pipmak-users Mailing List for Pipmak Game Engine (Page 20)
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From: NigeC <nig...@gm...> - 2008-04-14 08:43:43
|
good to hear :) Just out of interest.. any idea why the 155 build wont work on Vista? i get a warning that the side by side configuration is wrong.. but it works fine on our XP machine I used Andrea build.. i haven't tried to build my own ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Christian-lost-in-URU--tp16656994p16673998.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: jcowen <jc...@ma...> - 2008-04-13 20:11:34
|
Christian Walther wrote: > > jcowen wrote: >>> I've been using the Pipmak engine as part of a course for Game Audio... > >>Oh, very cool! You're indoctrinating future Pipmak users. I like that. ;) > > Indeed! They've been very creative with it as well. Thanks so much for the > tool! > >>> I can't seem to get the Windows side of (creating a single file >>> standalone) working. >>> >>> Is there any way to accomplish the same thing on the PC? Either XP or >>> Vista? > >>Right now it's not possible to have a single-file product for Windows. > > OK, that is great to know. I'll let them know that dropping the project > into the same folder as the .exe is the correct way for now. That is > working fine for us all. > > Thanks again! > > JC > > > -- View this message in context: http://www.nabble.com/Standalone-for-Windows--tp16665587p16667437.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-04-13 19:27:19
|
jcowen wrote: > I've been using the Pipmak engine as part of a course for Game Audio, > walking them through thinking about interactivity and all the intricacies it > leads to on the audio side of things. Oh, very cool! You're indoctrinating future Pipmak users. I like that. ;) > Some of my students use the mac version and some use pc. After reading > Christian's comments on creating a standalone version for distribution I > can't seem to get the Windows side of it working. > > On the mac it is simple, drop the demo project into the application's folder > structure. Very clean, one file to distribute. > > Is there any way to accomplish the same thing on the PC? Either XP or Vista? Right now it's not possible to have a single-file product for Windows. That is, however, a goal for future versions. I've already managed to cut down on the number of DLLs somewhat for the next release. What you do right now is just put the project next to Pipmak.exe, DLLs etc. Pipmak then automatically opens the project, same as when you put it inside the application bundle on Mac OS. Or is that what you tried and it didn't work? -Christian |
From: jcowen <jc...@ma...> - 2008-04-13 19:10:34
|
Hi Everyone, I've been using the Pipmak engine as part of a course for Game Audio, walking them through thinking about interactivity and all the intricacies it leads to on the audio side of things. Some of my students use the mac version and some use pc. After reading Christian's comments on creating a standalone version for distribution I can't seem to get the Windows side of it working. On the mac it is simple, drop the demo project into the application's folder structure. Very clean, one file to distribute. Is there any way to accomplish the same thing on the PC? Either XP or Vista? Thanks for any help on this. JCowen -- View this message in context: http://www.nabble.com/Standalone-for-Windows--tp16665587p16665587.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-04-13 18:31:00
|
NigeC wrote: > Did Christian not manage to escape from Uru before the gates closed? Haha! In some way, yes... I'm still busy sorting screenshots and stuff... keeping up with forums... Plus other, unrelated things. But don't worry, I'm still here and I intend to return to Pipmak shortly. -Christian |
From: NigeC <nig...@gm...> - 2008-04-13 12:08:54
|
Did Christian not manage to escape from Uru before the gates closed? ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Christian-lost-in-URU--tp16656994p16656994.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-03-27 19:14:27
|
possible animation solution? theres a flash open source player that's cross platform and can be used within applications.. the possibilities could be endless http://www.gnashdev.org/ ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Animation-solution--tp16331846p16331846.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Urs H. <ur...@an...> - 2008-03-27 10:53:55
|
Hi I would like to add links to the following things to the Pipmak wiki. However, I do not know where exactly I should put them. Any suggestions? - Panorama photosticher Hugin http://hugin.sourceforge.net/ - Stereoscopic panoramic images http://local.wasp.uwa.edu.au/~pbourke/papers/vsmm2006/ - Worldforge (for games with more freedom of movement, multiplayer and bad graphics) http://www.worldforge.org/ Greetings Urs |
From: Aidan G. <wgs...@ih...> - 2008-03-03 07:52:47
|
Uh, no... I can get by using direct mouse mode as soon as I launch Pipmak. Christian Walther wrote: > Aidan Gauland wrote: >> [direct] mode doesn't seem to let me pan very far, the limit seems to be about oh, say 30 degrees. > ... >> Maybe this isn't worth investigating further, since the bug is gone now? > > Hold on, I can reproduce this (in r181). It happens in full-screen mode > after switching resolutions. Is that where it happened for you too? OK, > another bug to be fixed before the release. > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Christian W. <cwa...@gm...> - 2008-03-02 11:23:05
|
Aidan Gauland wrote: > [direct] mode doesn't seem to let me pan very far, the limit seems to be about oh, say 30 degrees. ... > Maybe this isn't worth investigating further, since the bug is gone now? Hold on, I can reproduce this (in r181). It happens in full-screen mode after switching resolutions. Is that where it happened for you too? OK, another bug to be fixed before the release. -Christian |
From: Christian W. <cwa...@gm...> - 2008-03-02 09:57:57
|
Urs Holzer wrote: > I have a hotspot and a handle that overlap. It seems that the hotspot > takes precedence over the handle. Is there a way to tell pipmak that > the handle should take precedence? I.e. I want to implement a moveable > lever that unfortunately lies within the area of a hotspot. (Yes I > could modify the hotspot so that it does not intersect with the handle, > but I really don't want to do that.) Right now there is no possibility to place handles on top of hotspots. This was done for (unmeasured) efficiency reasons, since checking for hotspots is cheaper than checking for handles. However, I assume it doesn't actually gain us much since usually most areas are not covered by hotspots and need to be tested for handles anyway. I suppose the proper thing to do would be to test for both hotspots and handles everywhere and use whichever was defined last in node.lua. Something for version 0.2.8, unless someone implements it before I get around to releasing 0.2.7. You may have noticed that I had the same problem with the lever in the demo project and just worked around it by making the hotspot smaller. -Christian |
From: Urs H. <ur...@an...> - 2008-03-01 10:44:16
|
Hi I have a hotspot and a handle that overlap. It seems that the hotspot takes precedence over the handle. Is there a way to tell pipmak that the handle should take precedence? I.e. I want to implement a moveable lever that unfortunately lies within the area of a hotspot. (Yes I could modify the hotspot so that it does not intersect with the handle, but I really don't want to do that.) |
From: Aidan G. <wgs...@ih...> - 2008-02-28 05:08:22
|
Christian Walther wrote: > Aidan Gauland wrote: >> I don't see how that could have fixed the bug. What other files did >> you change from r179 to r180? > > None, as you can see at > <http://pipmak.svn.sourceforge.net/viewvc/pipmak?view=rev&revision=180> > or by running "svn log -v -r180" in your working copy. Maybe this isn't worth investigating further, since the bug is gone now? > >> And I'm not sure I'm using the right term, I think joystick mode is >> the one where you don't have to click and hold to pan, just move the >> mouse. > > Uhm, no. I guess I have to change that term, since it seems to confuse > people (are people not familiar with joysticks anymore these days?). The > characteristic of a joystick is that the thing it moves on-screen moves > faster when you push the joystick farther, and continues moving when you > keep the joystick still (outside of its neutral position). So joystick > mode is the one where panning is faster the farther you drag, and > continues at a constant speed when you keep the mouse still while > dragging. Direct mode, on the other hand, is when the view moves > "directly" as much as you move the mouse, and stays still when you keep > the mouse still. > > Any better ideas to name the two modes than "joystick mode" and "direct > mode"? My confusion was caused by only remembering the name of one mode, so now that I remember what they're both called, I think the current names are appropriate. > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Christian W. <cwa...@gm...> - 2008-02-27 11:53:49
|
Aidan Gauland wrote: > I don't see how that could have fixed the bug. What other files did > you change from r179 to r180? None, as you can see at <http://pipmak.svn.sourceforge.net/viewvc/pipmak?view=rev&revision=180> or by running "svn log -v -r180" in your working copy. > And I'm not sure I'm using the right term, I think joystick mode is > the one where you don't have to click and hold to pan, just move the > mouse. Uhm, no. I guess I have to change that term, since it seems to confuse people (are people not familiar with joysticks anymore these days?). The characteristic of a joystick is that the thing it moves on-screen moves faster when you push the joystick farther, and continues moving when you keep the joystick still (outside of its neutral position). So joystick mode is the one where panning is faster the farther you drag, and continues at a constant speed when you keep the mouse still while dragging. Direct mode, on the other hand, is when the view moves "directly" as much as you move the mouse, and stays still when you keep the mouse still. Any better ideas to name the two modes than "joystick mode" and "direct mode"? -Christian |
From: Aidan G. <wgs...@ih...> - 2008-02-27 01:48:26
|
