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From: WhiteGold <wg...@fl...> - 2000-12-13 23:55:00
|
Bleah... You're right, I did have them swapped.. -------------- "Never... Always... remember to check your references.. (The students love when I 'get Down' verbally with them..)" -------------- WG ----- Original Message ----- From: "Leaf Garland" <le...@sm...> To: <neb...@li...> Sent: Wednesday, December 13, 2000 6:16 PM Subject: RE: [Nebula-Discuss] (no subject) > Just a slight correction to Whitegold's post. N_PUBLIC and N_DLLCLASS are > the wrong way around. N_PUBLIC class's are exported, not N_DLLCLASS. > > Janis, > I have a subclass of n3dnode in a separate package also, but have no > problems including ntexnode.h or nshadernode.h. Could you give us some more > information about what you are doing? > > Cheers, > -Leaf. > > > > > -----Original Message----- > > Janis - > Most of the nodes in Nebula, even though described as "N_PUBLIC" are not > publicly accessible outside of the DLL they are created in. If you follow > the N_PUBLIC back to the source, you'll see that it's actually a no-op. > Nodes must be declared "N_DLLCLASS", or the methods desired must be virtual, > to be externally available to other DLL's. > > The main reason for this is to reduce the size of the DLL's. Most people > either end up adding their nodes into the nnebula package (which I don't > like to do) - or they rewrite the class with a N_DLLCLASS tag, increasing > the DLL size. > > There are other options available to you to gain access to the methods, > however. That is what the nCmd system is all about. You ask the kernel for > a reference, then dispatch commands to it. Here's a snippet that I use to > create and control my nMatNode: > > nRoot *obj = kernel->New( "nmatnode", "/usr/scene/demo/mat"); > > nCmdProto *cmd; > nCmd *real_cmd; > > cmd = ((nMatNode *)obj)->GetClass()->FindCmdByName("setstate"); > > real_cmd = cmd->NewCmd(); > real_cmd->In()->SetS("texture_blend"); > real_cmd->In()->SetS("modulate"); > obj->Dispatch( real_cmd ); > cmd->RelCmd( real_cmd ); > > > There are optimizations you can build into this as well, like caching up the > nCmd's so you don't need to perform a lookup each time and the like. > > Hope this helps. > > WhiteGold > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss |
From: Leaf G. <le...@sm...> - 2000-12-13 23:21:22
|
Just a slight correction to Whitegold's post. N_PUBLIC and N_DLLCLASS are the wrong way around. N_PUBLIC class's are exported, not N_DLLCLASS. Janis, I have a subclass of n3dnode in a separate package also, but have no problems including ntexnode.h or nshadernode.h. Could you give us some more information about what you are doing? Cheers, -Leaf. -----Original Message----- Janis - Most of the nodes in Nebula, even though described as "N_PUBLIC" are not publicly accessible outside of the DLL they are created in. If you follow the N_PUBLIC back to the source, you'll see that it's actually a no-op. Nodes must be declared "N_DLLCLASS", or the methods desired must be virtual, to be externally available to other DLL's. The main reason for this is to reduce the size of the DLL's. Most people either end up adding their nodes into the nnebula package (which I don't like to do) - or they rewrite the class with a N_DLLCLASS tag, increasing the DLL size. There are other options available to you to gain access to the methods, however. That is what the nCmd system is all about. You ask the kernel for a reference, then dispatch commands to it. Here's a snippet that I use to create and control my nMatNode: nRoot *obj = kernel->New( "nmatnode", "/usr/scene/demo/mat"); nCmdProto *cmd; nCmd *real_cmd; cmd = ((nMatNode *)obj)->GetClass()->FindCmdByName("setstate"); real_cmd = cmd->NewCmd(); real_cmd->In()->SetS("texture_blend"); real_cmd->In()->SetS("modulate"); obj->Dispatch( real_cmd ); cmd->RelCmd( real_cmd ); There are optimizations you can build into this as well, like caching up the nCmd's so you don't need to perform a lookup each time and the like. Hope this helps. WhiteGold |
From: WhiteGold <wg...@fl...> - 2000-12-13 19:15:56
|
> However, the problem appears when the respective header is #included in > the source. The object is actually never constructed, never called, it > appears only as a declaration in header. > I wonder - are you trying to access their static members, or is this just a compile-time problem? Perhaps if you could attach the compiler errors, or a code snippet that produces the problem - I could be of more help. > I really would not like to stuck all my code in nnebula.dll alone :(( > I don't blame you.. WhiteGold |
From: Janis S. <jan...@na...> - 2000-12-12 07:03:03
|
Sincere thanks for the suggestions. However, the problem appears when the respective header is #included in the source. The object is actually never constructed, never called, it appears only as a declaration in header. I really would not like to stuck all my code in nnebula.dll alone :(( Jahnis ------------------------------- Most of the nodes in Nebula, even though described as "N_PUBLIC" are not publicly accessible outside of the DLL they are created in. If you follow the N_PUBLIC back to the source, you'll see that it's actually a no-op. Nodes must be declared "N_DLLCLASS", or the methods desired must be virtual, to be externally available to other DLL's. |
From: WhiteGold <wg...@fl...> - 2000-12-11 16:23:07
|
Janis - Most of the nodes in Nebula, even though described as "N_PUBLIC" are not = publicly accessible outside of the DLL they are created in. If you = follow the N_PUBLIC back to the source, you'll see that it's actually a = no-op. Nodes must be declared "N_DLLCLASS", or the methods desired must = be virtual, to be externally available to other DLL's. The main reason for this is to reduce the size of the DLL's. Most = people either end up adding their nodes into the nnebula package (which = I don't like to do) - or they rewrite the class with a N_DLLCLASS tag, = increasing the DLL size. There are other options available to you to gain access to the methods, = however. That is what the nCmd system is all about. You ask the kernel = for a reference, then dispatch commands to it. Here's a snippet that I = use to create and control my nMatNode: nRoot *obj =3D kernel->New( "nmatnode", "/usr/scene/demo/mat"); nCmdProto *cmd; nCmd *real_cmd; cmd =3D ((nMatNode *)obj)->GetClass()->FindCmdByName("setstate"); =20 real_cmd =3D cmd->NewCmd(); real_cmd->In()->SetS("texture_blend"); real_cmd->In()->SetS("modulate"); obj->Dispatch( real_cmd ); cmd->RelCmd( real_cmd ); There are optimizations you can build into this as well, like caching up = the nCmd's so you don't need to perform a lookup each time and the like. Hope this helps. WhiteGold ----- Original Message -----=20 From: Janis Silins=20 To: neb...@li...=20 Sent: Monday, December 11, 2000 5:36 AM Subject: [Nebula-Discuss] (no subject) Hello everyone, =20 Maybe someone can help me to solve the following problem: I have a descendant of n3DNode moved into a separate package. When it = references either a nTexNode or nShaderNode (declared as N_PUBLIC), = linker complains about undefined symbols - nTexNode::ks and = nShaderNode::ks, respectively. The libraries are included (nnebula.lib and nkernel.lib), and it seems = that linker is able to find all the externals, except the static = members. Any suggestions? =20 Jahnis=20 |
From: Janis S. <jan...@na...> - 2000-12-11 10:31:03
|
Hello everyone, Maybe someone can help me to solve the following problem: I have a descendant of n3DNode moved into a separate package. When it = references either a nTexNode or nShaderNode (declared as N_PUBLIC), = linker complains about undefined symbols - nTexNode::ks and = nShaderNode::ks, respectively. The libraries are included (nnebula.lib and nkernel.lib), and it seems = that linker is able to find all the externals, except the static = members. Any suggestions? Jahnis=20 |
From: WhiteGold <wg...@fl...> - 2000-12-10 21:07:22
|
Hi RoboFly - I have a flat terrain renderer package available on the sourceforge site, as well as at http://www.flyingplastic.com/terrain If anyone has used this package and has some nice screenshots, I'd gladly post them. WhiteGold ----- Original Message ----- From: "robofly" <ro...@th...> To: <neb...@li...> Sent: Sunday, December 10, 2000 4:18 AM Subject: [Nebula-Discuss] External Packages? > Hi, > > Is it possible to download the nclouds and nnetwork > packages? Or are those proprietary code? > > Are any other developers on this list developing > packages that are Open Source? > > Warm regards, > Róbert Viðar Bjarnason > ro...@in... > http://www.in-orbit.net/ > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss |
From: robofly <ro...@th...> - 2000-12-10 09:20:00
|
Hi, Is it possible to download the nclouds and nnetwork packages? Or are those proprietary code? Are any other developers on this list developing packages that are Open Source? Warm regards, Róbert Viðar Bjarnason ro...@in... http://www.in-orbit.net/ |
From: WhiteGold <wg...@fl...> - 2000-12-08 16:43:52
|
Hi Tigre -=20 What are the differences between your landscape viewer node and my = nFlatTerrainNode package? I'd be interested in seeing what you've done. If you want to add a package to TND - ask Leaf to put it on the site. = This is how my nFlatTerrainNode package was dealt with. There is = currently no CVS support, so it must be done this way. I'm afraid I don't quite understand the vertex question enough to answer = it for you. WG ----- Original Message -----=20 From: Tigre=20 To: nebuladevice discuss=20 Sent: Friday, December 08, 2000 4:56 AM Subject: [Nebula-Discuss] Some question. Hi! First of all, excuse me for my bad english.=20 A tecnichal question: nvertexbuffer->Render(...) is the best system to = render? O it is suggested to use node? I've tried to call many times Render(...) with few vertex, and it is = very very very slower than call few times Render(...) with same total = number of vertex. This limitation is software(TND, opengl...) or = hardware? I think hardware, but a tecnical answer is welcome. I've created another landscape viewer node, it's still alpha, when it = is beta, where I can upload? I don't have my site.=20 TND is a great work, but in next release why don't include other = works?=20 Many thanks.=20 =20 |
