plib-devel Mailing List for PLIB (Page 33)
Brought to you by:
sjbaker
You can subscribe to this list here.
2000 |
Jan
|
Feb
(80) |
Mar
(128) |
Apr
(111) |
May
(157) |
Jun
(70) |
Jul
(116) |
Aug
(465) |
Sep
(574) |
Oct
(325) |
Nov
(163) |
Dec
(182) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(167) |
Feb
(191) |
Mar
(319) |
Apr
(118) |
May
(252) |
Jun
(427) |
Jul
(187) |
Aug
(96) |
Sep
(219) |
Oct
(161) |
Nov
(109) |
Dec
(210) |
2002 |
Jan
(97) |
Feb
(80) |
Mar
(143) |
Apr
(234) |
May
(72) |
Jun
(246) |
Jul
(155) |
Aug
(280) |
Sep
(418) |
Oct
(81) |
Nov
(72) |
Dec
(88) |
2003 |
Jan
(59) |
Feb
(63) |
Mar
(33) |
Apr
(27) |
May
(87) |
Jun
(50) |
Jul
(97) |
Aug
(45) |
Sep
(35) |
Oct
(67) |
Nov
(78) |
Dec
(13) |
2004 |
Jan
(167) |
Feb
(144) |
Mar
(172) |
Apr
(93) |
May
(43) |
Jun
(7) |
Jul
(27) |
Aug
(36) |
Sep
(48) |
Oct
(54) |
Nov
(5) |
Dec
(44) |
2005 |
Jan
(53) |
Feb
(36) |
Mar
(13) |
Apr
(3) |
May
(19) |
Jun
|
Jul
(49) |
Aug
(39) |
Sep
(8) |
Oct
(8) |
Nov
(51) |
Dec
(23) |
2006 |
Jan
(26) |
Feb
(5) |
Mar
(26) |
Apr
(26) |
May
(52) |
Jun
(36) |
Jul
(8) |
Aug
(12) |
Sep
(6) |
Oct
(75) |
Nov
(34) |
Dec
(25) |
2007 |
Jan
(46) |
Feb
|
Mar
|
Apr
(1) |
May
|
Jun
(7) |
Jul
(2) |
Aug
|
Sep
(40) |
Oct
(9) |
Nov
(3) |
Dec
|
2008 |
Jan
|
Feb
|
Mar
(26) |
Apr
|
May
|
Jun
(2) |
Jul
(4) |
Aug
(6) |
Sep
|
Oct
|
Nov
(5) |
Dec
(2) |
2009 |
Jan
(63) |
Feb
(4) |
Mar
(12) |
Apr
|
May
(5) |
Jun
(1) |
Jul
|
Aug
(2) |
Sep
|
Oct
|
Nov
|
Dec
|
2010 |
Jan
|
Feb
(14) |
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2011 |
Jan
(2) |
Feb
(1) |
Mar
(2) |
Apr
(1) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(5) |
2012 |
Jan
|
Feb
(1) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
(3) |
Sep
|
Oct
|
Nov
(2) |
Dec
|
2013 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Fay J. F C. AAC/W. <joh...@eg...> - 2005-04-07 15:34:02
|
Gentlemen, In installing "plib_examples-1.8.4" on my new system I find that the file "pw_pui.dsp" is missing. I also find problems with the path to the "glut.h" file; fixing this will take some discussion. I see three alternatives for Windows/MSVC systems. - We could ask the user to define an environment variable such as "GLUT_PATH". I don't like this because it's something that is system-wide and not obviously related to PLIB. - We could include a copy of "GL/glut.h" in the PLIB distribution. This is not good because "freeglut", at least, is still evolving (slowly) and there may be file incompatibility problems. I know there aren't supposed to be, but I do not like having two copies of a file. - We could specify a default location for "glut.h" in the MSVC include directory. In fact, the "gl.h" files are already in such a directory. What do people think? John F. Fay 850-729-6330 joh...@eg... _____ From: pli...@li... [mailto:pli...@li...] On Behalf Of Fay John F Contr AAC/WMG Sent: Thursday, April 07, 2005 10:04 AM To: pli...@li... Subject: [Plib-devel] Installing PLIB on a new machine Gentlemen, I am moving offices-actually adding a second seat-and am installing PLIB on the new computer. It is a Windows machine operating from a network drive. On my first attempt to compile it compiled very well with no path problems, which is an extremely good thing. However, I got one compiler warning message: ssgAux\ssgaFire.cxx(129) : warning C4800: 'unsigned char' : forcing value to bool 'true' or 'false' (performance warning) I got a couple of other messages as well, but they were from having a copy of PLIB that differs from the CVS copy. Frankly, I think this was a rather stringent test of compiling PLIB and it passed, pretty much with flying colors. John F. Fay 850-729-6330 joh...@eg... |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2005-04-07 15:05:43
|
Gentlemen, I am moving offices-actually adding a second seat-and am installing PLIB on the new computer. It is a Windows machine operating from a network drive. On my first attempt to compile it compiled very well with no path problems, which is an extremely good thing. However, I got one compiler warning message: ssgAux\ssgaFire.cxx(129) : warning C4800: 'unsigned char' : forcing value to bool 'true' or 'false' (performance warning) I got a couple of other messages as well, but they were from having a copy of PLIB that differs from the CVS copy. Frankly, I think this was a rather stringent test of compiling PLIB and it passed, pretty much with flying colors. John F. Fay 850-729-6330 joh...@eg... |
From: Steve B. <sjb...@ai...> - 2005-03-27 16:22:07
|
Bram Stolk wrote: > Hi there, > > I believe that plib's search functionality is currently limited to > searching a direct child in a branch, by ssgEntity pointer. There > does not seem to be a recursive search function, neither a search > on different criteria. (I checked docs, and ssg includes, but could > not find this). > > I would like to be able to search by name, in a hierarchy. > > What would be the proper thing to do? > > - Do this in application space, and let plib be as is? That's my current theory. The problem with a more generalised search function is to find a way to describe to SSG what the terminating conditions are. Doing the search yourself is a matter of a dozen lines of programming - it would be very easy for a generalised searching mechanism to consume a dozen lines of code just in telling it the precise conditions it's searching for. > - Do this in plib, as a non-member func in ssg, e.g. > ssgEntity *ssgFind(const char *name, ssgEntity *tree); That might be appropriate as an ssgAux function. > - Do this in a more generic way, so that: > * different criteria can be used, other than name-base. > * multiple hits can be returned. To be at all useful, I think it needs that degree of generality. If you are just trying to do something to each node with a particular name, it's easier to do it as the model loads using the various node creation callbacks. > - Model it after SGI's OpenGL|Performer pfLookupNode, which is: > pfNode* pfLookupNode(const char *name, pfType* type); I never found that to be very useful back when I last used Performer. I'd always want either more generality (eg: Find all the leaf nodes that contain purple polygons - or find all the transform nodes with rotation components) - or I'd be frustrated because the 'type' match might need to be 'isAKindOf' or 'isExactType' and Perfomer only does one of those (I forget which). If you really think you can come up with something good - make it an ssgAux function - that way we don't add weight to the core SSG nodes. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Bram S. <br...@sa...> - 2005-03-27 12:51:11
|
Hi there, I believe that plib's search functionality is currently limited to searching a direct child in a branch, by ssgEntity pointer. There does not seem to be a recursive search function, neither a search on different criteria. (I checked docs, and ssg includes, but could not find this). I would like to be able to search by name, in a hierarchy. What would be the proper thing to do? - Do this in application space, and let plib be as is? - Do this in plib, as a non-member func in ssg, e.g. ssgEntity *ssgFind(const char *name, ssgEntity *tree); - Do this in plib, as a member func of ssgBranch, e.g: ssgEntity *ssgBranch::Find(const char *name); - Do this in a more generic way, so that: * different criteria can be used, other than name-base. * multiple hits can be returned. - Model it after SGI's OpenGL|Performer pfLookupNode, which is: pfNode* pfLookupNode(const char *name, pfType* type); I'll be happy to add the proper functionality, if there is consensus about this on this mailing list. (Personally, I like performer's method). Bram |
From: Melchior F. <mf...@us...> - 2005-03-17 01:12:39
|
No. False alarm! This seems to be a bug in SimGear (or even in the bo105 animation file, depending on your view). I'm about to fix it. Thanks for listening and sorry for the noise! m. |
From: Andy R. <an...@pl...> - 2005-03-15 19:56:44
|
From Melchior Franz, who can't send to Sourceforge mailing lists due to a stale spam blacklist entry. Andy |
From: Bram S. <br...@sa...> - 2005-03-11 19:44:02
|
People, Thanks for the feedback on the joystick issues. To clarify one thing: I'm not addressing the issue of how to map functionality onto switches. At first, I only want to address the issue on retreiving joystick specifics. Function mapping is app-specific. The flightgear xml merely covers the mapping bit, (which is based on implicit knowledge on the device specifics, and is flightsim oriented). Steve's suggestion about wiki sounds reasonable, and I agree very much on the problem on nomenclature. I've come up with this scenario: Users are asked to run a tool. The tool queries the joystick name, and sends it to a server. The server checks if the name is known, if it is, and at least two identical reports are submitted for it, thank the user for participating. If the joystick is unknown, or has a single unconfirmed report, Ask the user: - turn wheel if present. - move joysticks up-right, going from leftmost js to rightmost js. - press pedals, going from leftmost pedal to rightmost pedal. - pull shoulder-buttons going from left to right, - etc... The util will be able to check axis-polarity and axis-resolution (if only -32768 0 and 32767 are seen, its digital). Each month or so, the db content could be made available in a plib header or something. Bram |