I don't see how that could have fixed the bug. What other files did you change from r179 to r180? And I'm not sure I'm using the right term, I think joystick mode is the one where you don't have to click and hold to pan, just move the mouse. Christian Walther wrote: > Aidan Gauland wrote: >> Actually, scratch that. It disappeared in revision 180. What did you >> do? Maybe the missing page was returned. >> >> Aidan Gauland wrote: >>> Ok, thanks for that clarification, I'll remember that. And about the >>> joystick mode bug, it's not in the stable release (0.2.6), only in the >>> developmental Subversion release. I'll look at the Subversion history >>> for Pipmak, and try older versions to see when it appeared. > > In r180? Check in your two-line patch: > http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/pipmak/source/pipmakLuaLib.c?r1=180&r2=179&pathrev=180 > > If that also fixes the joystick mode bug, all the better - but I'm > curious as to why. Did that bug only occur after you used the Save Game > dialog for the first time? > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Christian W. <cwa...@gm...> - 2008-02-26 11:52:59
|
Aidan Gauland wrote: > Actually, scratch that. It disappeared in revision 180. What did you > do? Maybe the missing page was returned. > > Aidan Gauland wrote: >> Ok, thanks for that clarification, I'll remember that. And about the >> joystick mode bug, it's not in the stable release (0.2.6), only in the >> developmental Subversion release. I'll look at the Subversion history >> for Pipmak, and try older versions to see when it appeared. In r180? Check in your two-line patch: http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/pipmak/source/pipmakLuaLib.c?r1=180&r2=179&pathrev=180 If that also fixes the joystick mode bug, all the better - but I'm curious as to why. Did that bug only occur after you used the Save Game dialog for the first time? -Christian |
From: Aidan G. <wgs...@ih...> - 2008-02-26 07:20:40
|
Actually, scratch that. It disappeared in revision 180. What did you do? Maybe the missing page was returned. -Aidan Aidan Gauland wrote: > Ok, thanks for that clarification, I'll remember that. And about the > joystick mode bug, it's not in the stable release (0.2.6), only in the > developmental Subversion release. I'll look at the Subversion history > for Pipmak, and try older versions to see when it appeared. > > -Aidan > > Christian Walther wrote: >> Aidan Gauland wrote: >>> There are two control (i.e. hotspots and handles) events that I just >>> can't figure out: onhilite and enenddrag. Can anyone tell me what >>> triggers these, and how to use them? >> onhilite is used on controls that represent buttons (in the usual >> computer GUI sense) and is triggered whenever the button should >> highlight or unhighlight: Highlight when the mouse goes down on the >> button, unhighlight when the mouse, still down, leaves it, highlight >> again, when the mouse, still down, reenters it, unhighlight when the >> mouse goes up, etc. You should find many examples of this in the >> internal nodes (main menu, Lua command line, etc.) that are stored in >> the "Pipmak Resources" ZIP file (on Windows and Linux); the demo project >> has one on the title node too. >> >> onenddrag is triggered when the mouse goes up after it went down on the >> control, no matter where it is now (onmouseup is only triggered when the >> mouse goes up on the control). Search for "onenddrag" in the demo >> project, I think it's used there a few times too. >> >> Incidentally, these two events are the ones that were not directly >> modeled after HyperCard (except for the spelling of "hilite"). onhilite >> is necessary because HyperCard handles the highlighting of a button >> internally. onenddrag is an addition that seemed useful to me - in >> HyperCard, such things were usually done in ways like "repeat while the >> mouse is down", which doesn't work in Pipmak. >> >> I guess I should complete the documentation about these one day... >> >>> And another thing, I'm asking about this because it wasn't on the list >>> of things that remain to be done/fixed for 0.2.7: joystick mode doesn't >>> seem to let me pan very far, the limit seems to be about oh, say 30 >>> degrees. This isn't intentional is it? >> Not at all - that sounds like a pretty serious bug. One that I've never >> heard of. Do you think you'd be able to figure out what's going on yourself? >> >> -Christian >> >> >> ------------------------------------------------------------------------- >> This SF.net email is sponsored by: Microsoft >> Defy all challenges. Microsoft(R) Visual Studio 2008. >> http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ >> _______________________________________________ >> Pipmak-Users mailing list >> Pip...@li... >> news://news.gmane.org/gmane.games.devel.pipmak.user >> https://lists.sourceforge.net/lists/listinfo/pipmak-users >> > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Aidan G. <wgs...@ih...> - 2008-02-25 08:26:13
|