From: Tigre <ti...@li...> - 2000-12-08 09:55:03
|
Hi! First of all, excuse me for my bad english.=20 A tecnichal question: nvertexbuffer->Render(...) is the best system to = render? O it is suggested to use node? I've tried to call many times Render(...) with few vertex, and it is = very very very slower than call few times Render(...) with same total = number of vertex. This limitation is software(TND, opengl...) or = hardware? I think hardware, but a tecnical answer is welcome. I've created another landscape viewer node, it's still alpha, when it is = beta, where I can upload? I don't have my site.=20 TND is a great work, but in next release why don't include other works?=20 Many thanks.=20 |
From: Leaf G. <le...@sm...> - 2000-12-06 19:50:08
|
I just thought I'd let you know that when making replies to this list, you should use 'reply to all' to send to the whole list and 'reply' if you wish to reply only to the poster. This is different to a lot of lists, but is considered 'good practice' (see http://www.unicom.com/pw/reply-to-harmful.html for some reasons why). Cheers, Leaf. |
From: Aaron C. <aa...@or...> - 2000-12-05 02:54:59
|
Inquisitor wrote: > > Also, I'm going to start working on a model exporter for Cinema4D sometime > soon. I'm not sure if anyone on this list uses Cinema4D though. It seems > like a lot of people are writing exporters individually, do you all think we > should try to work together on the exporters or at least post general > info/tips about writing exporters to help each other out? > I will post the code for my Truspace exporter when I'm further along. The wftools package is a good place to start. I added another project under "wftools.dsw" and used the code from the other tools as a reference. I #include wftoolbox.h and wftools.h. I create a new wfObject and as I parse the Truspace file (it's ASCII, which makes it easier) I just fill up the v_array, vt_array, and f_array with vertex, texture, and face data. Then I send the object through clean(), smooth(), triangulate(), and flatten(). Finally I tell the resulting object to save itself and clean up the memory. Hope this helps, -Aaron |
From: WhiteGold <wg...@fl...> - 2000-12-05 02:19:25
|
My source is available for my exporter, if it helps.. http://www.flyingplastic.com/maya2nebula WhiteGold ----- Original Message ----- From: "Inquisitor" <my...@fo...> To: <neb...@li...> Sent: Monday, December 04, 2000 8:59 PM Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > I'd be very interested in seeing what you accomplish with adding lua to the > Nebula Device. Are you thinking about adding version 3.2 or 4.0? 4.0 is > still beta right? > > Also, I'm going to start working on a model exporter for Cinema4D sometime > soon. I'm not sure if anyone on this list uses Cinema4D though. It seems > like a lot of people are writing exporters individually, do you all think we > should try to work together on the exporters or at least post general > info/tips about writing exporters to help each other out? > > BTW, I'll post any updates, bug fixes, add-ons, etc that anyone has for TND > on GameDeveloper.net. And if you have any information about using TND or any > How To's that you would like to share I can post that too. You can monitor > the postings in gamedeveloper.net's nebula device message board through > email too, so even if you don't use the board you can still register and > watch for new posts through email. > > Chuck Thomas > www.gamedeveloper.net > > > ----- Original Message ----- > From: "charlie wallace" <ch...@3d...> > Cc: <neb...@li...> > Sent: Monday, December 04, 2000 7:02 PM > Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > > > > i've been looking at adding lua to it instead of tcl/tk so i'll be > > interested in what you see. > > > > i fixed a few small bugs, mainly in the error handling routines, > > should probably post them to sourceforge but the it seemed > > dead. > > > > > > > > > From: Ben Smith <be...@ni...> > > > Date: Mon, 4 Dec 2000 16:57:23 -0800 (PST) > > > To: charlie wallace <ch...@3d...> > > > Cc: neb...