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From: clayton c. <dr...@sm...> - 2001-08-28 20:55:38
|
is there a chm viewer for linux? |
|
From: <luc...@li...> - 2001-08-28 20:39:04
|
A new .chm file ( Microsoft MSDN style documentation) compilated from doxygen generated html documents is avalable in the openvrml public area: ftp://openvrml.sf.net/pub/openvrml/ the .cmh file being: openvrml-0_11_1.chm. This file is only a very preliminary and temporary release covering only the status of the current version N=B0 0_11.1. However we find that also such a preliminary version can help people interested in openvrml to get confidence with its api and internals. Greets Luca Regini P.S: It would be very interesting and useful to collect code snapshots related to openvrml so to provide a database of examples; hence everyone who has been using openvrml in his projects is welcomed to provide hints and examples. |
|
From: dourmana <dou...@i-...> - 2001-08-21 12:41:08
|
I am Petko Dourmana www.dourmana.com=20 I have a project in which TCL scripts in IRC channel need to connect to = VRML environment. And TCL scripts and VRML need to interact. For example = if it is a simple TCL script counting chatters in the channel, it sends = information to the VRML environment and it generates different 3D = objects, corresponding to the number of the chatters. Again for example = if chatter is going to send more information in channel, his = corresponding 3D object is going to grow. I am very sorry for my amateur description of the situation, but I am an = amateur in TCL scripting. Thank you in advance, if somebody helps me. =20 |
|
From: Chris M. <cm...@ve...> - 2001-08-20 14:39:46
|
I haven't worked on openvrml for a couple of years now. You should direct your questions to the developers list, where Braden is leading the project. Since he wrote the parser, he is especially well-equipped to answer questions on that topic. Braden et al, feel free to correct whatever out of date, incorrect, or otherwise misleading half truths I spew out below... ----- Original Message ----- From: <luc...@li...> To: <cm...@ve...> Sent: Monday, August 20, 2001 5:27 AM Subject: Some openvrml questions > I am beginning to use openvrml for a research project, if u dont mind i > would like to ask two questions that would help me to gain confidence > with the library's architecture. > > > -The parser reads the wrl file and returns an MFnode containing all the > vrml nodes. > Why did u choose to embody so much complexity in the parser? The parser converts from the external representation (wrl file) to the internal representation (VrmlNode scene graph). That is pretty much the definition of a parser. What complexity would you like to leave out? I'm not a big fan of the parser construction technology used in openvrml but the parser itself is a fairly well-encapsulated black box that hides its implementation complexity significantly better than the standard lex/yacc API. > I mean the parser needs a Doc2 and a VrmlNamespace and only the doc2 > class requires zlib to compile properly. That is a pretty minimal interface. The parser needs a data source that can read from optionally gzip-compressed files/URLs (provided by Doc2) and it needs to know what node types are defined in the current scope (which is what the namespace supplies). > Is it very difficult to move this complexity "outside" from the parser? I see no advantages to doing so (of course, I haven't even looked at the source for the last 2 releases, so I may be out of touch). > > -In a scene graph library the rendering should be a graph traversing > process, so usually the renderer is implemented as a new class > hierarchy and nodes classes in the scene graph dont know how to render > themself ( at least i have seen something similar in open inventor and > open performer). Why did u choose to embody in the VrmlNode part of the > rendering process? It is very difficult to move the rendering > process "outside" the scene graph managment process? I think the paradigm of each node knowing how to render itself is a nice encapsulation of the node-specific knowledge. It makes it simple to add nodes and it lets each node use its own internal data for rendering optimizations. In fact I think much of the work currently (?) done in the Viewer classes (triangulation now and stripification some day...) ought to be done in the various node classes, so the Viewers become responsible for just blasting tristrips out. Chris > > Thanks in advance for ur attention. > > Greets > Luca > > > |
|
From: Braden M. <br...@en...> - 2001-08-18 23:34:59
|
On 18 Aug 2001 15:01:56 +0200, luc...@li... wrote: > Do u have some particular meeting day and time for ur IRC chat sessions? > I have been in the openvrml chan several times but i always found it > empty. I live in Italy so my reference time is the Central European > Time. I'm frequently there at night EDT, say from 10pm-4am or so. I'm on and off, and I may be distracted. I suppose that would be from 2am-8am UTC. I'm also available on Jabber (see sig). -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |
|
From: <luc...@li...> - 2001-08-18 13:03:29
|
Do u have some particular meeting day and time for ur IRC chat sessions? I have been in the openvrml chan several times but i always found it empty. I live in Italy so my reference time is the Central European Time. Greets Luca |
|
From: <luc...@li...> - 2001-08-18 13:00:05
|
It is not so difficult but u have to write some code. The first step is to load the vrml with something like this: parser.vrmlScene(*result,*rootNamespace,tryUrl); This will return all the VRML world as a MFNode in *result. Then u have to derive a Visitor class from VrmlNodeVisitor. This abstract class offers an interface for every node type in the VRML specs. U have to put code dealing with type information in the corresponding visit function and u have also to pay attention on visiting possible children of each node. A good example is found also in the openvrml library: take a look at VrmlNodeCloneVisitor in Vrmlnamespace.cpp , take a look at the visitchildren function to learn how to deal with children. Hope this help Greets Luca |
|
From: Braden M. <br...@en...> - 2001-08-18 01:10:45
|
On 17 Aug 2001 21:05:28 +0200, luc...@li... wrote: > >At this point, any significant reworking of the NodeVisitor would be > >short-lived, as the node rearchitecture will impact this interface > >significantly. > > Can u please tell something more about this subject? > > Is there any irc or chat channel in which OpenVrml developers usually > meet? There's #openvrml on openprojects.net. Details on this rearchitecture are still congealing; I'll be posting more about as we get closer to the 0.12 release. Catch me on IRC and I'll be happy to talk about what's currently rattling around in my head. -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |
|
From: <luc...@li...> - 2001-08-17 19:02:29
|
>> Also i think that even if the addition of a getchildren method in the >> vrmlnode interface would help a lot i believe that traversing the scene >> graph is anyway a process that still depends on node types. >If a node's children can be gotten in a generic way, you nolonger need >to know the exact type of nodes for traversal--though you may need to >know this for something else you're trying to do during traversal. I agree completely: when i was saying that "the addition of a getchildren method in the vrmlnode interface would help a lot" i was meaning that such a method leads to a complete abstraction of the traversing process. At the same time it also true that traversing the scene graph is done to accomplish "something" and it is probable that this "something" has to deal with node type information. >At this point, any significant reworking of the NodeVisitor would be >short-lived, as the node rearchitecture will impact this interface >significantly. Can u please tell something more about this subject? Is there any irc or chat channel in which OpenVrml developers usually meet? Thanks Luca |
|
From: Braden M. <br...@en...> - 2001-08-17 17:33:12
|
On 17 Aug 2001 14:12:50 +0200, luc...@li... wrote: > I managed to write a very basic geometry parser implementing my own > VrmlNodeVisitor class (for the moment it gets only Boxes' geometry). > Sorry but now i have some more questions... :PP > > Why every VrmlNode has a flag to signal if the node has been visited or > not? Node instances can be USEd at multiple points in the scene graph. If this flag weren't there, determining whether a node had already been visited would be more difficult and time consuming. > Also i think that even if the addition of a getchildren method in the > vrmlnode interface would help a lot i believe that traversing the scene > graph is anyway a process that still depends on node types. If a node's children can be gotten in a generic way, you nolonger need to know the exact type of nodes for traversal--though you may need to know this for something else you're trying to do during traversal. > I think that a possible solution to consider would be also to redesign > the VrmlNodeVisitor class using just a pure virtual destructor and > implementing all the other virtual functions so that they traverse the > scene graph without doing anything else. Doing this way one can use the > base class functions to traverse the scene graph while ovverriding only > virtual functions that corresponds to nodes of interest. At this point, any significant reworking of the NodeVisitor would be short-lived, as the node rearchitecture will impact this interface significantly. -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |
|
From: <mk...@da...> - 2001-08-17 16:13:49
|
> And I think it could add to the utility of OpenVRML lookat
> to have some direct "photo-real" output as an optional
> add-on.
Definitely. VRML offers the advantage that one can actually interact
with a scenery, or at least change viewpoints during an animation. Yet
sometimes it would be nice if one could provide an alternative rendition
and not just a static image file, especially since VRML viewers are not
yet commonly installed on all platforms. (Though the people working on
openvrml and similar projects are thankfully changing this).
Martin
--
Dr. Martin Kroeker, daVeg GmbH Darmstadt CAD/CAM/CAQ mk...@da...
Precision Powered by Penguins
|
|
From: Nigel S. <ni...@ni...> - 2001-08-17 15:48:40
|
> > at each node. (Pondering bolting a raytracer onto OpenVRML > > for making movies from VRML files...) > Wouldn't it be easier for you to convert the vrml file to POV (or any > other raytracer that has the necessary feature) and use its scripting > capabilities for the animation ? POV is great, and so on... But I'm thinking of a more integrated solution with an LGPL license. As a strong C++ programmer, POV script tends to irritate me... :-) (It looks kindof like C, but isn't as sane as C, AFAIC) And I think it could add to the utility of OpenVRML lookat to have some direct "photo-real" output as an optional add-on. (BTW - I'm also on the Ray++ list...) http://www.mpa-garching.mpg.de/~martin/ray++/raymain.html -- Nigel Stewart Email: ni...@ni... WWW: http://www.nigels.com Research Student, Software Developer. Just two stops down the line at Zoo Station. |
|
From: <mk...@da...> - 2001-08-17 15:10:24
|
> at each node. (Pondering bolting a raytracer onto OpenVRML
> for making movies from VRML files...)
Wouldn't it be easier for you to convert the vrml file to POV (or any
other raytracer that has the necessary feature) and use its scripting
capabilities for the animation ?
Martin
--
Dr. Martin Kroeker, daVeg GmbH Darmstadt CAD/CAM/CAQ mk...@da...
Precision Powered by Penguins
|
|
From: Nigel S. <ni...@ni...> - 2001-08-17 14:44:24
|
> I managed to write a very basic geometry parser implementing my own
> VrmlNodeVisitor class (for the moment it gets only Boxes' geometry).
> Sorry but now i have some more questions... :PP
Just out of curiosity - how difficult would it be to traverse
the tree and extract all the shapes such as sphere, cylinder,
box, line and face set - including the combined transformation
at each node. (Pondering bolting a raytracer onto OpenVRML
for making movies from VRML files...)
Nigel
--
Nigel Stewart
Email: ni...@ni... WWW: http://www.nigels.com
Research Student, Software Developer.
Just two stops down the line at Zoo Station.
