that wiki. The time I looked at Nebula2 for the first time. I saw that wiki And it was hard to learn something from it. But I remeber some later times, somone had started a Nebula-forum, I just sumbled into it googling for nebula. And (correct me) as far as I remebver this guy was criticized very much for having done that. So he ended up excusing for having set up a forum, and abandoning it. But lets talk about future: 1. What about setting up a forum again? 2. I would love to get Nebula running on a Mac: As far as I know the buildsystem (python) doesnt provide mac-support? (Is that right?) The tcl-System doesnt exist anymore ? (It had Mac/Xcode-support) 3. What about switching Nebula to cmake? (Is that possible?) 4. BTW: whos responsible for the nebula site now? |
From: Ghoust <gh...@gm...> - 2007-03-20 22:36:46
|
OK, it's really that easy so I'm answering my own question: place before tabs.Append((nGuiSlider2*)kernelServer->N... the line kernelServer->PushCwd(this->tabframe->GetChildLayoutAt(i)); and after that line kernelServer->PopCwd(); The tab layouts and anything you attach to it should be placed as childs of the original layouts in the nebula named hierarchy. Tom Ghoust schrieb: > Hi all, > > Has anybody tried the nGuiTabbedLayout ? I have the problem that the tab > buttons are not showing up, the code is as follows: > > //snip > > this->tabframe = > (nGuiTabbedLayout*)kernelServer->New("nguitabbedlayout", "tabframe"); > > this->tabframe->SetNumTabs(4); > rectangle re(off, vector2(0.2f,off.y+0.35f)); > > for(int i =0; i<4;i++) > { > // this->tabframe->GetChildLayoutAt(i)->SetRect(re); > // this->tabframe->OnShow(); > nGuiCheckButton* cb = this->tabframe->GetTabButtonAt(i); > nString name; > if(i==0) > name = "tab1"; > if(i==1) > name = "tab2"; > if(i==2) > name = "tab3"; > if(i==3) > name = "tab4"; > > tabs.Append((nGuiSlider2*)kernelServer->New("nguislider2", name.Get())); > cb->SetText(name.Get()); > cb->SetFont("GuiSmall"); > > tabs.At(i)->SetDefaultBrush("sidebar"); > tabs.At(i)->OnShow(); > tabs.At(i)->SetRect(re); > this->tabframe->GetChildLayoutAt(i)->SetDefaultBrush("sidebar"); > > this->tabframe->GetChildLayoutAt(i)->AttachForm(tabs.At(i),nGuiFormLayout::Top,off.y); > > this->tabframe->GetChildLayoutAt(i)->AttachForm(tabs.At(i),nGuiFormLayout::Left,off.x); > } > this->tabframe->SetRect(re); > this->tabframe->SetDefaultBrush("firstborder"); > layout->AttachForm(this->tabframe, nGuiFormLayout::Top, off.y); > layout->AttachForm(this->tabframe, nGuiFormLayout::Left, off.x); > layout->AttachForm(this->tabframe, nGuiFormLayout::Right, 0.0f); > this->tabframe->OnShow(); > off.y += 0.35f; > > //snip > > thnx for any help > > Tom > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > |
From: Ghoust <gh...@gm...> - 2007-03-20 22:34:40
|
From what I remember: -it got cluttered and unorganized -nobody stood up to help maintain it -in the end nobody maintained it or even updated it -it was more deprecated than the source documentations -it irritated more than helped Tom Hagen Kaiser schrieb: > Standing ovations to this last mail. > I beleive there even was a forum/wiki, somewhen. > But it was stomped to the ground, for obscure reasons. > I dont understand why we couldnt let it just be there and see how it > developed. > > HK > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > |
From: Hagen K. <hag...@gm...> - 2007-03-20 07:47:17
|
Standing ovations to this last mail. I beleive there even was a forum/wiki, somewhen. But it was stomped to the ground, for obscure reasons. I dont understand why we couldnt let it just be there and see how it developed. HK |
From: je.a.le <je...@wa...> - 2007-03-18 23:15:18
|
Vadim Macagon a écrit : > Ghoust wrote: ee about getting a code dump. > > If anyone else wants to help or has suggestions on jump starting the > community again - let me know. Heck, a count of hands would be a good > start, something along the lines of "I use Nebula for X and I love/hate > it!". > > > -+ enlight +- Working on my spare time on a rps/simulation/strategy game, something like ofp of grawf... I tested 3dsmax import, physics/collision/dega model, huge terrain generation and right now working on opengl+shaders (to haron : get "part" (??) of the opelblitz mesh draw on screen ; will send you a feedback on the week...) Like many, if I selected nebula instead of ogre, etc... it is because I think the engine is the most promising, open source, good implementation, fast enough, with an architecture that allow specifics changes for specifics games. That was the good points... now the bads ! nebula/mangalore do not lack of documentation, there is simple none (ok, on this part i'm guilty too, I were suppore to provide few simple tutorials/first steps weeks ago), just the list of classes - usefull - but is not enough. Most parts - like physics.xml - are obscure and require lot of time to get through them. 90% of mails deal with that !! You end building stuff probably already in nebula just because making them by yourself is faster and simpler ! BTW I'm among those that think