From: Bert D. <dri...@pl...> - 2005-03-10 01:05:56
|
On Wed, 9 Mar 2005, Bram Stolk wrote: > I'm struggling with the lack of joystick/gamepad/wheel standardization. > There does not seem to be a manner by which I can get to > know more about an axis for a linux joystick. > > Maybe this kind of stuff is in directx, but I want this > kind of info on joystick axes: I doubt DirectX fares better. I have four different USB joysticks geared more or less to flight simulation, plus a pedal set, and unless the app comes with a database of joysticks there is little logic to default assignments. > - Is axis part of a 2DOF joystick? > - Is axis an accelerator pedal? > - Is axis a brake padel? > - Is axis combined brake/accel? > - If axis is up/down joystick, is up positive or negative? > - Is the axis analog? > (Strangely enough, digital pads are treated as axes, not buttons) I'm not sure how many plib apps support those hat switches; I think there is something to be said to introduce a seperate "hat" abstraction, along with axis and button. > I assume no API exists for getting this info. > And if this is the case, I think a 'joystick database' indexed > by the USB device name would be a valuable asset for many projects. > > Does anyone on this list know whether such a db exists? > And if not, I think I want to start one. I dont care if at first > it will only contain a handful of the 1000s of current gamepads. > > The alternative is probably to burden the user by configuring > his joystick which seems ugly to me. Many Windows games come with extensive databases for joystick to application matching, and I rarely use the defaults for long. I have copies of Microsoft Flight Simulator (of different vintages), I have X-Plane, I use FlightGear. Then, to make matters worse, I have MS TrainSim, Trainz and BVE, but no trainsim specific devices, so I control brake line pressure with the Cessna-styled "Mixture" control of a CH Yoke. The three flightsims and four joysticks make for twelve combinations. There is no guessing which button will extend the flaps, or reduce them, not with an identical joystick across games, and not with an identical game across joysticks. The default aileron/elevator control on a Logitech Rumblepad is usually the left joystick, which really is a bad choice for righthanded folks. Etcetera, etcetera: my list of gripes is endless. Oh, and that's without changing airplane types in the sim, e.g. going from a plane with one brake to a type that support differential braking. The practical upshot is this: the first thing I do when I get a new sim (or must re-install one) is to remove all assignments, then reassign them (the ones I need, that is). I think the hard part is not in having to assign them, but in user interface design. I can recommend anyone interested in this to look at X-Plane 8.x (http://www.x-plane.com/, available for Windows, MacOS 9 or X, and some recent Linux versions). Download the demo and try to assign joystick axes and buttons. The screen looks daunting and unfriendly, but it isn't until you justapose MSFS's screen that you'll appreciate how well X-Plane's is done. The ideal Joystick configuration GUI - knows different layouts for analogue inputs: X-Y, Y-only, X-only, slider, 270 degree knob (this needs a database) - can present all axes as simple representations of the above choices - can store profiles per app, per joystick - can default a profile to an existing one - can map all available axes to terms relevant to the app, so the user can answer the question "what does this button do?" X-Plane's weakness is in dealing with hats (represented as eight unrelated buttons). I have not yet checked how well it can deal with different joysticks (in other words, if it stores profiles per Joystick or not). And actually, FlightGears's fgjs ain't bad, except that it can be a challenge to get all button assignments right in one go, as eventually the "ANY" button will come up for assignment :-) Other good ideas can be had from Logitech's Windoze drivers (which are not my favorite drivers, but they come with good representations to visualize button and axis assignments). So if anyone has any time to burn, I would recommend improving the GUI to do assignment (possibly as an advanced plib widget, accepting a list of possible actions and preexisting assignments, and returning user assignments and/or maintaining profiles). The key functionality missing from most GUI's is the basic "what does this button do" thing. But even just a simple GUI version of fgjs that allows for going back and fixing mistakes would be an improvement. It should not be rocket science to write such a joystick profile manager to be application independent (but I'm the first to admit it will be a lot of work to get the GUI just right). Anyway, before embarking on the idea of a joystick database I'd suggest having a critical look at existing attempts to do precisely that on Windows (e.g., Logitech's profile manager, which covers dozens of joysticks and hundreds of games and can make a 2GHz machine feel like a 486/33). Cheers, -- Bert -- Bert Driehuis -- dri...