|
|
From: <luc...@li...> - 2001-08-17 12:10:00
|
I managed to write a very basic geometry parser implementing my own VrmlNodeVisitor class (for the moment it gets only Boxes' geometry). Sorry but now i have some more questions... :PP Why every VrmlNode has a flag to signal if the node has been visited or not? Also i think that even if the addition of a getchildren method in the vrmlnode interface would help a lot i believe that traversing the scene graph is anyway a process that still depends on node types. I think that a possible solution to consider would be also to redesign the VrmlNodeVisitor class using just a pure virtual destructor and implementing all the other virtual functions so that they traverse the scene graph without doing anything else. Doing this way one can use the base class functions to traverse the scene graph while ovverriding only virtual functions that corresponds to nodes of interest. I managed also to have doxygen generating documentation for the complete class hierarchy together with inheritance diagrams and source code references. If someone needs the script i used just drop me a line. Greets Luca |
|
From: Braden M. <br...@en...> - 2001-08-15 20:11:18
|
On 15 Aug 2001 14:05:26 +0200, Su...@gm... wrote: > Hi, > > thx Braden for the infos ... > > Does anyone know if the compiler has to support > Scoping rule (template instantiation) Not sure exactly what you're talking about... Koenig lookup? > to compile libopenvrml ??? If not (believing SGI's website) I don't think so. > there are no other things currently not supported in the newest version of > SGI's MIPS C++ compiler. But before I will try to install that newest one and > try to compile libopenvrml with it, I'd just like to know if it's worth a try > ... We have this bug open on the issue: <http://sourceforge.net/tracker/index.php?func=detail&aid=226337&group_id=7151&atid=107151> My feeling is that this can be made to work with some TLC from someone with access to this platform. > If I will be able to compile a version with the SGI Mips C++ compiler I will > let you know ... Thanks! -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |
|
From: clayton c. <dr...@sm...> - 2001-08-15 16:52:31
|
there is another thread here on this list i asked the same things where braden explains this: http://www.geocrawler.com/mail/thread.php3?subject=%5BOpenvrml-develop%5D+installing+spidermonkey+on+linux&list=6420 |
|
From: Chris M. <cm...@ve...> - 2001-08-15 16:44:44
|
I haven't been actively involved in the openvrml work for quite a while. Braden McDaniel is leading the effort, try sending a message to ope...@li... Chris ----- Original Message ----- From: "G.LeeJohnson" <G....@im...> To: <cm...@ve...> Sent: Wednesday, August 15, 2001 12:27 PM Subject: js > i'm having trouble using ./configure to get libmozjs.so compiled > in.....I'm not sure i'm 'making' the js i got from spikermoney > right....i typed > gmake -f Makefile.ref > > but saw no reference to .so being installed afterwards ..i tried gmake > install but nadda. > > what am I doing wrong?.:)..for now I just made --without-mozjs > > also I did a 'locate' on my system and it did show libmozjs.so in > /usr/lib/mozilla but it must be wrong version? as using it in =prefix > for configuratin didn't work.... > > thanks > lee > -==== > > |
|
From: <Su...@gm...> - 2001-08-15 12:05:30
|
Hi, thx Braden for the infos ... Does anyone know if the compiler has to support Scoping rule (template instantiation) to compile libopenvrml ??? If not (believing SGI's website) there are no other things currently not supported in the newest version of SGI's MIPS C++ compiler. But before I will try to install that newest one and try to compile libopenvrml with it, I'd just like to know if it's worth a try ... Thx, Sven If I will be able to compile a version with the SGI Mips C++ compiler I will let you know ... -- GMX - Die Kommunikationsplattform im Internet. http://www.gmx.net |
|
From: Braden M. <br...@en...> - 2001-08-15 01:48:33
|