Ok, thanks for that clarification, I'll remember that. And about the joystick mode bug, it's not in the stable release (0.2.6), only in the developmental Subversion release. I'll look at the Subversion history for Pipmak, and try older versions to see when it appeared. -Aidan Christian Walther wrote: > Aidan Gauland wrote: >> There are two control (i.e. hotspots and handles) events that I just >> can't figure out: onhilite and enenddrag. Can anyone tell me what >> triggers these, and how to use them? > > onhilite is used on controls that represent buttons (in the usual > computer GUI sense) and is triggered whenever the button should > highlight or unhighlight: Highlight when the mouse goes down on the > button, unhighlight when the mouse, still down, leaves it, highlight > again, when the mouse, still down, reenters it, unhighlight when the > mouse goes up, etc. You should find many examples of this in the > internal nodes (main menu, Lua command line, etc.) that are stored in > the "Pipmak Resources" ZIP file (on Windows and Linux); the demo project > has one on the title node too. > > onenddrag is triggered when the mouse goes up after it went down on the > control, no matter where it is now (onmouseup is only triggered when the > mouse goes up on the control). Search for "onenddrag" in the demo > project, I think it's used there a few times too. > > Incidentally, these two events are the ones that were not directly > modeled after HyperCard (except for the spelling of "hilite"). onhilite > is necessary because HyperCard handles the highlighting of a button > internally. onenddrag is an addition that seemed useful to me - in > HyperCard, such things were usually done in ways like "repeat while the > mouse is down", which doesn't work in Pipmak. > > I guess I should complete the documentation about these one day... > >> And another thing, I'm asking about this because it wasn't on the list >> of things that remain to be done/fixed for 0.2.7: joystick mode doesn't >> seem to let me pan very far, the limit seems to be about oh, say 30 >> degrees. This isn't intentional is it? > > Not at all - that sounds like a pretty serious bug. One that I've never > heard of. Do you think you'd be able to figure out what's going on yourself? > > -Christian > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: Christian W. <cwa...@gm...> - 2008-02-24 15:07:43
|
Aidan Gauland wrote: > There are two control (i.e. hotspots and handles) events that I just > can't figure out: onhilite and enenddrag. Can anyone tell me what > triggers these, and how to use them? onhilite is used on controls that represent buttons (in the usual computer GUI sense) and is triggered whenever the button should highlight or unhighlight: Highlight when the mouse goes down on the button, unhighlight when the mouse, still down, leaves it, highlight again, when the mouse, still down, reenters it, unhighlight when the mouse goes up, etc. You should find many examples of this in the internal nodes (main menu, Lua command line, etc.) that are stored in the "Pipmak Resources" ZIP file (on Windows and Linux); the demo project has one on the title node too. onenddrag is triggered when the mouse goes up after it went down on the control, no matter where it is now (onmouseup is only triggered when the mouse goes up on the control). Search for "onenddrag" in the demo project, I think it's used there a few times too. Incidentally, these two events are the ones that were not directly modeled after HyperCard (except for the spelling of "hilite"). onhilite is necessary because HyperCard handles the highlighting of a button internally. onenddrag is an addition that seemed useful to me - in HyperCard, such things were usually done in ways like "repeat while the mouse is down", which doesn't work in Pipmak. I guess I should complete the documentation about these one day... > And another thing, I'm asking about this because it wasn't on the list > of things that remain to be done/fixed for 0.2.7: joystick mode doesn't > seem to let me pan very far, the limit seems to be about oh, say 30 > degrees. This isn't intentional is it? Not at all - that sounds like a pretty serious bug. One that I've never heard of. Do you think you'd be able to figure out what's going on yourself? -Christian |
From: Aidan G. <wgs...@ih...> - 2008-02-24 02:58:01
|
Hello, There are two control (i.e. hotspots and handles) events that I just can't figure out: onhilite and enenddrag. Can anyone tell me what triggers these, and how to use them? And another thing, I'm asking about this because it wasn't on the list of things that remain to be done/fixed for 0.2.7: joystick mode doesn't seem to let me pan very far, the limit seems to be about oh, say 30 degrees. This isn't intentional is it? Thanks, Aidan |
From: Christian W. <cwa...@gm...> - 2008-01-31 12:00:08
|
Andrea Viaengo wrote: > Christian Walther <cwalther <at> gmx.ch> writes: > >> You can't create patches at run time. What would you need that for? >> Would it be very inconvenient to have to reload the node for it? > > Ok, I understand you, I should find a workaround to this. > > Well, I'm working on a lua library fot drawing simple 3d object, > as explain you before, the big problem is put the patches in the > correct geometrical order, > So, for the moment I have operate in this manner: > ... OK... I hope you understand that you are operating so far outside of Pipmak's primary scope here that I treat the particular problems you're encountering with low priority. > I have tryed (just for test) to enable depth buffer on SDL (before calling > SDL_SetVideoMode( width, height, bpp, flags ) > > using: > > SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); > > but it's not sufficient, because the behaviour isn't changed..... You need to glEnable(GL_DEPTH_TEST), too. But as I mentioned, I suspect that having the depth test enabled all the time will mess up (i.e. make invisible) a lot of things. glDepthFunc(GL_LEQUAL) may help somewhat in that case. -Christian |