@pl... -- +31-20-3116119 If the only tool you've got is an axe, every problem looks like fun! |
From: Andy R. <an...@pl...> - 2005-03-09 23:32:37
|
Bram Stolk wrote: > Does anyone on this list know whether such a db exists? And if not, > I think I want to start one. I dont care if at first it will only > contain a handful of the 1000s of current gamepads. FlightGear has definitions for most of the popular hardware available. Most of those have axis/button enumerations in the comments at the top of the XML file. Probably a good place to start. Andy |
From: Steve B. <sjb...@ai...> - 2005-03-09 23:26:05
|
Bram Stolk wrote: > > sgHello() > > > I'm struggling with the lack of joystick/gamepad/wheel standardization. > There does not seem to be a manner by which I can get to > know more about an axis for a linux joystick. > > Maybe this kind of stuff is in directx, but I want this > kind of info on joystick axes: > > - Is axis part of a 2DOF joystick? > - Is axis an accelerator pedal? > - Is axis a brake padel? > - Is axis combined brake/accel? > - If axis is up/down joystick, is up positive or negative? > - Is the axis analog? > (Strangely enough, digital pads are treated as axes, not buttons) > > I assume no API exists for getting this info. Not AFAIK. > And if this is the case, I think a 'joystick database' indexed > by the USB device name would be a valuable asset for many projects. Yes - it would - but only if it was actively maintained. This would actually be a fine job for a Wiki. > Does anyone on this list know whether such a db exists? Not that I know of. > And if not, I think I want to start one. I dont care if at first > it will only contain a handful of the 1000s of current gamepads. Yep - if it could be EASILY updated by anyone, it would grow at exactly the rate that people with new joysticks tried to use them. You could include something like the PLIB 'joytest' program to help people figure out which functions were on which buttons/axes. The hard part (I guess) is coming up with a sufficiently rigerous - yet flexible nomenclature for all of the buttons and axes. For some people, a controller with two foot pedals and a lever has 'Brake, Throttle and Shifter', but for other people, it has two rudder pedals and a throttle lever. That could be pretty confusing! > The alternative is probably to burden the user by configuring > his joystick which seems ugly to me. Yes, it is. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Bram S. <br...@sa...> - 2005-03-09 17:47:32
|
sgHello() I'm struggling with the lack of joystick/gamepad/wheel standardization. There does not seem to be a manner by which I can get to know more about an axis for a linux joystick. Maybe this kind of stuff is in directx, but I want this kind of info on joystick axes: - Is axis part of a 2DOF joystick? - Is axis an accelerator pedal? - Is axis a brake padel? - Is axis combined brake/accel? - If axis is up/down joystick, is up positive or negative? - Is the axis analog? (Strangely enough, digital pads are treated as axes, not buttons) I assume no API exists for getting this info. And if this is the case, I think a 'joystick database' indexed by the USB device name would be a valuable asset for many projects. Does anyone on this list know whether such a db exists? And if not, I think I want to start one. I dont care if at first it will only contain a handful of the 1000s of current gamepads. The alternative is probably to burden the user by configuring his joystick which seems ugly to me. Bram |
From: Steve B. <sjb...@ai...> - 2005-03-04 16:02:02
|
Bram Stolk wrote: > I'm starting to think that this is a linux driver thing. > Unfortunately, ati does zero linux support. Yep. At work (where we buy the very best cutting edge graphics cards at a rate of several thousand per year and use ONLY Linux), we've had no success in getting ATI to talk to us. We initially planned to support nVidia, ATI and 3Dlabs products - but ATI's drivers are so poor and our ability to pass on bug reports and get them looked at is ZERO. So now, we don't even bother to buy one of each of their cards for evaluation anymore. Individual developers have zero chance of getting help from them. 3Dlabs are also very good at Linux support - and I certainly recommend their hardware if you want to get into GLSL shaders and such like. But for home use, they are kinda expensive. > Nvidia's linux support is so much better. Yes - we've had many phone conferences with their developers and talked Linux issues with them. They are *reasonably* responsive and their drivers are really solid and reliable. If you buy one of their higher priced 'Quadro' cards instead of the consumer-grade 'GeForce' range - you'll find their Quadro group are even more responsive to questions. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Bram S. <br...@sa...> - 2005-03-04 14:58:45
|
Steve, Thank you for the suggestions. > 1) Does the MOBILITY version of the Radeon 9700 even support > FSAA? I know the mobility chipsets have quite a few limitations > compared to the regular 9700. According to ATI's website, mobility Radeon 9700 does 6x fsaa: http://ati.com/products/mobilityradeon9700/features.html They call this SmoothVision(tm)2.1 :-) > > 2) How much graphics memory do you have? Turning on FSAA consumes > a LOT of graphics RAM - especially at higher screen resolutions. > Does FSAA turn on when you set the screen size to something > really tiny (like 640x480) ? xfree86 reports 64Mb video memory. I tried a 640x400 resolution (no virtual desktop). This still does not do FSAA. I'm starting to think that this is a linux driver thing. Unfortunately, ati does zero linux support. Nvidia's linux support is so much better. I occasionally write to their linux feedback email address, and I often get usable responses from them. bram PS: I cannot check FSAA under windows, as this laptop was bought with debian pre-installed, although m$ tax was paid :-( |
From: Steve B. <sjb...@ai...> - 2005-03-04 14:32:14
|
Bram Stolk wrote: > Hi there, > > This is not strictly a plib matter, but I think there a quite a few > smart people on this list how may be able to help me out. > And my posting on comp.os.linux.x had zero resonse. > > All I'm trying to do is enable FSAA on a Radeon9700 with fglrx. > I have in my xfree cfg: > > Option "FSAAEnable" "yes" > Option "FSAAScale" "4" > > I tried 2x, 4x, 6x, but I always get contradictions in my XF86Config log, > because first, xf86 tells me: > > (**) fglrx(0): Option "FSAAScale" "4" > (**) fglrx(0): Option "FSAAEnable" "yes" > > And later in the log, I get: > > (==) fglrx(0): HPV inactive > (==) fglrx(0): FSAA enabled: NO > (==) fglrx(0): FSAA Gamma enabled > > What the heck is going on here???? > > glx works just fine for me, as this glxinfo output shows: > > OpenGL vendor string: ATI Technologies Inc. > OpenGL renderer string: MOBILITY RADEON 9700 Generic > OpenGL version string: 1.3.4641 (X4.3.0-3.14.6) Two questions: 1) Does the MOBILITY version of the Radeon 9700 even support FSAA? I know the mobility chipsets have quite a few limitations compared to the regular 9700. 2) How much graphics memory do you have? Turning on FSAA consumes a LOT of graphics RAM - especially at higher screen resolutions. Does FSAA turn on when you set the screen size to something really tiny (like 640x480) ? ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Bram S. <br...@sa...> - 2005-03-04 07:52:22
|
Hi there, This is not strictly a plib matter, but I think there a quite a few smart people on this list how may be able to help me out. And my posting on comp.os.linux.x had zero resonse. All I'm trying to do is enable FSAA on a Radeon9700 with fglrx. I have in my xfree cfg: Option "FSAAEnable" "yes" Option "FSAAScale" "4" I tried 2x, 4x, 6x, but I always get contradictions in my XF86Config log, because first, xf86 tells me: (**) fglrx(0): Option "FSAAScale" "4" (**) fglrx(0): Option "FSAAEnable" "yes" And later in the log, I get: (==) fglrx(0): HPV inactive (==) fglrx(0): FSAA enabled: NO (==) fglrx(0): FSAA Gamma enabled What the heck is going on here???? glx works just fine for me, as this glxinfo output shows: OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: MOBILITY RADEON 9700 Generic OpenGL version string: 1.3.4641 (X4.3.0-3.14.6) I'm really puzzled. bram |
From: Steve B. <sjb...@ai...> - 2005-02-28 22:27:33
|
Fay John F Contr AAC/WMG wrote: > Gentlemen, > > Is there a way to build the PLIB libraries and install them in a > local directory on a Linux box? Just do a 'make' and don't to the 'install'. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2005-02-28 16:31:35