an active forum/wiki instead of mailing list will work better. A real set of tutorials, samples are mandatory too if we want people to use nebula. (An a build that actually build why no errors... :-) ) Many part must be fix : you can't "sell" in 2007 an engine without a full terrain generator !! (I need one so I can work on that, but not alone !! ) During the past weeks, where many of my comments/propositions just end dead, I had the filling that nothing can't be done/changed outside radeon lab merge/point of view ; I'm really gratefull to radeon lab staff for their job, anyway I don't really care what engine I'm using : It fill my requirements or not. I'm currently working/helping with the opengl/shader implemention (mandatory for me, don't give a shit about directx neither portability with the microsoft toaster). next : come back to huge detailled terrain generation ( > 50km * 50km , human scale ), with the coding of a map editor port to netbean ide (can't stand vc++ anymore... besides, with opengl working i will be able to work under linux) ; final definition of my physics/destruction model, etc... Start of the project.... At last !!! A+ |
From: Ghoust <gh...@gm...> - 2007-03-18 13:52:16
|
Hi all, Has anybody tried the nGuiTabbedLayout ? I have the problem that the tab buttons are not showing up, the code is as follows: //snip this->tabframe = (nGuiTabbedLayout*)kernelServer->New("nguitabbedlayout", "tabframe"); this->tabframe->SetNumTabs(4); rectangle re(off, vector2(0.2f,off.y+0.35f)); for(int i =0; i<4;i++) { // this->tabframe->GetChildLayoutAt(i)->SetRect(re); // this->tabframe->OnShow(); nGuiCheckButton* cb = this->tabframe->GetTabButtonAt(i); nString name; if(i==0) name = "tab1"; if(i==1) name = "tab2"; if(i==2) name = "tab3"; if(i==3) name = "tab4"; tabs.Append((nGuiSlider2*)kernelServer->New("nguislider2", name.Get())); cb->SetText(name.Get()); cb->SetFont("GuiSmall"); tabs.At(i)->SetDefaultBrush("sidebar"); tabs.At(i)->OnShow(); tabs.At(i)->SetRect(re); this->tabframe->GetChildLayoutAt(i)->SetDefaultBrush("sidebar"); this->tabframe->GetChildLayoutAt(i)->AttachForm(tabs.At(i),nGuiFormLayout::Top,off.y); this->tabframe->GetChildLayoutAt(i)->AttachForm(tabs.At(i),nGuiFormLayout::Left,off.x); } this->tabframe->SetRect(re); this->tabframe->SetDefaultBrush("firstborder"); layout->AttachForm(this->tabframe, nGuiFormLayout::Top, off.y); layout->AttachForm(this->tabframe, nGuiFormLayout::Left, off.x); layout->AttachForm(this->tabframe, nGuiFormLayout::Right, 0.0f); this->tabframe->OnShow(); off.y += 0.35f; //snip thnx for any help Tom |
From: Jack P. <ch...@gm...> - 2007-03-17 20:52:26
|
Hi all, >Rui Paulo Sanguinheira Diogo [r....@gm...] wrote: >It just happened that I get this (quite disturbing) message when I was looking at Nebula again. I used Nebula 1 for some spare time stuff in the past - >though no real game project. I actually loved it because it was very consistent and handy That's exactly my situation too. I also started to play with Nebula 1, the= n after some period of time came back to see great step forward in Nebula2 about 2 years ago. And now as I got some spare time, returned to my project= . I did a lot of research and tried a lot of free engines. In my opinion, Nebula is much superior to all of them, and defenitely better than all "home-made" commercial engines. Of course, I am still a newbee at Nebula an= d do not even yet understand entirely how it works, but things like clean design, obviuos desire to make internal code as simple as possible, usability (WHEN YOU FINALLY UNDERSTAND HOW THE THING YOU NEED SHOULD BE DONE), built-in debug tools & console, and good performance speak for themselves. Thus I am very glad to hear these good news from Kim Hyoun Woo!!! I beleiv= e there are more people interested in this engine, just not all of them write in discussion list. Yesterday I found one example - one guy is frequently publishing Nebula2 tutorials in some eastern language ( http://www.game798.com/html/2007-01/2735.htm for example). I'm not sure though that he isn't writing here, but it looks so ;) Anyway, it shows the interest to the engine. I don't think I can now contribute to merging latest code and bug fixes, as I am not _that_ familiar with Nebula itself and C++ too, but I am defenitely interested in this. I want to use Nebula and probably Mangalore for a simple outdoor game/simulation with nice nature. What I think I can d= o - is writing well-explained tutorials documentation as I make progress, and I will try to do that. I really beleive that lack of detailed well-explained documentation about how Nebula works and what is the right way to do things here is the ONLY reason for it's "unpopularity" and not-so-active community, comparing to OGRE for example. --------- And I want to ask people who understand how the things works with community and RadonLabs check-ins: What actually is the problem with merging RadonLabs code? As I see things, code in the code/Mangalore and code/Nebula2 should not be changed by the community. RadonLabs is maintaining this code on a constantly basis,and I think they find and fix critical bugs faster than community. This way code should be just replaced by the new RadonLabs code, not merged, which can be done even every week if required. Of course, this probably will require som= e refactoring on contributed modules, but I think this is a good point to kee= p Nebula up-to-dated. 