Thread: [Opentnl-general] TNL and STL
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From:
<j-f...@gl...> - 2004-05-04 01:41:44
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Hello guys, I'd like to use TNL in my game. But I noticed that as soon as I include a STL header to one of my file nothing compiles. There's a line in tnlType.h which mess with the new operator that seems to cause the trouble. I'd like to know if there's a way to use the STL header files at the same time than TNL because the scenegraph of my game uses STL alot. Thanks Jeff |
From: Jarrod R. <ja...@ve...> - 2004-05-04 03:53:32
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could someone point me in the right direction on what would be the most appropriate mechanism to stream something like audio as a contrived example in real time? which classes would suit this the best? do they exist? if not where would be the best 'plugin point' in the code? |
From: Mark F. <ma...@ga...> - 2004-05-04 05:33:42
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What kind of data are you streaming? If it's unguaranteed, you can either send it as events, as RPCs, or you can tag it on to each packet directly in a connection's overloaded writePacket/readPacket calls. If it's a guaranteed data stream, I'd recommend using either events or RPCs of ByteBuffers (easiest). You would want to derive your own connection class from either EventConnection or GhostConnection and then add the RPCs or the appropriate read/write packet there. - Mark Jarrod Roberson wrote: > could someone point me in the right direction on what would be the > most appropriate mechanism to stream something like audio as a > contrived example in real time? > which classes would suit this the best? > do they exist? > if not where would be the best 'plugin point' in the code? > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Opentnl-general mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opentnl-general |
From: Jarrod R. <ja...@ve...> - 2004-05-04 14:31:41
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Mark Frohnmayer wrote: > What kind of data are you streaming? If it's unguaranteed, you can > either send it as events, as RPCs, or you can tag it on to each packet > directly in a connection's overloaded writePacket/readPacket calls. > If it's a guaranteed data stream, I'd recommend using either events or > RPCs of ByteBuffers (easiest). > > You would want to derive your own connection class from either > EventConnection or GhostConnection and then add the RPCs or the > appropriate read/write packet there. > > - Mark unguaranteed audio thanks for the response. |
From: Mark F. <ma...@ga...> - 2004-05-04 15:23:22
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> unguaranteed audio thanks for the response. Hey Jarrod, Are you doing VOIP stuff? I was thinking that it would make a lot of sense to do a sort of standard example for TNL that did VOIP using HawkVoice or some other open source voice codec. Not sure if you're interested, but I think it will have a lot of applicability for a lot of projects. |
From: Jarrod R. <ja...@ve...> - 2004-05-04 15:41:22
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Mark Frohnmayer wrote: > Hey Jarrod, > > Are you doing VOIP stuff? I was thinking that it would make a lot of > sense to do a sort of standard example for TNL that did VOIP using > HawkVoice or some other open source voice codec. Not sure if you're > interested, but I think it will have a lot of applicability for a lot > of projects. > I want to do VOIP eventually. I was just going to try and get streaming audio from a file working first. Other things I need is rsync like file patching using what I call "trickle down" delivery. Delivering new content while the client is "idle". |
From: Mark F. <ma...@ga...> - 2004-05-04 05:26:29
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Jean-Francois Lévesque wrote: >Hello guys, > >I'd like to use TNL in my game. But I noticed that as soon as I include a >STL header to one of my file nothing compiles. >There's a line in tnlType.h which mess with the new operator that seems to cause the trouble. > >I'd like to know if there's a way to use the STL header files at the same time than TNL because the scenegraph of my game uses STL alot. > It should work to just replace the overloaded operator new in tnlTypes.h with an include of the STL new - like so: //inline void* operator new(size_t size, void* ptr) { return ptr; } #include <new> |