On 14 Aug 2001 11:53:57 +0200, Su...@gm... wrote: > good idea, thx, now I have a version that works. The only problems I still > had were with libpng which seems to be an old version and resulted in some > unresolved symbols so I commented out the PNG stuff and I don't have this monkey > whatever it is called lib, so I made a version with no java script support. > Might that be a reason for the segmentation faults I get with most of the > demo models ??? > > I can read e.g. snoman.wrl and the motions are shown correctly as well... > > But now I still have a problem with my own application, whih might e a > problem of mixing SGI MIPS compiler linked and compiled things and the gcc stuff > ... well I have to find a solution for that. > > Does anyone know, where to get this monkey lib thing for IRIX ??? SpiderMonkey is the Mozilla JavaScript engine; information about where to get it is in the README. It should compile under Irix, but OpenVRML's configuration script isn't currently very good about detecting builds other than the one that installs with Mozilla. That should improve for the 0.12 release of OpenVRML, but that's still several weeks away. -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |
|
From: <Su...@gm...> - 2001-08-14 09:54:07
|
> Please try with the most recent version of the library. The current > makefiles don't do the pre-linking stuff anymore. Hi Braden, good idea, thx, now I have a version that works. The only problems I still had were with libpng which seems to be an old version and resulted in some unresolved symbols so I commented out the PNG stuff and I don't have this monkey whatever it is called lib, so I made a version with no java script support. Might that be a reason for the segmentation faults I get with most of the demo models ??? I can read e.g. snoman.wrl and the motions are shown correctly as well... But now I still have a problem with my own application, whih might e a problem of mixing SGI MIPS compiler linked and compiled things and the gcc stuff ... well I have to find a solution for that. Does anyone know, where to get this monkey lib thing for IRIX ??? Thx, Sven -- Aufgepasst - jetzt viele 1&1 New WebHosting Pakete ohne Einrichtungsgebuehr + 1 Monat Grundgebuehrbefreiung! http://puretec.de/index.html?ac=OM.PU.PU003K00736T0492a |
|
From: Braden M. <br...@en...> - 2001-08-13 19:42:04
|
On 13 Aug 2001 12:05:03 +0200, Su...@gm... wrote: > > > Your message didn't have an attachment. Just post the error messages > > inline. If there are lots of messages that look basically the same, feel > > free to abridge the output. > > > > Sorry };-) Forgot to attach ... > > Here it is: Please try with the most recent version of the library. The current makefiles don't do the pre-linking stuff anymore. -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |
|
From: bentley <be...@fw...> - 2001-08-13 13:43:58
|
Just a guess here, but it looks like you're using the Irix linker with the gcc compiler. Not sure if that is supposed to work. Have you tried installing the GNU bin-tools and using GNU ld ? On Mon, 13 Aug 2001 Su...@gm... wrote: > > > Your message didn't have an attachment. Just post the error messages > > inline. If there are lots of messages that look basically the same, feel > > free to abridge the output. > > > > Sorry };-) Forgot to attach ... > > Here it is: > > /bin/sh ../../../libtool --mode=link g++ -g -O2 -o antlr-prelinked.lo > /usr/bin/ld -n32 -r -o antlr-prelinked.o > ld32: INFO 46: No objects linked. > ^^^^^^^^^^^^^^^^^^ --- Ken Bentley <be...@fw...> |
|
From: <Su...@gm...> - 2001-08-13 10:05:12
|
> Your message didn't have an attachment. Just post the error messages
> inline. If there are lots of messages that look basically the same, feel
> free to abridge the output.
>
Sorry };-) Forgot to attach ...
Here it is:
/bin/sh ../../../libtool --mode=link g++ -g -O2 -o antlr-prelinked.lo
/usr/bin/ld -n32 -r -o antlr-prelinked.o
ld32: INFO 46: No objects linked.
^^^^^^^^^^^^^^^^^^
rm -f antlr-prelinked.lo
(cd . && ln -s antlr-prelinked.o antlr-prelinked.lo)
/bin/sh ../../../libtool --mode=compile g++ -DHAVE_CONFIG_H -I. -I.
-I../../.. -I../../../lib -I../../../lib/js -DXP_UNIX -g -O2 -c ScriptJS.cpp
rm -f .libs/ScriptJS.lo
g++ -DHAVE_CONFIG_H -I. -I. -I../../.. -I../../../lib -I../../../lib/js
-DXP_UNIX -g -O2 -c ScriptJS.cpp -DPIC -o .libs/ScriptJS.lo
In file included from VrmlNodeChild.h:24,
from VrmlNodeScript.h:29,
from ScriptJS.cpp:51:
VrmlNode.h:471:8: warning: extra tokens at end of #endif directive
In file included from ScriptJS.cpp:51:
VrmlNodeScript.h:135:8: warning: extra tokens at end of #endif directive
In file included from VrmlScene.h:27,
from ScriptJS.cpp:54:
VrmlNodeGroup.h:112:8: warning: extra tokens at end of #endif directive
mv -f .libs/ScriptJS.lo ScriptJS.o
(cd . && ln -s ScriptJS.o ScriptJS.lo)
/bin/sh ../../../libtool --mode=link g++ -g -O2 -o
scriptjs-prelinked.lo
/usr/bin/ld -n32 -r -o scriptjs-prelinked.o
ld32: INFO 46: No objects linked.