2007/3/17, Kim Hyoun Woo <ki...@ho...>: > > Vadim Macagon <vadim <at> cubik.org> writes: > > > > > Marco Antonio G=F3mez Mart=EDn wrote: > > > Hi all, > > > > > >> The second patch was already mentioned before by marco, it adds an > > >> include for > > >> algorithm to narray.h. I'm not sure why it wasn't not yet within the > > >> SVN but I think > > >> something was wrong the way he tried to commit it. > > > > > > Actually, I didn't commit the patches I sent, because I have no > > > user/password in SVN. > > > That's the reason why I sent the patches to the list, but I had n= o > > > answers :'( I hope you have more luck :-p > > > > > > By the way, I did not mention the error you solve in the > makefile.py > > > patch, but I am agree with it, and I just hope someone commit it to > the > > > repository... > > > > > > Marco > > > > You didn't get a response because there's pretty much no one left to > > give you one. Bruce, the last of the great maintainers, retired sometim= e > > last year, and right now we really only have one active contributor > > whose main focus is the 3DSMax Toolkit. Basically the lights are on, bu= t > > nobody is home. > > > > I'll briefly come out of retirement to have a look at the patches over > > the next few days and see if I can commit some of them. Never tried > > building Nebula in Linux before but at least now I've got an Ubuntu box > > to attempt it on. > > > > -+ enlight +- > > > > > ------------------------------------------------------------------------- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share > your > > opinions on IT & business topics through brief surveys-and earn cash > > > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > > > > > > Hey, > > As enlight pointed it out the lights are still on. > > And I list up some random news: > > - As it can be seen in the SVN mailing list, 3dsmax toolkit is heavily > updated > and improved at the moment (but which does not mean that the toolkit is > not > stable :) due to it is currently used for several commercial projects so > it is > getting better than ever before. > > - Some commercial projects are mentioned above, theres are several guys > who want > to join and contribute but most of them(Korean) are poor at english. That > might > be one of reason that the commnunity is not so active even the engine is > used > for commercial projects. > > - John Smith who mainly merged the last code dump from RL also has some > neat > stuff of his own which can improve N2 such as removing STL from tynyxml > module, > supporting IME and unicode and so on. But he recently found his own > company so > it might take some time till he release that. > > - For new code dump from RL, I dropped an email about that to Bernd > Beyreuther, > a leader of RL about a month ago but no response yet. > > - Floh, the original creater of Nebula Device at RL, now have his blog an= d > there's lots of news you guys want to hear including N3! > http://flohofwoe.blogspot.com/ > > - As enlight pointed out, I currently focus on 3dsmax toolkit and overall > production pipeline for N2 and Mangalore. For that, I'm doing a project > and > willing to open it to anyone who want to participate so let me know that > if you > have interest on it. > > > Best regards, > > Kim Hyoun Woo > > > > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > |
From: Kim H. W. <ki...@ho...> - 2007-03-17 11:03:58
|
Vadim Macagon <vadim <at> cubik.org> writes: > > Marco Antonio Gómez Martín wrote: > > Hi all, > > > >> The second patch was already mentioned before by marco, it adds an > >> include for > >> algorithm to narray.h. I'm not sure why it wasn't not yet within the > >> SVN but I think > >> something was wrong the way he tried to commit it. > > > > Actually, I didn't commit the patches I sent, because I have no > > user/password in SVN. > > That's the reason why I sent the patches to the list, but I had no > > answers :'( I hope you have more luck :-p > > > > By the way, I did not mention the error you solve in the makefile.py > > patch, but I am agree with it, and I just hope someone commit it to the > > repository... > > > > Marco > > You didn't get a response because there's pretty much no one left to > give you one. Bruce, the last of the great maintainers, retired sometime > last year, and right now we really only have one active contributor > whose main focus is the 3DSMax Toolkit. Basically the lights are on, but > nobody is home. > > I'll briefly come out of retirement to have a look at the patches over > the next few days and see if I can commit some of them. Never tried > building Nebula in Linux before but at least now I've got an Ubuntu box > to attempt it on. > > -+ enlight +- > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > Hey, As enlight pointed it out the lights are still on. And I list up some random news: - As it can be seen in the SVN mailing list, 3dsmax toolkit is heavily updated and improved at the moment (but which does not mean that the toolkit is not stable :) due to it is currently used for several commercial projects so it is getting better than ever before. - Some commercial projects are mentioned above, theres are several guys who want to join and contribute but most of them(Korean) are poor at english. That might be one of reason that the commnunity is not so active even the engine is used for commercial projects. - John Smith who mainly merged the last code dump from RL also has some neat stuff of his own which can improve N2 such as removing STL from tynyxml module, supporting IME and unicode and so on. But he recently found his own company so it might take some time till he release that. - For new code dump from RL, I dropped an email about that to Bernd Beyreuther, a leader of RL about a month ago but no response yet. - Floh, the original creater of Nebula Device at RL, now have his blog and there's lots of news you guys want to hear including N3! http://flohofwoe.blogspot.com/ - As enlight pointed out, I currently focus on 3dsmax toolkit and overall production pipeline for N2 and Mangalore. For that, I'm doing a project and willing to open it to anyone who want to participate so let me know that if you have interest on it. Best regards, Kim Hyoun Woo |
From: Rui P. S. D. <r....@gm...> - 2007-03-17 00:47:56
|
Hi everyone! Am Donnerstag, 15. M=E4rz 2007 23:51 schrieb Vadim Macagon: > If anyone else wants to help or has suggestions on jump starting the > community again - let me know. Heck, a count of hands would be a good > start, something along the lines of "I use Nebula for X and I love/hate > it!". It just happened that I get this (quite disturbing) message when I was look= ing=20 at Nebula again. I used Nebula 1 for some spare time stuff in the past -=20 though no real game project. I actually loved it because it was very=20 consistent and handy (the nebula shell was just right for trying things out= =20 and keeping structures that proved to be good). When it was announced that= =20 Nebula 2 wouldn't have Linux support it wasn't no more a graphics engine (a= nd=20 more) that could be considered for anything I do - so I lost interest in=20 it... Now I've got a small spare time game project with some friends (still plann= ing=20 and setting some constraints on what is possible, what is realistic and wha= t=20 we can never achieve - we discontinued it for now a year because of not=20 having that much time bur picked it up again - as I said: It's more playing= =20 around and learn some stuff) and I'm looking what to use for it (Most of th= e=20 other engines have their pros and cons - but the problem with most is that= =20 some needed features and nice to haves don't catch up with the latest=20 release - take a look at Ogre3D and its plugins for example - not daring to= =20 speak about development versions. Nebula would be the most complete framewo= rk=20 that seems to work.). I was taking Nebula into consideration because of its= =20 consistency - and of course because of the good experiences made with its=20 (extremly mature) predecessor in the past! It is also a very complete=20 framework - what I personally like. Drawback: It's very frustrating to have build issues (thanks for your patch= es=20 Marco - they helped a bit out) while building the library and some basic=20 tools...=20 What I want to say is that I would surely _use_ Nebula - at least personall= y -=20 if not for our spare time project - if it finally runs more or less smoothl= y=20 on Linux. And I would help out where I could - but I'm not familiar with th= e=20 code base or the engine overall and it surely would take a long time until = I=20 get where Nebula stands today... So I would not even know where to begin...= =20 But it's promised: If I've got something to share I surely will! It would be a pity to give up Nebula because no one is interested in it=20 anymore - that's for sure! Greetings Rui |
From: Ralf S. <alf...@ar...> - 2007-03-16 23:23:30
|
Hi All Using Nebula for a flight simulator project spare time for now, but = still very interested in getting new stuff from Radonlabs. Brgs. Ralf -----Oprindelig meddelelse----- Fra: neb...@li... [mailto:neb...@li...] P=E5 vegne = af Marco Antonio G=F3mez Mart=EDn Sendt: 16. marts 2007 17:37 Cc: 'Nebuladevice-Discuss' Emne: Re: [Nebula-Discuss] Nebula Status (was PATCH: Small patches) Hi all, > If anyone else wants to help or has suggestions on jump starting the=20 > community again - let me know. Heck, a count of hands would be a good=20 > start, something along the lines of "I use Nebula for X and I = love/hate=20 > it!". I work at the University in Madrid. We are currently using Nebula in our Game Programming Master Degree (http://www.fdi.ucm.es/juegos3d/ in=20 Spanish). This year is the third edition, that we started in 2004/2005, using=20 Nebula 1 :) Marco -------------------------------------------------------------------------= Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share = your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Neb...@li... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: <ma...@fd...> - 2007-03-16 16:35:15