@li... > > > Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > > > > > > Likewise, I have been on it a few weeks and haven't seen anything. > Email is > > > less irritating for me to manage than the sourceforge discussions. It's > cool > > > that someone is working on 3ds stuff, I work in linux primarily without > tools > > > like 3ds or Wavefront, so I'd really like to see DXF support. > > > > > > Right now I'm working on embedding a python interpreter server into TND. > > > After > > > that, it may make sense to make python language bindings around the > different > > > modules of nebula to control them that way. What I'd really like to do > is be > > > able to subclass any of the c/c++ implemented classes that come with > nebula > > > with python classes and use them transparently by TND(probably with some > help > > > of the python ExtensionClass). Based on what I've read of TND's docs, > the > > > scripting server component translates a few language commands to TND > Command > > > objects, but I'm not 100% sure as I don't know tcl and I don't wish to > learn > > > it. It was also suggested by the docs that translating to TND command > objects > > > is the way to do it for "generic" script interface support, but that > language > > > bindings would also be desirable. That's all if I understand what's > going on > > > correctly. I'd appreciate comments and suggestions and help and not > flames. > > > > > > I was utterly blown away by the tekdemos, as were many of my friends. > TND > > > looks very much like something I was planning on writing, though > fortunately > > > now I don't have to :) Thanks! It's awesome! I hope on hacking on it > > > mightily. =) The licensing is also very nice. > > > > > > -b > > > > > > On Mon, 4 Dec 2000, charlie wallace wrote: > > > > > >> i've been on it a few weeks and havent seen a message either.. > > >> > > >> i'll be interested in what you do for a 3dsmax basis =) > > >> > > >> > > >> charlie.. > > >> > > >> > > >> > > >>> From: Aaron Cram <aa...@or...> > > >>> Organization: ORI > > >>> Date: Mon, 04 Dec 2000 14:30:06 -0800 > > >>> To: neb...@li... > > >>> Subject: [Nebula-Discuss] Hello? Anyone there? (TrueSpace converter) > > >>> > > >>> > > >>> Hi, > > >>> > > >>> I signed up to this mailing list over a week ago, and havn't gotten > > >>> one message yet. Is something wrong, or is this just a really quiet > > >>> list?? > > >>> > > >>> Just in case someone's out there: I dicovered TND a couple of weeks > > >>> ago, and I am very impressed! I am now working on a converter for > > >>> TrueSpace. I have the geometry translation done, and am now working > on > > >>> materials/textures. Hopefully someday it will also do animation. It > > >>> reads a TS scene file, and outputs several mesh files (.n3d) and a TCL > > >>> script to load them into TND. I'll let you know how it goes. > > >>> > > >>> > > >>> -Aaron > > >>> > > >>> > > >>> > > >>> > > >>> _______________________________________________ > > >>> Nebuladevice-discuss mailing list > > >>> Neb...@li... > > >>> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > > >>> > > >>> > > >> > > >> > > >> _______________________________________________ > > >> Nebuladevice-discuss mailing list > > >> Neb...@li... > > >> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > > >> > > > > > > > > > > > > _______________________________________________ > > Nebuladevice-discuss mailing list > > Neb...@li... > > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss |
From: Inquisitor <my...@fo...> - 2000-12-05 02:00:48
|
I'd be very interested in seeing what you accomplish with adding lua to the Nebula Device. Are you thinking about adding version 3.2 or 4.0? 4.0 is still beta right? Also, I'm going to start working on a model exporter for Cinema4D sometime soon. I'm not sure if anyone on this list uses Cinema4D though. It seems like a lot of people are writing exporters individually, do you all think we should try to work together on the exporters or at least post general info/tips about writing exporters to help each other out? BTW, I'll post any updates, bug fixes, add-ons, etc that anyone has for TND on GameDeveloper.net. And if you have any information about using TND or any How To's that you would like to share I can post that too. You can monitor the postings in gamedeveloper.net's nebula device message board through email too, so even if you don't use the board you can still register and watch for new posts through email. Chuck Thomas www.gamedeveloper.net ----- Original Message ----- From: "charlie wallace" <ch...@3d...> Cc: <neb...@li...> Sent: Monday, December 04, 2000 7:02 PM Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > i've been looking at adding lua to it instead of tcl/tk so i'll be > interested in what you see. > > i fixed a few small bugs, mainly in the error handling routines, > should probably post them to sourceforge but the it seemed > dead. > > > > > From: Ben Smith <be...@ni...> > > Date: Mon, 4 Dec 2000 16:57:23 -0800 (PST) > > To: charlie wallace <ch...@3d...> > > Cc: neb...