^^^^^^^^^^^^^^^^^^
rm -f scriptjs-prelinked.lo
(cd . && ln -s scriptjs-prelinked.o scriptjs-prelinked.lo)
/bin/sh ../../../libtool --mode=link g++ -g -O2 -o libopenvrml.la
-rpath /usr/local/lib -version-info 0:0:0 -ljpeg -lpng -lz -lm Doc.lo
doc2.lo MathUtils.lo gifread.lo jpgread.lo mpgread.lo pngread.lo dummysound.lo
Image.lo Audio.lo System.lo Viewer.lo VrmlBVolume.lo VrmlBSphere.lo
VrmlAABox.lo VrmlFrustum.lo VrmlRenderContext.lo VrmlField.lo VrmlNamespace.lo
VrmlNodeType.lo VrmlNode.lo VrmlNodeProto.lo VrmlNodeAnchor.lo
VrmlNodeAppearance.lo VrmlNodeAudioClip.lo VrmlNodeBackground.lo VrmlNodeBillboard.lo
VrmlNodeBox.lo VrmlNodeCollision.lo VrmlNodeColor.lo VrmlNodeColorInt.lo
VrmlNodeCone.lo VrmlNodeCoordinate.lo VrmlNodeCoordinateInt.lo VrmlNodeCylinder.lo
VrmlNodeCylinderSensor.lo VrmlNodeDirLight.lo VrmlNodeElevationGrid.lo
VrmlNodeExtrusion.lo VrmlNodeFog.lo VrmlNodeFontStyle.lo VrmlNodeGeometry.lo
VrmlNodeGroup.lo VrmlNodeIFaceSet.lo VrmlNodeILineSet.lo VrmlNodeImageTexture.lo
VrmlNodeInline.lo VrmlNodeIndexedSet.lo VrmlNodeLOD.lo VrmlNodeLight.lo
VrmlNodeMaterial.lo VrmlNodeMovieTexture.lo VrmlNodeNavigationInfo.lo
VrmlNodeNormal.lo VrmlNodeNormalInt.lo VrmlNodeOrientationInt.lo
VrmlNodePixelTexture.lo VrmlNodePlaneSensor.lo VrmlNodePointLight.lo VrmlNodePointSet.lo
VrmlNodePositionInt.lo VrmlNodeProximitySensor.lo VrmlNodeScalarInt.lo
ScriptObject.lo VrmlNodeScript.lo VrmlNodeShape.lo VrmlNodeSound.lo VrmlNodeSphere.lo
VrmlNodeSphereSensor.lo VrmlNodeSpotLight.lo VrmlNodeSwitch.lo VrmlNodeText.lo
VrmlNodeTextureCoordinate.lo VrmlNodeTextureTransform.lo
VrmlNodeTimeSensor.lo VrmlNodeTouchSensor.lo VrmlNodeTransform.lo VrmlNodeViewpoint.lo
VrmlNodeVisibilitySensor.lo VrmlNodeWorldInfo.lo VrmlScene.lo antlr-prelinked.lo
scriptjs-prelinked.lo
rm -fr .libs/libopenvrml.la .libs/libopenvrml.* .libs/libopenvrml.*
(cd . && ln -s antlr-prelinked.lo antlr-prelinked.o)
(cd . && ln -s scriptjs-prelinked.lo scriptjs-prelinked.o)
gcc -shared Doc.o doc2.o MathUtils.o gifread.o jpgread.o mpgread.o
pngread.o dummysound.o Image.o Audio.o System.o Viewer.o VrmlBVolume.o VrmlBSphere.o
VrmlAABox.o VrmlFrustum.o VrmlRenderContext.o VrmlField.o VrmlNamespace.o
VrmlNodeType.o VrmlNode.o VrmlNodeProto.o VrmlNodeAnchor.o VrmlNodeAppearance.o
VrmlNodeAudioClip.o VrmlNodeBackground.o VrmlNodeBillboard.o VrmlNodeBox.o
VrmlNodeCollision.o VrmlNodeColor.o VrmlNodeColorInt.o VrmlNodeCone.o
VrmlNodeCoordinate.o VrmlNodeCoordinateInt.o VrmlNodeCylinder.o
VrmlNodeCylinderSensor.o VrmlNodeDirLight.o VrmlNodeElevationGrid.o VrmlNodeExtrusion.o
VrmlNodeFog.o VrmlNodeFontStyle.o VrmlNodeGeometry.o VrmlNodeGroup.o VrmlNodeIFaceSet.o
VrmlNodeILineSet.o VrmlNodeImageTexture.o VrmlNodeInline.o
VrmlNodeIndexedSet.o VrmlNodeLOD.o VrmlNodeLight.o VrmlNodeMaterial.o VrmlNodeMovieTexture.o
VrmlNodeNavigationInfo.o VrmlNodeNormal.o VrmlNodeNormalInt.o
VrmlNodeOrientationInt.o VrmlNodePixelTexture.o VrmlNodePlaneSensor.o VrmlNodePointLight.o