|
Yes! Thank you very much. Now let me see if it works with "freeglut" <grin>. John F. Fay joh...@eg... 850-729-6330 -----Original Message----- From: pli...@li... [mailto:pli...@li...] On Behalf Of Bert Driehuis Sent: Monday, February 28, 2005 9:19 AM To: pli...@li... Subject: Re: [Plib-devel] Request for Make Local on *nix On Mon, 28 Feb 2005, Fay John F Contr AAC/WMG wrote: > Is there a way to build the PLIB libraries and install them in a > local directory on a Linux box? This would be useful for people who don't > have root access, or who want to build a local experimental version of PLIB > and don't want to install it in the root library directory. Doesn't ./configure --prefix=$HOME/plib-bin do what you want to do? I build all of my stuff that way. Cheers, -- Bert -- Bert Driehuis -- dri...@pl... -- +31-20-3116119 If the only tool you've got is an axe, every problem looks like fun! ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Bert D. <dri...@pl...> - 2005-02-28 15:18:47
|
On Mon, 28 Feb 2005, Fay John F Contr AAC/WMG wrote: > Is there a way to build the PLIB libraries and install them in a > local directory on a Linux box? This would be useful for people who don't > have root access, or who want to build a local experimental version of PLIB > and don't want to install it in the root library directory. Doesn't ./configure --prefix=$HOME/plib-bin do what you want to do? I build all of my stuff that way. Cheers, -- Bert -- Bert Driehuis -- dri...@pl... -- +31-20-3116119 If the only tool you've got is an axe, every problem looks like fun! |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2005-02-28 15:14:08
|
Gentlemen, Is there a way to build the PLIB libraries and install them in a local directory on a Linux box? This would be useful for people who don't have root access, or who want to build a local experimental version of PLIB and don't want to install it in the root library directory. John F. Fay joh...@eg... 850-729-6330 |
From: Martin S. <Mar...@un...> - 2005-02-27 12:34:11
|
Steve Baker wrote: > Martin Spott wrote: >> Would anyone consider reviewing the patches as proposed by Paolo >> Leoncini ? >> I think improving the 3DS loader is always a "good thing" (TM :-) > > Yeah - those are good changes - I've just been too busy to do anything > about them. Any progress in the meantime ? BTW, I made a copy of these patches available here: ftp://ftp.uni-duisburg.de/FlightGear/Devel/lepa069/ .... in case the original source might go lost, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- |
From: Norman V. <nh...@ca...> - 2005-02-26 23:01:36
|
br...@sa... writes: > > PS: The only plib app I could find that keeps aspects correct > was ppe, but this was because ppe uses the opengl widget from > FLTK, which properly recalculates frustums. PPE calculates its own aspect and frustum and handles all of the OpenGL code thru PLIB al FLTK does is handle the window rectangle I think you will fine that FlightGear handles aspect ratio correctly also Norman |
From: Steve B. <sjb...@ai...> - 2005-02-26 20:08:20
|
br...@sa... wrote: >>I think that what most 3D applications truly need is to have the >>user's choice of screen size be used by the application to set only >>the WIDTH of the screen - and as he drags the window around, to >>force the window dimensions such that the pixels remain square *and* >>the horizontal and vertical fields of view are maintained. > > > I think this is impossible, you could only maintain minimal fov vals, > you cannot fix them and keep aspect ratio the same while user drags. > (unless you disable non-linear window scaling). You misunderstand. Suppose the window is initially 3:4 aspect ratio and the FOV set up such as to make the pixels square. If the user then manually resizes the window to (say) 1024x512 then the resize callback would ignore the vertical dimension and calculate a new vertical size of 1024*3/4 = 768, then it would resize the window (under program control) to 1024x768. Thus, the user can resize the window but not alter the aspect ratio. This ensures that overlaid symbols don't become illegible and that the user cannot change the field of view and thereby mess up careful camera positioning. (Just try doing it the other way with an application that does split-screen stuff!) ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: <br...@sa...> - 2005-02-26 17:00:14
|