@li... > > Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > > > > Likewise, I have been on it a few weeks and haven't seen anything. Email is > > less irritating for me to manage than the sourceforge discussions. It's cool > > that someone is working on 3ds stuff, I work in linux primarily without tools > > like 3ds or Wavefront, so I'd really like to see DXF support. > > > > Right now I'm working on embedding a python interpreter server into TND. > > After > > that, it may make sense to make python language bindings around the different > > modules of nebula to control them that way. What I'd really like to do is be > > able to subclass any of the c/c++ implemented classes that come with nebula > > with python classes and use them transparently by TND(probably with some help > > of the python ExtensionClass). Based on what I've read of TND's docs, the > > scripting server component translates a few language commands to TND Command > > objects, but I'm not 100% sure as I don't know tcl and I don't wish to learn > > it. It was also suggested by the docs that translating to TND command objects > > is the way to do it for "generic" script interface support, but that language > > bindings would also be desirable. That's all if I understand what's going on > > correctly. I'd appreciate comments and suggestions and help and not flames. > > > > I was utterly blown away by the tekdemos, as were many of my friends. TND > > looks very much like something I was planning on writing, though fortunately > > now I don't have to :) Thanks! It's awesome! I hope on hacking on it > > mightily. =) The licensing is also very nice. > > > > -b > > > > On Mon, 4 Dec 2000, charlie wallace wrote: > > > >> i've been on it a few weeks and havent seen a message either.. > >> > >> i'll be interested in what you do for a 3dsmax basis =) > >> > >> > >> charlie.. > >> > >> > >> > >>> From: Aaron Cram <aa...@or...> > >>> Organization: ORI > >>> Date: Mon, 04 Dec 2000 14:30:06 -0800 > >>> To: neb...@li... > >>> Subject: [Nebula-Discuss] Hello? Anyone there? (TrueSpace converter) > >>> > >>> > >>> Hi, > >>> > >>> I signed up to this mailing list over a week ago, and havn't gotten > >>> one message yet. Is something wrong, or is this just a really quiet > >>> list?? > >>> > >>> Just in case someone's out there: I dicovered TND a couple of weeks > >>> ago, and I am very impressed! I am now working on a converter for > >>> TrueSpace. I have the geometry translation done, and am now working on > >>> materials/textures. Hopefully someday it will also do animation. It > >>> reads a TS scene file, and outputs several mesh files (.n3d) and a TCL > >>> script to load them into TND. I'll let you know how it goes. > >>> > >>> > >>> -Aaron > >>> > >>> > >>> > >>> > >>> _______________________________________________ > >>> Nebuladevice-discuss mailing list > >>> Neb...@li... > >>> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > >>> > >>> > >> > >> > >> _______________________________________________ > >> Nebuladevice-discuss mailing list > >> Neb...@li... > >> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > >> > > > > > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > |
From: WhiteGold <wg...@fl...> - 2000-12-05 01:18:19
|
Hi - Not dead in the least - we're all just so busy working on our own projects that we sometimes forget to say HI! I'm putting together a 2nd version of the Maya exporter for Nebula. It includes geometry export as well as animation export this time. Luck to you all! WG ----- Original Message ----- From: "charlie wallace" <ch...@3d...> Cc: <neb...@li...> Sent: Monday, December 04, 2000 8:02 PM Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > i've been looking at adding lua to it instead of tcl/tk so i'll be > interested in what you see. > > i fixed a few small bugs, mainly in the error handling routines, > should probably post them to sourceforge but the it seemed > dead. > > > > > From: Ben Smith <be...@ni...> > > Date: Mon, 4 Dec 2000 16:57:23 -0800 (PST) > > To: charlie wallace <ch...@3d...> > > Cc: neb...@li... > > Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > > > > Likewise, I have been on it a few weeks and haven't seen anything. Email is > > less irritating for me to manage than the sourceforge discussions. It's cool > > that someone is working on 3ds stuff, I work in linux primarily without tools > > like 3ds or Wavefront, so I'd really like to see DXF support. > > > > Right now I'm working on embedding a python interpreter server into TND. > > After > > that, it may make sense to make python language bindings around the different > > modules of nebula to control them that way. What I'd really like to do is be > > able to subclass any of the c/c++ implemented classes that come with nebula > > with python classes and use them transparently by TND(probably with some help > > of the python ExtensionClass). Based on what I've read of TND's docs, the > > scripting server component translates a few language commands to TND Command > > objects, but I'm not 100% sure as I don't know tcl and I don't wish to learn > > it. It was also suggested by the docs that translating to TND command objects > > is the way to do it for "generic" script interface support, but that language > > bindings would also be desirable. That's all if I understand what's going on > > correctly. I'd appreciate comments and suggestions and help and not flames. > > > > I was utterly blown away by the tekdemos, as were many of my friends. TND > > looks very much like something I was planning on writing, though fortunately > > now I don't have to :) Thanks! It's awesome! I hope on hacking on it > > mightily. =) The licensing is also very nice. > > > > -b > > > > On Mon, 4 Dec 2000, charlie wallace wrote: > > > >> i've been on it a few weeks and havent seen a message either.. > >> > >> i'll be interested in what you do for a 3dsmax basis =) > >> > >> > >> charlie.. > >> > >> > >> > >>> From: Aaron Cram <aa...@or...> > >>> Organization: ORI > >>> Date: Mon, 04 Dec 2000 14:30:06 -0800 > >>> To: neb...@li... > >>> Subject: [Nebula-Discuss] Hello? Anyone there? (TrueSpace converter) > >>> > >>> > >>> Hi, > >>> > >>> I signed up to this mailing list over a week ago, and havn't gotten > >>> one message yet. Is something wrong, or is this just a really quiet > >>> list?? > >>> > >>> Just in case someone's out there: I dicovered TND a couple of weeks > >>> ago, and I am very impressed! I am now working on a converter for > >>> TrueSpace. I have the geometry translation done, and am now working on > >>> materials/textures. Hopefully someday it will also do animation. It > >>> reads a TS scene file, and outputs several mesh files (.n3d) and a TCL > >>> script to load them into TND. I'll let you know how it goes. > >>> > >>> > >>> -Aaron > >>> > >>> > >>> > >>> > >>> _______________________________________________ > >>> Nebuladevice-discuss mailing list > >>> Neb...@li... > >>> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > >>> > >>> > >> > >> > >> _______________________________________________ > >> Nebuladevice-discuss mailing list > >> Neb...@li... > >> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > >> > > > > > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss |
From: charlie w. <ch...@3d...> - 2000-12-05 01:03:34
|
i've been looking at adding lua to it instead of tcl/tk so i'll be interested in what you see. i fixed a few small bugs, mainly in the error handling routines, should probably post them to sourceforge but the it seemed dead. > From: Ben Smith <be...@ni...> > Date: Mon, 4 Dec 2000 16:57:23 -0800 (PST) > To: charlie wallace <ch...@3d...> > Cc: neb...@li... > Subject: Re: [Nebula-Discuss] Hello? Anyone there? (Python) > > Likewise, I have been on it a few weeks and haven't seen anything. Email is > less irritating for me to manage than the sourceforge discussions. It's cool > that someone is working on 3ds stuff, I work in linux primarily without tools > like 3ds or Wavefront, so I'd really like to see DXF support. > > Right now I'm working on embedding a python interpreter server into TND. > After > that, it may make sense to make python language bindings around the different > modules of nebula to control them that way. What I'd really like to do is be > able to subclass any of the c/c++ implemented classes that come with nebula > with python classes and use them transparently by TND(probably with some help > of the python ExtensionClass). Based on what I've read of TND's docs, the > scripting server component translates a few language commands to TND Command > objects, but I'm not 100% sure as I don't know tcl and I don't wish to learn > it. It was also suggested by the docs that translating to TND command objects > is the way to do it for "generic" script interface support, but that language > bindings would also be desirable. That's all if I understand what's going on > correctly. I'd appreciate comments and suggestions and help and not flames. > > I was utterly blown away by the tekdemos, as were many of my friends. TND > looks very much like something I was planning on writing, though fortunately > now I don't have to :) Thanks! It's awesome! I hope on hacking on it > mightily. =) The licensing is also very nice. > > -b > > On Mon, 4 Dec 2000, charlie wallace wrote: > >> i've been on it a few weeks and havent seen a message either.. >> >> i'll be interested in what you do for a 3dsmax basis =) >> >> >> charlie.. >> >> >> >>> From: Aaron Cram <aa...@or...> >>> Organization: ORI >>> Date: Mon, 04 Dec 2000 14:30:06 -0800 >>> To: neb...@li... >>> Subject: [Nebula-Discuss] Hello? Anyone there? (TrueSpace converter) >>> >>> >>> Hi, >>> >>> I signed up to this mailing list over a week ago, and havn't gotten >>> one message yet. Is something wrong, or is this just a really quiet >>> list?? >>> >>> Just in case someone's out there: I dicovered TND a couple of weeks >>> ago, and I am very impressed! I am now working on a converter for >>> TrueSpace. I have the geometry translation done, and am now working on >>> materials/textures. Hopefully someday it will also do animation. It >>> reads a TS scene file, and outputs several mesh files (.n3d) and a TCL >>> script to load them into TND. I'll let you know how it goes. >>> >>> >>> -Aaron >>> >>> >>> >>> >>> _______________________________________________ >>> Nebuladevice-discuss mailing list >>> Neb...@li... >>> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss >>> >>> >> >> >> _______________________________________________ >> Nebuladevice-discuss mailing list >> Neb...@li... >> http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss >> > > |
