Re: [Plib-devel] Releasing PLIB 1.2 *soon*.
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sjbaker
From: Steve B. <sjb...@ai...> - 2000-03-29 15:38:06
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Wolfram Kuss wrote: > > Steve Baker <sjb...@ai...> wrote: > > >- we got > >away without any damage at all - > > Good! > > >The things I *know* I have to do for 1.2 are all pretty > >minor: > > > >* Add Dave McClurgs' Windoze/MSVC project files. > > I am a bit confused about this.. > The MSVC project files in CVS work well. Oh? Now I'm puzzled. Maybe Dave checked in those files himself. I'll check *carefully* before I mess with it. > You will base 1.2 on what is in CVS, wont you? Absolutely...but since it's a CVS and can potentially be changed right up to the last 10 seconds before I make an official 1.2 release out of it - I need to be sure that everyone can agree on a short-term "feature" freeze while the last few wrinkles are ironed out. > Daves newest additions to the CVS repository regarding DXF-files are > cool. Yes - I was using it to view the plans of my house in PPE! (Our architect kindly provided the CAD files) I need to get PPE's extrude code working so I can turn them into a 3D model :-) > >* If I have time, I'll try to do something about the > > GL_COLOR_MATERIAL problem that Curt has been concerned > > about... > > This is the same problem that PPE has sometimes with the grid looking > shaded/lighted, is it not? > On my home system with new Voodoo-3-drivers this problem is > reproducable. It depends on the mode you are in, wireframe or filled. Yes - it shows up in a few places in my Tux game too. I think these are all symptoms of the same problem. The problem is that all these cases are too complex to track down what's going on. I really need to write some stand-alone OpenGL programs that do essentially what I think SSG is doing and see if those work. That'll help me to see if I have a misunderstanding of the OpenGL Spec, or if one or more implementations are broken, or whether there is a simple bug in SSG such that it isn't doing what I think it is. The glColorMaterial API isn't all that well described and quite a few of the OpenGL Guru's out there cannot agree on what it's *supposed* to do under some of the situations that can arise in SSG. If the guys who wrote the OpenGL spec can't agree then there is little chance of all the implementations out there getting it right. As always, if Quake doesn't use it - all bets are off. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |