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From: tjones <tj...@is...> - 2000-08-17 17:27:24
|
Hello Is there a location for a TODO list. I would like to build a list of = features that would like to be added (and how important they are) and = what has be fix or cleaned up (and of course how important). Ben Woodhead |
From: Steve B. <sjb...@ai...> - 2000-08-17 12:56:24
|
Gil Carter wrote: >> But I doubt that we can run the famous Mont Blanc demo from SGI where >> you can zoom from a space view of the earth down to the Mont Blanc and >> fly around it. On the fair where I saw it (on an ONYX :-)) ) they told >> me that the textures had a resolution of 1 metre and you could see the >> walking tracks... > > IIRC, that application is also a pretty good demonstration of Performer's > ClipTextures, which allow the management of much larger textures than will > fit into physical texture memory. I think ClipTextures are implemented > using special hardware on the Onyxes, so that demo will need some major > surgery to work on a PC! It certainly does use clip-texture - that's why they wrote that particular demo. However, it's a rather 'rigged' demo because you can only zoom in on Mont Blanc - you can't (for example) zoom in on a point 10 miles south of there. They had a version where you zoomed in past the mountain and onto a Nintendo-64 (which was developed by SGI) - through the case and down into the 'Reality Chip'. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Gil C. <g.c...@ca...> - 2000-08-17 07:18:29
|
> >But I doubt that we can run the famous Mont Blanc demo from SGI where >you can zoom from a space view of the earth down to the Mont Blanc and >fly around it. On the fair where I saw it (on an ONYX :-)) ) they told >me that the textures had a resolution of 1 metre and you could see the >walking tracks... IIRC, that application is also a pretty good demonstration of Performer's ClipTextures, which allow the management of much larger textures than will fit into physical texture memory. I think ClipTextures are implemented using special hardware on the Onyxes, so that demo will need some major surgery to work on a PC! Gil |
From: Vallevand, M. K <Mar...@UN...> - 2000-08-16 21:00:02
|
I played with this a while ago trying to go exactly that - hires screen snaps. I had mixed results, and gave up. In theory, it should work. Regards. Mark K Vallevand ma...@rs... Never try and teach a pig to sing: it's a waste of time, and it annoys the pig. > -----Original Message----- > From: Curtis L. Olson [mailto:cu...@me...] > Sent: Wednesday, August 16, 2000 3:30 PM > To: pli...@li... > Subject: [Plib-devel] Rendering really, really large displays > > > I just ran across Brian Paul's little utility library that renders a > series of tiles to achieve potentially huge pixel resolution displays. > This is good for screen snapshots, not real time rendering ... > > http://www.mesa3d.org/brianp/TR.html > > This library requires a call to trFrustum() which is analogous to > glFrustum(). > > Ok, so now is as good a time as any to admit that after many years of > ssg use, Steve's master plan is now complete -- my mind is complete > mush. I've forgotten the intricacies of setting the modelview matrix > vs. the project matrix and all that fun stuff. I've even forgotten if > I ever really understood them in the first place. > > So the question is, has anyone played around with using this library > in an ssg application? If I wanted to forge ahead, could I just do > something like the following: > > ssgContext *mycontext = ssgGetCurrentContext(); > sgFrustum *myfrustum = mycontext->getFrustum(); > > /* A */ > > trFrustum( myfrustum->getLeft(), myfrustum->getRight(), > myfrustum->getTop(), myfrustum->getBot(), > myfrustum->getNear(), myfrustum->getFar() ); > > // proceed with the "TR" lib code to render out all the subtiles > > Does this sound reasonable or do I need to do additional magic at > point /* A */ in the above code to get the projection matrix setup > correctly? > > In the ssg.h file, ssgGetCurrentContext() is in a "backwards > compatibility" section. Is there a better way now to get the current > Frustum matrix? > > Any thoughts before I go off to waste 2 weeks of my time trying to > figure all of this out? > > Thanks, > > Curt. > -- > Curtis Olson Human Factors Research Lab Flight Gear Project > Twin Cities cu...@hf... cu...@fl... > Minnesota http://www.menet.umn.edu/~curt > http://www.flightgear.org > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |
From: Curtis L. O. <cu...@me...> - 2000-08-16 20:29:52
|
I just ran across Brian Paul's little utility library that renders a series of tiles to achieve potentially huge pixel resolution displays. This is good for screen snapshots, not real time rendering ... http://www.mesa3d.org/brianp/TR.html This library requires a call to trFrustum() which is analogous to glFrustum(). Ok, so now is as good a time as any to admit that after many years of ssg use, Steve's master plan is now complete -- my mind is complete mush. I've forgotten the intricacies of setting the modelview matrix vs. the project matrix and all that fun stuff. I've even forgotten if I ever really understood them in the first place. So the question is, has anyone played around with using this library in an ssg application? If I wanted to forge ahead, could I just do something like the following: ssgContext *mycontext = ssgGetCurrentContext(); sgFrustum *myfrustum = mycontext->getFrustum(); /* A */ trFrustum( myfrustum->getLeft(), myfrustum->getRight(), myfrustum->getTop(), myfrustum->getBot(), myfrustum->getNear(), myfrustum->getFar() ); // proceed with the "TR" lib code to render out all the subtiles Does this sound reasonable or do I need to do additional magic at point /* A */ in the above code to get the projection matrix setup correctly? In the ssg.h file, ssgGetCurrentContext() is in a "backwards compatibility" section. Is there a better way now to get the current Frustum matrix? Any thoughts before I go off to waste 2 weeks of my time trying to figure all of this out? Thanks, Curt. -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Ben W. <be...@bg...> - 2000-08-16 16:49:00
|
Did anybody resolve this issue yet. I will take a look at it if you would like. Dan if you can send me your code and the model you are having problems with, I will see what I can do. Later Ben -----Original Message----- From: Dan Gelb [mailto:dg...@hp...] Sent: Monday, August 14, 2000 2:32 PM To: pli...@li... Subject: [Plib-devel] SSG bux fixes for untextured .3ds objects Last week I posted on plib-users about problems I was having with .3ds objects that were not textured. I figured out a couple changes that solved the problems for me, and I'm assuming this is the right place to post them. 1. Non-textured objects show up as white when textured objects drawn before them. I started with the tux ssg example program. One of the textured objects drawn sets the GL_EMISSION material values to 1.0,1.0,1.0. When the .3ds objects are drawn without textures it sets the ambient, diffuse, and specular material properties, but doesn't set the emissive back to 0.0. I added a line to ssgSimpleState::apply to set it to 0.0 if it isn't specified. I don't know if this is the correct place or not. 2. First non-textured object always shows up as white in scene with or without textures I believe this was happening because glDisable(GL_COLOR_MATERIAL) is called AFTER the glMaterial calls in ssgSimpleState::apply. This causes the glMaterial calls to be ignored for the first object, but work for subsequent objects. I think that is what happens. My workaround was to move the ssgDisableTable call to before the glMaterial calls. I don't know if either of these is the proper solution, or if they would break other areas. They seemed to work for me though. Dan _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel |
From: Ben W. <be...@bg...> - 2000-08-16 15:00:36
|
Thanks alot Norman, that worked. Here is the fixed code. Later Ben There are still some nasty code in there, if possible can someone fix it up and post it. -----Original Message----- From: Norman Vine [mailto:nh...@ca...] Sent: Wednesday, August 16, 2000 11:55 AM To: pli...@li... Subject: RE: [Plib-devel] TCP code for ulnet Ben Woodhead writes: > >The problem is to work with a TCP connection I need the function connect >from one of the network headers. And everytime I try to compile it tries to >use connect from this class, is there anyway around that. ::connect( sockfd, (struct sockaddr *) out_addr, sizeof(sockaddr_in)) notice the scope operator :: Norman _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel |
From: Norman V. <nh...@ca...> - 2000-08-16 14:55:45
|
Ben Woodhead writes: > >The problem is to work with a TCP connection I need the function connect >from one of the network headers. And everytime I try to compile it tries to >use connect from this class, is there anyway around that. ::connect( sockfd, (struct sockaddr *) out_addr, sizeof(sockaddr_in)) notice the scope operator :: Norman |
From: Ben W. <be...@bg...> - 2000-08-16 14:40:16
|
Hello I have been working on the TCP code for ulNet and I have almost complete (except for bugs and code modification for portabiltiy and cleaness). But I have a problem with name space in ulNet.cxx, the problem is that I have a class ulTCPConnnection and a method ulTCPConnection::connect(**) The problem is to work with a TCP connection I need the function connect from one of the network headers. And everytime I try to compile it tries to use connect from this class, is there anyway around that. Thank Ben ps Please let me know if the code is not attached. |
From: Dave M. <Dav...@dy...> - 2000-08-15 22:10:19
|
Steve wrote: > Personally, I wouldn't have overloaded the constructor at all. > > I'd probably have done this: > > puSlider ( int minx, int miny, int sz, > int vertical = FALSE, int width = -1 ) > > ...and then had this constructor simply treat width==-1 > to mean "whatever height fits the text"...or whatever > it means now. > i agree that the 4th argument should always be 'vertical' but with only one constructor, you need two nested conditional expressions to pass the right values to puObject. i changed puSlider ( int minx, int miny, int sz, int vertical = FALSE ) puSlider ( int minx, int miny, int sz, int width, int vertical ) into puSlider ( int minx, int miny, int sz, int vertical = FALSE ) puSlider ( int minx, int miny, int sz, int vertical, int width ) and commited that. it's effectively the same as what you suggested Steve. --Dave |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2000-08-15 22:05:25
|
You have to specify the "vertical=FALSE" when you want to specify the width, even with the overloaded constructors. Steve is right, one constructor would be sufficient in that regard. Handling the "width=-1" option will take a bit of coding in the call to the "puObject" constructor but is certainly feasible. I agree that neither of the other two options I presented is optimal. I just wanted to make sure we had considered all the alternatives. John F. Fay joh...@eg... -----Original Message----- From: Steve Baker [mailto:sjb...@ai...] Sent: Tuesday, August 15, 2000 16:56 To: pli...@li... Subject: Re: [Plib-devel] puSlider Personally, I wouldn't have overloaded the constructor at all. I'd probably have done this: puSlider ( int minx, int miny, int sz, int vertical = FALSE, int width = -1 ) ...and then had this constructor simply treat width==-1 to mean "whatever height fits the text"...or whatever it means now. That forces you to say that you want a horizontal slider if you also want to set the width - but that doesn't seem too much of a chore to me. > Another way to fix this ... <snip> Hmm - I don't like any of those things. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel |
From: Steve B. <sjb...@ai...> - 2000-08-15 21:51:02
|
Fay John F Contr AAC/WMG wrote: > > The problem Dave found was that there is an ambiguity between the original > puSlider constructor with "vertical" specified and the new puSlider > constructor with "vertical" left as a default. If the user creates a new > puSlider object with four integer arguments, the compiler doesn't know which > constructor to call. Personally, I wouldn't have overloaded the constructor at all. I'd probably have done this: puSlider ( int minx, int miny, int sz, int vertical = FALSE, int width = -1 ) ...and then had this constructor simply treat width==-1 to mean "whatever height fits the text"...or whatever it means now. That forces you to say that you want a horizontal slider if you also want to set the width - but that doesn't seem too much of a chore to me. > Another way to fix this might be to change the type of the variable > "vertical". It only takes the values TRUE and FALSE, so making it "short" > should work. Unfortunately, this could create confusion if the user creates > a puSlider with four integer numbers: the computer would know exactly which > constructor it is calling, but the user wouldn't be able to tell easily > without an explicit type casting. A second alternative would be to make it > "bool", but nothing else in PUI is "bool" and I don't know how portable it > is. Hmm - I don't like any of those things. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net |
From: Dave M. <Dav...@dy...> - 2000-08-15 21:35:52
|
not sure if blender VRML 1.0 export includes textures. i exported *.blend from tutor_1.02 and tutor_1.6 and none of the resulting .wrl files had any texture coordinates or references to texture mapping. perhaps none of the tutor files are textured or i just missed an option there. any blender experts? --Dave > But if Blender has VRML 1.0 export, that's the way to go, > because it means there's a free, mature modeller available > for plib. (1.0 is also easier to parse and load) > > -cks |
From: Christopher K. S. J. <cs...@qu...> - 2000-08-15 21:23:00
|
Chris Purnell wrote: > > On Fri, Aug 11, 2000 at 03:45:22AM -0500, Steve Baker wrote: > > This is not what I've found. > But if Blender has VRML 1.0 export, that's the way to go, because it means there's a free, mature modeller available for plib. (1.0 is also easier to parse and load) -cks |
From: Dave M. <Dav...@dy...> - 2000-08-15 21:19:04
|
the width and height are not passed so you can't judge that. or do i mis-understand? puSlider ( int minx, int miny, int sz, int vertical = FALSE ) puSlider ( int minx, int miny, int sz, int width, int vertical ) --Dave Hello Why don't you judge if its vertical or horizontal based on the size, in the original constuctor. Later Ben |
From: tjones <tj...@is...> - 2000-08-15 21:04:39
|
Hello=20 Why don't you judge if its vertical or horizontal based on the size, in = the original constuctor. Later Ben |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2000-08-15 13:35:56
|
The problem Dave found was that there is an ambiguity between the original puSlider constructor with "vertical" specified and the new puSlider constructor with "vertical" left as a default. If the user creates a new puSlider object with four integer arguments, the compiler doesn't know which constructor to call. Another way to fix this might be to change the type of the variable "vertical". It only takes the values TRUE and FALSE, so making it "short" should work. Unfortunately, this could create confusion if the user creates a puSlider with four integer numbers: the computer would know exactly which constructor it is calling, but the user wouldn't be able to tell easily without an explicit type casting. A second alternative would be to make it "bool", but nothing else in PUI is "bool" and I don't know how portable it is. John F. Fay joh...@eg... -----Original Message----- From: Dave McClurg [mailto:Dav...@dy...] Sent: Monday, August 14, 2000 18:53 To: 'pli...@li...' Subject: RE: [Plib-devel] puSlider Blake Friesen wrote: > I would like to be able to use a puSlider that I can set the > width (for horizontal slider) or the height (for a vertical > slider.) Right now, the slider height is set according to > the height/width of the current font. Thanks Blake! I got an "ambiguous constructor error" on MSVC so I removed the default parameter to make it work puSlider ( int minx, int miny, int sz, int vertical = FALSE ) puSlider ( int minx, int miny, int sz, int width, int vertical ) Let me know if that is a problem. --Dave |
From: Dave M. <Dav...@dy...> - 2000-08-14 23:53:05
|
Blake Friesen wrote: > I would like to be able to use a puSlider that I can set the > width (for horizontal slider) or the height (for a vertical > slider.) Right now, the slider height is set according to > the height/width of the current font. Thanks Blake! I got an "ambiguous constructor error" on MSVC so I removed the default parameter to make it work puSlider ( int minx, int miny, int sz, int vertical = FALSE ) puSlider ( int minx, int miny, int sz, int width, int vertical ) Let me know if that is a problem. --Dave |
From: Blake F. <umf...@cc...> - 2000-08-14 23:22:51
|