From: Ben S. <be...@ni...> - 2000-12-05 00:57:24
|
Likewise, I have been on it a few weeks and haven't seen anything. Email is less irritating for me to manage than the sourceforge discussions. It's cool that someone is working on 3ds stuff, I work in linux primarily without tools like 3ds or Wavefront, so I'd really like to see DXF support. Right now I'm working on embedding a python interpreter server into TND. After that, it may make sense to make python language bindings around the different modules of nebula to control them that way. What I'd really like to do is be able to subclass any of the c/c++ implemented classes that come with nebula with python classes and use them transparently by TND(probably with some help of the python ExtensionClass). Based on what I've read of TND's docs, the scripting server component translates a few language commands to TND Command objects, but I'm not 100% sure as I don't know tcl and I don't wish to learn it. It was also suggested by the docs that translating to TND command objects is the way to do it for "generic" script interface support, but that language bindings would also be desirable. That's all if I understand what's going on correctly. I'd appreciate comments and suggestions and help and not flames. I was utterly blown away by the tekdemos, as were many of my friends. TND looks very much like something I was planning on writing, though fortunately now I don't have to :) Thanks! It's awesome! I hope on hacking on it mightily. =) The licensing is also very nice. -b On Mon, 4 Dec 2000, charlie wallace wrote: > i've been on it a few weeks and havent seen a message either.. > > i'll be interested in what you do for a 3dsmax basis =) > > > charlie.. > > > > > From: Aaron Cram <aa...@or...> > > Organization: ORI > > Date: Mon, 04 Dec 2000 14:30:06 -0800 > > To: neb...@li... > > Subject: [Nebula-Discuss] Hello? Anyone there? (TrueSpace converter) > > > > > > Hi, > > > > I signed up to this mailing list over a week ago, and havn't gotten > > one message yet. Is something wrong, or is this just a really quiet > > list?? > > > > Just in case someone's out there: I dicovered TND a couple of weeks > > ago, and I am very impressed! I am now working on a converter for > > TrueSpace. I have the geometry translation done, and am now working on > > materials/textures. Hopefully someday it will also do animation. It > > reads a TS scene file, and outputs several mesh files (.n3d) and a TCL > > script to load them into TND. I'll let you know how it goes. > > > > > > -Aaron > > > > > > > > > > _______________________________________________ > > Nebuladevice-discuss mailing list > > Neb...@li... > > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > > > > > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > |
From: charlie w. <ch...@3d...> - 2000-12-05 00:20:47
|
i've been on it a few weeks and havent seen a message either.. i'll be interested in what you do for a 3dsmax basis =) charlie.. > From: Aaron Cram <aa...@or...> > Organization: ORI > Date: Mon, 04 Dec 2000 14:30:06 -0800 > To: neb...@li... > Subject: [Nebula-Discuss] Hello? Anyone there? (TrueSpace converter) > > > Hi, > > I signed up to this mailing list over a week ago, and havn't gotten > one message yet. Is something wrong, or is this just a really quiet > list?? > > Just in case someone's out there: I dicovered TND a couple of weeks > ago, and I am very impressed! I am now working on a converter for > TrueSpace. I have the geometry translation done, and am now working on > materials/textures. Hopefully someday it will also do animation. It > reads a TS scene file, and outputs several mesh files (.n3d) and a TCL > script to load them into TND. I'll let you know how it goes. > > > -Aaron > > > > > _______________________________________________ > Nebuladevice-discuss mailing list > Neb...@li... > http://lists.sourceforge.net/mailman/listinfo/nebuladevice-discuss > > |
From: Aaron C. <aa...@or...> - 2000-12-04 22:29:41
|
Hi, I signed up to this mailing list over a week ago, and havn't gotten one message yet. Is something wrong, or is this just a really quiet list?? Just in case someone's out there: I dicovered TND a couple of weeks ago, and I am very impressed! I am now working on a converter for TrueSpace. I have the geometry translation done, and am now working on materials/textures. Hopefully someday it will also do animation. It reads a TS scene file, and outputs several mesh files (.n3d) and a TCL script to load them into TND. I'll let you know how it goes. -Aaron |
From: Nathan H. <hea...@ho...> - 2000-11-20 15:40:56
|