From: Andrea V. <and...@gm...> - 2008-01-31 10:25:07
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Christian Walther <cwalther <at> gmx.ch> writes: > You can't create patches at run time. What would you need that for? > Would it be very inconvenient to have to reload the node for it? Ok, I understand you, I should find a workaround to this. Well, I'm working on a lua library fot drawing simple 3d object, as explain you before, the big problem is put the patches in the correct geometrical order, So, for the moment I have operate in this manner: I calculate all the parameters to drawing patches of my 3d object (nx,ny,...angley...image...) and put inside a table. During this phase I eliminate backfaces to reduce total number of patches. I reorder the table of the patches from farest to nearest I cycle along the table and draw the patch, To do this, I use another table to store patch id, I reuse patches stored in this table that are always ordered from back to front. If I found a patch in this table, I use it, otherwise I create a new one and I append it to the table for future use. Because the backface removal, the number of patches that I see can vary depending on the angle of view. So if I want to schedulate the rotation of my object, it's possible which, for some angle of view, I need extra patches... Now I have to predetermine the maximum number of patches and allocate all patches before runtime. If I eliminate backfaces removal, the problem never occur, because the number of the faces is always the same. I have tryed (just for test) to enable depth buffer on SDL (before calling SDL_SetVideoMode( width, height, bpp, flags ) using: SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); but it's not sufficient, because the behaviour isn't changed..... Bye Andrea |
From: Christian W. <cwa...@gm...> - 2008-01-29 20:59:21
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Andrea Viarengo wrote: > onkeydown ( > function(key) > p_ref=patch{nx=1,ny=1,nz=0,nw=1,nh=1,angley=90,image="left.png"} > return false > end > ) > -------------------------------------------------------------- > > When you press a key, you will get the message: > > Error running local keydown handler: > 1/node.lua:13: attempt to call global 'patch' (a nil value) This is by design. "patch" is only available at node loading time, not as a run-time function. You should not think of it as a function (even though it technically is one), but as part of a declarative node description syntax. > if I substitute patch with pipmak_internal.patch, it seems to work fine, > for this simple example, > but using a more complex code, Pipmak crash in that point... You're not supposed to use pipmak_internal. It's called internal for a reason... We should probably make sure that you can't crash Pipmak even if you do, but that looks quite tedious... :/ > Is it a problem of my build, or really I cannot define a new patch inside > a keydown handler? You can't create patches at run time. What would you need that for? Would it be very inconvenient to have to reload the node for it? -Christian |
From: Andrea V. <and...@gm...> - 2008-01-28 14:01:11
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Hello! I got a strange behavior with build 179 and this simple code: -------------------------------------------------------------- cubic { "skyFront.jpg", --front "skyRight.jpg", --right "skyBack.jpg", --back "skyLeft.jpg", --left "skyTop.jpg", --top "skyBottom.jpg" --bottom } onkeydown ( function(key) p_ref=patch{nx=1,ny=1,nz=0,nw=1,nh=1,angley=90,image="left.png"} return false end ) -------------------------------------------------------------- When you press a key, you will get the message: Error running local keydown handler: 1/node.lua:13: attempt to call global 'patch' (a nil value) if I substitute patch with pipmak_internal.patch, it seems to work fine, for this simple example, but using a more complex code, Pipmak crash in that point... With the debug I have seen that the error occur in images.c ---------------------------------------------------------------------- void releaseImageFromGL(Image *img) { img->texrefcount--; /// <--error occur in this point if (img->texrefcount <= 0) { glDeleteTextures(1, &(img->textureID)); img->textureID = 0; } ---------------------------------------------------------------------- What do you thinking about? Is it a problem of my build, or really I cannot define a new patch inside a keydown handler? Bye. Andrea |
From: Christian W. <cwa...@gm...> - 2008-01-27 19:08:38
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Urs Holzer wrote: > Is there a way to see the corners of panorama cubes? It is possible to > show controls and edges of patches, but is it also possible to show the > edges or corners of the cube? There's no direct way, but when you turn off interpolation (I key) and zoom in enough (Z key), you can often tell where the edges and corners are by the shape of the pixels. And of course you can place patches there to make them visible. With Pipmak 0.2.7, you can even create the patch images in Lua, so you don't need image files for them. -Christian |