|
Hi all, > If anyone else wants to help or has suggestions on jump starting the > community again - let me know. Heck, a count of hands would be a good > start, something along the lines of "I use Nebula for X and I love/hate > it!". I work at the University in Madrid. We are currently using Nebula in our Game Programming Master Degree (http://www.fdi.ucm.es/juegos3d/ in Spanish). This year is the third edition, that we started in 2004/2005, using Nebula 1 :) Marco |
From: Ivan T. <va...@us...> - 2007-03-15 23:30:16
|
On 3/16/07, Vadim Macagon <va...@cu...> wrote: > > Ghoust wrote: > > What's with Leaf? Johannes and yourself? Are these the reasons it got so > > quiet on the lists and updates? I can definitely help out in merging > > code dumps if you need a hand on this. Perhaps if some of the other old > > hands on this list would also step up and help in this task (Megan Fox, > > M.A. Garcia?) we could leverage the efforts on more shoulders. > > > > Tom > > Hi Tom, > > Most of the old hands have either moved on or are too busy, and that is > indeed why it's gotten so quiet. I myself have moved on, but I'll be > willing to help out here and there provided there's someone left who'll > benefit from that effort. I'll find some contact details for Radon Labs > and see about getting a code dump. > > If anyone else wants to help or has suggestions on jump starting the > community again - let me know. Heck, a count of hands would be a good > start, something along the lines of "I use Nebula for X and I love/hate > it!". > > Hi Vadim, It would be very good if you could get code dump from Radon - I want to use mangalore in our new project, so I'm very interested in integrating their new code to community version. Ivan. |
From: Vadim M. <va...@cu...> - 2007-03-15 22:52:01
|
Ghoust wrote: > What's with Leaf? Johannes and yourself? Are these the reasons it got so > quiet on the lists and updates? I can definitely help out in merging > code dumps if you need a hand on this. Perhaps if some of the other old > hands on this list would also step up and help in this task (Megan Fox, > M.A. Garcia?) we could leverage the efforts on more shoulders. > > Tom Hi Tom, Most of the old hands have either moved on or are too busy, and that is indeed why it's gotten so quiet. I myself have moved on, but I'll be willing to help out here and there provided there's someone left who'll benefit from that effort. I'll find some contact details for Radon Labs and see about getting a code dump. If anyone else wants to help or has suggestions on jump starting the community again - let me know. Heck, a count of hands would be a good start, something along the lines of "I use Nebula for X and I love/hate it!". -+ enlight +- |
From: Ghoust <gh...@gm...> - 2007-03-15 20:16:06
|
What's with Leaf? Johannes and yourself? Are these the reasons it got so quiet on the lists and updates? I can definitely help out in merging code dumps if you need a hand on this. Perhaps if some of the other old hands on this list would also step up and help in this task (Megan Fox, M.A. Garcia?) we could leverage the efforts on more shoulders. Tom Vadim Macagon wrote: > Marco Antonio Gómez Martín wrote: > > Hi! > > > > Thank you for your response. > > I have no idea about Bruce. When I said that I have had no answer > I really mean that I have not seen any commit, just the 3DXMax related > commits. > > > > As regards Bruce..., does that mean that Nebula project is more > or less abandoned? > > > > Thank you for your answer, > > Marco > > It is more or less abandoned, though that doesn't mean no one is using > it, so fixes will probably still be committed once in a while. However, > unless someone steps up to replace Bruce there are unlikely to be any > further merges from Radon Labs. We need someone to communicate with > Radon Labs to obtain code dumps every so often, we need a few people to > merge those code dumps into SVN, and we need a few people to review and > commit patches. > > > -+ enlight +- > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > |
From: Vadim M. <va...@cu...> - 2007-03-15 19:42:23
|
Marco Antonio Gómez Martín wrote: > Hi! > > Thank you for your response. > I have no idea about Bruce. When I said that I have had no answer I really mean that I have not seen any commit, just the 3DXMax related commits. > > As regards Bruce..., does that mean that Nebula project is more or less abandoned? > > Thank you for your answer, > Marco It is more or less abandoned, though that doesn't mean no one is using it, so fixes will probably still be committed once in a while. However, unless someone steps up to replace Bruce there are unlikely to be any further merges from Radon Labs. We need someone to communicate with Radon Labs to obtain code dumps every so often, we need a few people to merge those code dumps into SVN, and we need a few people to review and commit patches. -+ enlight +- |