VrmlNodePointSet.o VrmlNodePositionInt.o VrmlNodeProximitySensor.o
VrmlNodeScalarInt.o ScriptObject.o VrmlNodeScript.o VrmlNodeShape.o VrmlNodeSound.o
VrmlNodeSphere.o VrmlNodeSphereSensor.o VrmlNodeSpotLight.o VrmlNodeSwitch.o
VrmlNodeText.o VrmlNodeTextureCoordinate.o VrmlNodeTextureTransform.o
VrmlNodeTimeSensor.o VrmlNodeTouchSensor.o VrmlNodeTransform.o VrmlNodeViewpoint.o
VrmlNodeVisibilitySensor.o VrmlNodeWorldInfo.o VrmlScene.o antlr-prelinked.o
scriptjs-prelinked.o -ljpeg -lpng -lz -lm -lc -Wl,-soname -Wl,libopenvrml.so.1
`test -n "sgi1.0" && echo -Wl,-set_version -Wl,sgi1.0` -Wl,-update_registry
-Wl,.libs/so_locations -o .libs/libopenvrml.so.1.0
gcc: antlr-prelinked.o: Too many symbolic links in path name traversal
gcc: scriptjs-prelinked.o: Too many symbolic links in path name traversal
*** Error code 1 (bu21)
*** Error code 1 (bu21)
*** Error code 1 (bu21)
*** Error code 1 (bu21)
*** Error code 1 (bu21)
The last is clear, since no objects have been linked (underlined parts) the
created link points from .lo to .o and vice versa ...
antlr-prelinked.o -> antlr-prelinked.lo
antlr-prelinked.lo -> antlr-prelinked.o
(Same for scriptjs-prelinked)
So I did the linking of those two files by hand and then remade and I got a
libopenvrml but that one then causes the segmentation fault when readWRL is
called.
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From: Braden M. <br...@en...> - 2001-08-13 09:55:25
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On 13 Aug 2001 11:30:43 +0200, Su...@gm... wrote: > > > Exactly what is the nature of the problem you're having? > > Well, I want to create a Vrml97 Loader for another software and I used > OpenVrml under Linux to do so, which works really fine, I load the file with > libopenvrml and then I get all the information I need from the OpenVrml classes > and put them in the classes of the other software. > Now I wanted to do the same for the IRIX version, but I can't get a working > libopenvrml under IRIX. I assume that my developing environment on the O2 is > just not correct for the Makefiles created bu configure. > > In the attachment you can find the errors I get when compiling libopenvrml. Your message didn't have an attachment. Just post the error messages inline. If there are lots of messages that look basically the same, feel free to abridge the output. > I could also send you the config.* files if that would help to find out what > I have to change ... Your config.log would be useful if you are getting configuration errors, but it doesn't sound like that's the case. > Since I only need the data stored in the OpenVrml classes I don't really > need to compile lookat, but I just tried to do so to check why my loader > terminated with a segmentation fault when I used the libopenvrml I compiled under > Irix ... A backtrace may be useful, but let's address the errors you're getting at compile time first. -- Braden McDaniel e-mail: <br...@en...> <http://endoframe.com> Jabber: <br...@ja...> |