As one who is new to the Nebula Device, but not new to 3d, game engines, or programming (TCL included), I'm curious to see if anyone has any working game examples. I'd like to use TND to make some simple 3d games, but I think I need some more complete and/or verbose examples of a functioning game that uses TND. Is anyone working on any personal projects that they'd like to share? On the flip-side, is anyone working on projects that they're looking for help with? My skills run strongly towards the 3d end, with followed up by TCL abilities...my C++ skills run a distant third. .nathan hea...@ho... _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. Share information about yourself, create your own public profile at http://profiles.msn.com. |
From: Janis S. <jan...@na...> - 2000-11-20 08:46:18
|
Hello everybody, Has someone encountered linker errors in the last version of Nebula? It = affects nTexNode and nShaderNode particulary. The linker throws the = usual "symbol not found" errors, though the libraries are all included, = and the classes are exported. Tried to change N_DLLCLASS and N_PUBLIC = macros, but nothing helped. The strangest thing is, that these errors = appear on "random basis", almost on every third full build of the = engine. By the way, the old Nebula version compiles OK with the same = additional code (with nShaderNode removed, of course). Maybe that's MSVC bug? Any ideas? Jahnis=20 |
From: Vaclav S. <v.s...@vo...> - 2000-11-18 14:46:53
|
Hi, attached you can find a patch (3kB) that fixes some compilation=20 problems, namely: - gcc 2.95.2 cannot implicitly convert from int to GLenum in couple =20 of places - wftools makefiles didn't link to math library=20 - #including "gfx/glxext.h" caused tons of unknown identifiers and=20 has proven as unneccessary in combination with Mesa. (Fix for this=20 one is at the very beginning of the patch, so you can easily remove=20 it if you don't like it.)=20 The platform is: Linux 2.2.12, gcc 2.95.2, OpenGL library is Mesa 3.2=20 (compiled as software renderer). Regards, Vaclav=00 |
From: Matthew G. <ma...@da...> - 2000-11-17 18:08:50
|
Hi all, Has anyone encountered the nargs mem leak. This is the output I am getting. size = 6 src = c\kernel\narg.h line = 138 inline void nArg::SetS(const char *s) { > n_assert((ARGTYPE_VOID==this->type)||(ARGTYPE_STRING==this->type)); The other suspect here I am guessing could be TCL with WIN2K?! As this is the only other lib in the mix. Any similar experiances out there? The bug seems to be intermitant, in some builds I have had Nlaunch crash a few seconds after console launch (while typeing) and in others it has taken a large file to do it. The size seems to vary but the line is always the same. I am building using WIN2k and I am using both MSVC 6(service 4) and the Intel 4.5 compiler. The problem is this is so intermitant I am having trouble knowing where to look (while translating German comments :) ). I have been building the new release which looks very promising by the way. I am particularly impressed with your approach to the scene graph and vertex clustering (I was working on the same approach myself when your update turned up). This realy does open the flood gates for decent clustered animation. I am using Maya and have found the only satisfactory solution to the problem of using models with complex changeing layered structures is Smooth Skin clustering. Question on Memory Management; The nebula uses wrappers for memory management, Has anyone experimented with different allocation calls? Am I being paranoid or are there still operating system issues causing problems here? By the way I have translated much of the origional code comments with a purchased version of the online Bablefish translation tool, which is amazingly good for what it is. I would like to contribute this to the Nebula project at some point but the question is how best to integrate it. Your scripts read from the source files I think. Any suggestions? I could package them into a new doc but this will take a little while as time is short for me at the mo. Cheers Matthew Gahan |
From: Leaf G. <le...@sm...> - 2000-11-16 23:27:48
|
Hello, first, regarding the mailing list, I may have not set things up in the best way, so if you have any problems or any preferences, get in touch. Ok, I have a problem with the sound in Nebula. I can get a nsoundnode to load and play a sample but it only plays the start of the sample, it seems that every frame it starts the sample from the beginning. If I slow the frame rate down then I can hear a little more of the sample, if I let it run full speed, I just get car engine fx 8) I've done _some_ debugging and it appears to be loading all of the sample and correctly identifying the length, but not playing it. So before I go any further, is this just me and my system, or something that effects other people too? Cheers -Leaf. p.s I'm using win2k/win98 sblive. |
From: Leaf G. <le...@sm...> - 2000-11-16 20:44:49
|
Ok, so we have a mailing list. It's all shiny new and empty at the moment, so let's try and keep it that way ;) I may have not set this up right, so if you have any problems or ideas about how it should be setup, please tell me. Cheers, -Leaf. |