From: Vadim M. <va...@cu...> - 2007-03-15 10:28:26
|
Marco Antonio Gómez Martín wrote: > Hi all, > >> The second patch was already mentioned before by marco, it adds an >> include for >> algorithm to narray.h. I'm not sure why it wasn't not yet within the >> SVN but I think >> something was wrong the way he tried to commit it. > > Actually, I didn't commit the patches I sent, because I have no > user/password in SVN. > That's the reason why I sent the patches to the list, but I had no > answers :'( I hope you have more luck :-p > > By the way, I did not mention the error you solve in the makefile.py > patch, but I am agree with it, and I just hope someone commit it to the > repository... > > Marco You didn't get a response because there's pretty much no one left to give you one. Bruce, the last of the great maintainers, retired sometime last year, and right now we really only have one active contributor whose main focus is the 3DSMax Toolkit. Basically the lights are on, but nobody is home. I'll briefly come out of retirement to have a look at the patches over the next few days and see if I can commit some of them. Never tried building Nebula in Linux before but at least now I've got an Ubuntu box to attempt it on. -+ enlight +- |
From: Vadim M. <va...@cu...> - 2007-03-15 09:55:11
|
Marco Antonio Gómez Martín wrote: > Hi, > > I am far from an SSE expert :) > I could see that Nebula implementation used some non-standard aspects, > that are only available in VC++. > However, current version of Nebula _is not using SSE_ (I do not know > the reason), even in Windows. You can check it for example in > mathlib/matrix.h: > > #ifndef __USE_SSE__ > #include "mathlib/_matrix33.h" > #include "mathlib/_matrix44.h" > typedef _matrix33 matrix33; > typedef _matrix44 matrix44; > #else > #include "mathlib/_matrix33_sse.h" > #include "mathlib/_matrix44_sse.h" > typedef _matrix33_sse matrix33; > typedef _matrix44_sse matrix44; > #endif > > where __USE_SSE__ symbol is not defined by default. > > As gcc had problems reading sse code, the patch I sent used the > __USE_SSE__ symbol, and only when defined the sse code was compiled. > > Marco I believe that's by design, if you want SSE you should define __USE_SSE__ for your project (in your .bld file I think). -+ enlight +- |
From: <ma...@fd...> - 2007-03-14 14:09:31
|
Hi, I am far from an SSE expert :) I could see that Nebula implementation used some non-standard aspects, that are only available in VC++. However, current version of Nebula _is not using SSE_ (I do not know the reason), even in Windows. You can check it for example in mathlib/matrix.h: #ifndef __USE_SSE__ #include "mathlib/_matrix33.h" #include "mathlib/_matrix44.h" typedef _matrix33 matrix33; typedef _matrix44 matrix44; #else #include "mathlib/_matrix33_sse.h" #include "mathlib/_matrix44_sse.h" typedef _matrix33_sse matrix33; typedef _matrix44_sse matrix44; #endif where __USE_SSE__ symbol is not defined by default. As gcc had problems reading sse code, the patch I sent used the __USE_SSE__ symbol, and only when defined the sse code was compiled. Marco Seika van Olstroem escribió: > How can we solve the SSE issues? I'm not very familiar with that, but > I'm willing to learn :), unfortunately I can't find any > documentation/tutorial for gcc/g++ to use SSE. > > Is it worth to implement a custom SSE implementation, doesn't the > compiler optimize such things correctly? > > 2007/3/13, Marco Antonio Gómez Martín <ma...@fd...>: >> Hi all, >> >>> The second patch was already mentioned before by marco, it adds an >>> include for >>> algorithm to narray.h. I'm not sure why it wasn't not yet within the >>> SVN but I think >>> something was wrong the way he tried to commit it. >> Actually, I didn't commit the patches I sent, because I have no >> user/password in SVN. >> That's the reason why I sent the patches to the list, but I had no >> answers :'( I hope you have more luck :-p >> >> By the way, I did not mention the error you solve in the makefile.py >> patch, but I am agree with it, and I just hope someone commit it to the >> repository... >> >> Marco >> >>> Please comment. :-) >>> >>> >>> ------------------------------------------------------------------------ >>> >>> Index: code/nebula2/inc/util/narray.h >>> =================================================================== >>> --- code/nebula2/inc/util/narray.h (Revision 3233) >>> +++ code/nebula2/inc/util/narray.h (Arbeitskopie) >>> @@ -17,6 +17,8 @@ >>> */ >>> #include "kernel/ntypes.h" >>> >>> +#include <algorithm> >>> + >>> //------------------------------------------------------------------------------ >>> template<class TYPE> class nArray >>> { >>> >>> >>> ------------------------------------------------------------------------ >>> >>> Index: buildsys3/generators/makefile.py >>> =================================================================== >>> --- buildsys3/generators/makefile.py (Revision 3233) >>> +++ buildsys3/generators/makefile.py (Arbeitskopie) >>> @@ -107,7 +107,7 @@ >>> # spring clean >>> makeFile.write("clean: \n") >>> makeFile.write("\t$(RM) $(N_TARGETDIR)*\n") >>> - makeFile.write("\t$(RM) $(N_INTERDIR)\n") >>> + makeFile.write("\t$(RM) $(N_INTERDIR)*\n") >>> >>> makeFile.write("default: all\n") >>> >>> >>> >>> ------------------------------------------------------------------------ >>> >>> ------------------------------------------------------------------------- >>> Take Surveys. Earn Cash. Influence the Future of IT >>> Join SourceForge.net's Techsay panel and you'll get the chance to share your >>> opinions on IT & business topics through brief surveys-and earn cash >>> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV >>> >>> >>> ------------------------------------------------------------------------ >>> >>> >>> *** NOTE: To reply to the list use "reply to all", *** >>> *** to reply direct to the sender use "reply" *** >>> _______________________________________________ >>> Nebuladevice-discuss mailing list >>> Neb...@li... >>> https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss >> ------------------------------------------------------------------------- >> Take Surveys. Earn Cash. Influence the Future of IT >> Join SourceForge.net's Techsay panel and you'll get the chance to share your >> opinions on IT & business topics through brief surveys-and earn cash >> http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV >> >> *** NOTE: To reply to the list use "reply to all", *** >> *** to reply direct to the sender use "reply" *** >> _______________________________________________ >> Nebuladevice-discuss mailing list >> Neb...@li... >> https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss >> > > |
From: Seika v. O. <sei...@gm...> - 2007-03-14 07:32:15
|
How can we solve the SSE issues? I'm not very familiar with that, but I'm willing to learn :), unfortunately I can't find any documentation/tutorial for gcc/g++ to use SSE. Is it worth to implement a custom SSE implementation, doesn't the compiler optimize such things correctly? 2007/3/13, Marco Antonio G=F3mez Mart=EDn <ma...@fd...>: > Hi all, > > > The second patch was already mentioned before by marco, it adds an > > include for > > algorithm to narray.h. I'm not sure why it wasn't not yet within the > > SVN but I think > > something was wrong the way he tried to commit it. > > Actually, I didn't commit the patches I sent, because I have no > user/password in SVN. > That's the reason why I sent the patches to the list, but I had n= o > answers :'( I hope you have more luck :-p > > By the way, I did not mention the error you solve in the makefile= .py > patch, but I am agree with it, and I just hope someone commit it to the > repository... > > Marco > > > Please comment. :-) > > > > > > -----------------------------------------------------------------------= - > > > > Index: code/nebula2/inc/util/narray.h > > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D > > --- code/nebula2/inc/util/narray.h (Revision 3233) > > +++ code/nebula2/inc/util/narray.h (Arbeitskopie) > > @@ -17,6 +17,8 @@ > > */ > > #include "kernel/ntypes.h" > > > > +#include <algorithm> > > + > > //--------------------------------------------------------------------= ---------- > > template<class TYPE> class nArray > > { > > > > > > -----------------------------------------------------------------------= - > > > > Index: buildsys3/generators/makefile.py > > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D > > --- buildsys3/generators/makefile.py (Revision 3233) > > +++ buildsys3/generators/makefile.py (Arbeitskopie) > > @@ -107,7 +107,7 @@ > > # spring clean > > makeFile.write("clean: \n") > > makeFile.write("\t$(RM) $(N_TARGETDIR)*\n") > > - makeFile.write("\t$(RM) $(N_INTERDIR)\n") > > + makeFile.write("\t$(RM) $(N_INTERDIR)*\n") > > > > makeFile.write("default: all\n") > > > > > > > > -----------------------------------------------------------------------= - > > > > -----------------------------------------------------------------------= -- > > Take Surveys. Earn Cash. Influence the Future of IT > > Join SourceForge.net's Techsay panel and you'll get the chance to share= your > > opinions on IT & business topics through brief surveys-and earn cash > > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID= =3DDEVDEV > > > > > > -----------------------------------------------------------------------= - > > > > > > *** NOTE: To reply to the list use "reply to all", *** > > *** to reply direct to the sender use "reply" *** > > _______________________________________________ > > Nebuladevice-discuss mailing list > > Neb...@li... > > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share y= our > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss > --=20 -Seika |
From: <ma...@fd...> - 2007-03-13 19:52:02
|