> > Yeah - but there can be problems with some applications. Very often, > I'll position the camera very carefully so that you aren't intersecting > adjacent walls, etc. If you allow the user to (in effect) alter the > field of view - then other things may go wrong. In particular, it's > possible that on-screen iconography will disappear off the top or > bottom of the screen. In the case of the viewer app, iconography can only disappear left/right from the screen, due to the implementation: Currently, I implemented it so that vertical fov is always fixed, and horizontal fov is adapted to aspect ratio. > I think that what most 3D applications truly need is to have the > user's choice of screen size be used by the application to set only > the WIDTH of the screen - and as he drags the window around, to > force the window dimensions such that the pixels remain square *and* > the horizontal and vertical fields of view are maintained. I think this is impossible, you could only maintain minimal fov vals, you cannot fix them and keep aspect ratio the same while user drags. (unless you disable non-linear window scaling). In the method I described above, vertical fov is garantueed. I can imagine an algorithm that will guarantee minimal values for fov-y and fov-x, will increase fov in one of the two dirs. As I have it now, fov-x can both decrease and increase from start setting. But I agree with you that desired behaviour depends on the app, although a varying aspect ratio seems bad to me for most cases. There are also cases where you may want to derive fov-xy directly from window size, so that increasing windowsize will let you see more of your model (a ppe window comes to mind). bram PS: The only plib app I could find that keeps aspects correct was ppe, but this was because ppe uses the opengl widget from FLTK, which properly recalculates frustums. > ---------------------------- Steve Baker ------------------------- > HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> > HomePage : http://www.sjbaker.org > Projects : http://plib.sf.net http://tuxaqfh.sf.net > http://tuxkart.sf.net http://prettypoly.sf.net > -----BEGIN GEEK CODE BLOCK----- > GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- > V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ > -----END GEEK CODE BLOCK----- > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel > |
From: Steve B. <sjb...@ai...> - 2005-02-26 16:06:56
|
Bram Stolk wrote: > Hi there, > > > I found out, that nowhere in plib examples, we show people how to properly > write a plib application. > > The main problem is that none of the demos properly handles resizing of the > window. After a resize, the aspect ratio is likely to change. This causes > distorted geometry in the rendering (Spheres look like elipses). > > Also, I understand that the current recommended way to implement a plib > app, > is to use ssgContext. However, none of the demos does this. > > tuxkart, tux-aqfh and flightgear have the same problems.... so where to > turn > to for a recommended plib app implementation? > > Well, I've modified examples/src/ssg/viewer so that at least 1 app is > available > that uses ssgContext, and properly handles window resizes. Maybe it > makes sense > to fix all plib examples? Yeah - but there can be problems with some applications. Very often, I'll position the camera very carefully so that you aren't intersecting adjacent walls, etc. If you allow the user to (in effect) alter the field of view - then other things may go wrong. In particular, it's possible that on-screen iconography will disappear off the top or bottom of the screen. I think that what most 3D applications truly need is to have the user's choice of screen size be used by the application to set only the WIDTH of the screen - and as he drags the window around, to force the window dimensions such that the pixels remain square *and* the horizontal and vertical fields of view are maintained. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Bram S. <br...@sa...> - 2005-02-26 15:47:57
|
Hi there, I found out, that nowhere in plib examples, we show people how to properly write a plib application. The main problem is that none of the demos properly handles resizing of the window. After a resize, the aspect ratio is likely to change. This causes distorted geometry in the rendering (Spheres look like elipses). Also, I understand that the current recommended way to implement a plib app, is to use ssgContext. However, none of the demos does this. tuxkart, tux-aqfh and flightgear have the same problems.... so where to turn to for a recommended plib app implementation? Well, I've modified examples/src/ssg/viewer so that at least 1 app is available that uses ssgContext, and properly handles window resizes. Maybe it makes sense to fix all plib examples? bram |