I would like to be able to use a puSlider that I can set the width (for horizontal slider) or the height (for a vertical slider.) Right now, the slider height is set according to the height/width of the current font. Here is a patch to pu.h that adds an alternate constructor that allows this: 799a800,820 > > > /* start added by Blake Friesen */ > puSlider ( int minx, int miny, int sz, int width, int vertical = FALSE ) : > puObject ( minx, miny, vertical ? > ( minx + width ) : > ( minx + sz ), > vertical ? > ( miny + sz ) : > ( miny + width ) > ) > { > type |= PUCLASS_SLIDER ; > slider_fraction = 0.1f ; > getValue ( & last_cb_value ) ; > vert = vertical ; > cb_delta = 0.1f ; > cb_mode = PUSLIDER_ALWAYS ; > } > /* end added by Blake Friesen */ > |
From: Dave M. <Dav...@dy...> - 2000-08-14 18:05:23
|
Nice job tracking this down Dan! I don't understand OpenGL lighting very well so could another plib developer investigate this? --Dave > Last week I posted on plib-users about problems I was having > with .3ds objects > that were not textured. I figured out a couple changes that > solved the problems > for me, and I'm assuming this is the right place to post them. > > 1. Non-textured objects show up as white when textured > objects drawn before them. > > I started with the tux ssg example program. One of the > textured objects drawn > sets the GL_EMISSION material values to 1.0,1.0,1.0. When > the .3ds objects are > drawn without textures it sets the ambient, diffuse, and > specular material properties, > but doesn't set the emissive back to 0.0. I added a line to > ssgSimpleState::apply > to set it to 0.0 if it isn't specified. I don't know if this > is the correct place or > not. > > 2. First non-textured object always shows up as white in > scene with or without textures > > I believe this was happening because > glDisable(GL_COLOR_MATERIAL) is called AFTER > the glMaterial calls in ssgSimpleState::apply. This causes > the glMaterial calls > to be ignored for the first object, but work for subsequent > objects. I think that is > what happens. My workaround was to move the ssgDisableTable > call to before > the glMaterial calls. > > I don't know if either of these is the proper solution, or if > they would break > other areas. They seemed to work for me though. > > Dan > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |
From: Dave M. <Dav...@dy...> - 2000-08-14 18:04:11
|
In O'Reilly's "OpenSources: Voices from the Open Source Revolution", Brian Behlendorf of Apache says: p. 159 """ Open-source software has tended to be slanted towards the infrastructual/back-end side of the software spectrum represented here. There are several reasons for this: - End-user applications are hard to write, not only because a programmer has to deal with a graphical, windowed environment which is constantly changing, nonstandard, and buggy simply because of its complexity, but also because most programmers are not good graphical interface designers, with notable exceptions - culturally, open-source software has been conducted in the networking code and operating system space for years. - open-source tends to thrive where incremental change is rewarded, and historically that has meant back-end systems more than front-ends - much open-source software was written by engineers to solve a task they had to do while developing commercial software or services; so the primary audience was, early on, other engineers. This is why we see solid open-source offerings in the the operating system and network services space, but very few offerings in the desktop application space. """ For more info, buy the book, you'll enjoy it. Especially, Larry Wall's "free assocation" essay. :) As a commercial game developer myself, I see plib and other open-source as a better (more portable) alternative to DirectX for creating games. I think it is a win-win for everyone to help improve plib while competing at the application level. -- Dave McClurg mailto:dav...@dy... http://www.dynamix.com mailto:da...@po... (home) http://www.pond.net/~davem |
From: Dan G. <dg...@hp...> - 2000-08-14 17:32:21
|
Last week I posted on plib-users about problems I was having with .3ds objects that were not textured. I figured out a couple changes that solved the problems for me, and I'm assuming this is the right place to post them. 1. Non-textured objects show up as white when textured objects drawn before them. I started with the tux ssg example program. One of the textured objects drawn sets the GL_EMISSION material values to 1.0,1.0,1.0. When the .3ds objects are drawn without textures it sets the ambient, diffuse, and specular material properties, but doesn't set the emissive back to 0.0. I added a line to ssgSimpleState::apply to set it to 0.0 if it isn't specified. I don't know if this is the correct place or not. 2. First non-textured object always shows up as white in scene with or without textures I believe this was happening because glDisable(GL_COLOR_MATERIAL) is called AFTER the glMaterial calls in ssgSimpleState::apply. This causes the glMaterial calls to be ignored for the first object, but work for subsequent objects. I think that is what happens. My workaround was to move the ssgDisableTable call to before the glMaterial calls. I don't know if either of these is the proper solution, or if they would break other areas. They seemed to work for me though. Dan |
From: Ben W. <be...@bg...> - 2000-08-14 14:15:34
|
Sorry, replyed to the wrong message. What a day. Later Ben -----Original Message----- From: Ben Woodhead Sent: Monday, August 14, 2000 11:14 AM To: 'pli...@li...' Subject: RE: [Plib-devel] puDeleteObject Sure, it's being taken care of. Thanks Ben -----Original Message----- From: Fay John F Contr AAC/WMG [mailto:joh...@eg...] Sent: Monday, August 14, 2000 10:27 AM To: pli...@li... Subject: RE: [Plib-devel] puDeleteObject Thank you. What I had submitted worked just fine for me, but I am glad that you have made it more general. John F. Fay joh...@eg... -----Original Message----- From: Dave McClurg [mailto:dp...@ef...] Sent: Sunday, August 13, 2000 01:13 To: pli...@li... Subject: [Plib-devel] puDeleteObject I fixed puDeleteObject so that it calls a smarter puPopLiveInterface. This allows a callback to delete the dialog it belongs to and create a new one. This is important for chaining together interfaces (hit a button, delete the old interface, create a new one). See examples/src/pui/complex.cxx for an example. hit File->Save and then when you hit OK or CANCEL it brings up a little message dialog. the changes have been commited to CVS. --Dave _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel |
From: Ben W. <be...@bg...> - 2000-08-14 14:13:40
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Sure, it's being taken care of. Thanks Ben -----Original Message----- From: Fay John F Contr AAC/WMG [mailto:joh...@eg...] Sent: Monday, August 14, 2000 10:27 AM To: pli...@li... Subject: RE: [Plib-devel] puDeleteObject Thank you. What I had submitted worked just fine for me, but I am glad that you have made it more general. John F. Fay joh...@eg... -----Original Message----- From: Dave McClurg [mailto:dp...@ef...] Sent: Sunday, August 13, 2000 01:13 To: pli...@li... Subject: [Plib-devel] puDeleteObject I fixed puDeleteObject so that it calls a smarter puPopLiveInterface. This allows a callback to delete the dialog it belongs to and create a new one. This is important for chaining together interfaces (hit a button, delete the old interface, create a new one). See examples/src/pui/complex.cxx for an example. hit File->Save and then when you hit OK or CANCEL it brings up a little message dialog. the changes have been commited to CVS. --Dave _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2000-08-14 13:28:09
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Thank you. What I had submitted worked just fine for me, but I am glad that you have made it more general. John F. Fay joh...@eg... -----Original Message----- From: Dave McClurg [mailto:dp...@ef...] Sent: Sunday, August 13, 2000 01:13 To: pli...@li... Subject: [Plib-devel] puDeleteObject I fixed puDeleteObject so that it calls a smarter puPopLiveInterface. This allows a callback to delete the dialog it belongs to and create a new one. This is important for chaining together interfaces (hit a button, delete the old interface, create a new one). See examples/src/pui/complex.cxx for an example. hit File->Save and then when you hit OK or CANCEL it brings up a little message dialog. the changes have been commited to CVS. --Dave _______________________________________________ plib-devel mailing list pli...@li... http://lists.sourceforge.net/mailman/listinfo/plib-devel |