Hi all, > The second patch was already mentioned before by marco, it adds an > include for > algorithm to narray.h. I'm not sure why it wasn't not yet within the > SVN but I think > something was wrong the way he tried to commit it. Actually, I didn't commit the patches I sent, because I have no user/password in SVN. That's the reason why I sent the patches to the list, but I had no answers :'( I hope you have more luck :-p By the way, I did not mention the error you solve in the makefile.py patch, but I am agree with it, and I just hope someone commit it to the repository... Marco > Please comment. :-) > > > ------------------------------------------------------------------------ > > Index: code/nebula2/inc/util/narray.h > =================================================================== > --- code/nebula2/inc/util/narray.h (Revision 3233) > +++ code/nebula2/inc/util/narray.h (Arbeitskopie) > @@ -17,6 +17,8 @@ > */ > #include "kernel/ntypes.h" > > +#include <algorithm> > + > //------------------------------------------------------------------------------ > template<class TYPE> class nArray > { > > > ------------------------------------------------------------------------ > > Index: buildsys3/generators/makefile.py > =================================================================== > --- buildsys3/generators/makefile.py (Revision 3233) > +++ buildsys3/generators/makefile.py (Arbeitskopie) > @@ -107,7 +107,7 @@ > # spring clean > makeFile.write("clean: \n") > makeFile.write("\t$(RM) $(N_TARGETDIR)*\n") > - makeFile.write("\t$(RM) $(N_INTERDIR)\n") > + makeFile.write("\t$(RM) $(N_INTERDIR)*\n") > > makeFile.write("default: all\n") > > > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > > ------------------------------------------------------------------------ > > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: Seika v. O. <sei...@gm...> - 2007-03-13 19:40:55
|
Dear lists, attached please find just 2 small patches. The first patch let the makefile generator generate a correct "clean"-target. The second patch was already mentioned before by marco, it adds an include for algorithm to narray.h. I'm not sure why it wasn't not yet within the SVN but I think something was wrong the way he tried to commit it. Please comment. :-) -- -Seika |
From: <la...@cr...> - 2007-03-10 11:21:50
|
Hi Christoph, Are you using ngfxobject to load your scene node, if you are, you need to update its time on each frame for the animaion to play. The scene node's render context has a variable - time, which needs to be updated on each frame. Larry Weya. Christoph Bünker writes: > Hi again, > > I have a question concerning the animations in nebula. > > If I am opening the objects with the nebula viewer, the are performing the > animations which are included in the model through the animation file. For > example the torus is rotating. > > If I am opening the objects with the napplication tutorial, then the > animations are not shown when I am starting the application. How is it > possible to access the animations and to use them? > > I am looking foreward to read your answers > > Christoph > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > *** NOTE: To reply to the list use "reply to all", *** > *** to reply direct to the sender use "reply" *** > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
From: Haron <dar...@gm...> - 2007-03-10 10:05:41
|
Hi, I have a break in nopengl module developing because of my job but if you have a time we can do some work together. I'll be appreciate for that. Two heads are better than one :) > a) proto from nGLServer2 and nGfxServer2 don't match (mostly nString > againt char*), therefore, when running, the app use the default methodes > instead of the GL ones (and crash). > > b) in nglserver2_win32window.cc, ChooseAcceleratedPixelFormat line 21 : > Shoud be : > > ......... > if (pixelformat != 0) > { > return pixelformat; > } > ........ > > else, LoadContext() isn't able to select a valid graphic context... > > c) in nmesh2_main.cc, LoadResource line 158 : When loading mesh, try to > check for dx7 compatibility, even on opengl. instead of faking a dx7 > feature, I just commented lines 158 to 165 (anyway, who would like a dx7 > compatibility anymore ????). I'll check that. > 2) Running Issues !!! > I merge nopengl + its viewer into regular tree ; it use the right > renderpath.xml (glsl_renderpath.xml) and right startup script. The viewer > load a mesh (choosed examples/opelblitz.2) > > So : A black screen, no gui, when pressing esc, get assert. Instead of an > opel truck, there's just some white vertex (kind of a line) on the bottom of > screen, which actually "move" when use the mouse (rotate/pan/zoom) ( :-) ) > (yes, app go through all render steps) I know that. I just make it works without exceptions. But it still has some logical errors. > After looking at all empty *.vert and *.frag, no output seem obvious, so : > Anybody is already working on it (Haron perhaps...) ??? May I help in anyway > (well, since I can do nothing move without opengl shaders !!!) ???? I rewrote only some simple DX shaders to GLSL. Other should be done. If you have time and desire to help it would be great. Haron |