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From: Steve B. <sjb...@ai...> - 2000-04-01 06:08:47
|
Sam Stickland wrote: > Is there any support for any form of collision detection in PLIB? I was > thinking about maybe integrating it with one of the free ones (V-Collide, > I-Collide, Rapid etc.). SSG contains code to test all the polygons in the scene against either a vector or a bounding sphere - and also a quick way to find polygons vertically below a given 3D point. This is a basis for doing efficient collision detection - but since the needs of games vary greatly, I don't *directly* supply specific collision detection. > Does this seem a sensible thing to be doing - or are there any fundamental > objects as to why this shouldn't be done? Well, those other libraries won't know about SSG's scene graph structure and are hence rather unlikely to be able to do as good a job as the builtin routines. > I also have code (from AMD's website) from 3DNow! acceleration (windows only > unfortunately), that would be very easy to plug into SG (and I do mean very > easy - it's just a bunch of function calls). I'll add this next week some > time. Hmmm - be careful. Taking a single 3D transform (say) and turning that into a 3DNow! instruction sequence provides a disappointingly tiny speedup. When Mesa added 3DNow! code like that, they got (barely) a 5% speedup. Definitiely *NOT* worth the hassle of implementing and (especially) supporting a machine code insert that can assemble on any machine but which is only turned on on the right kinds of CPU. The reason for that disappointing performance is that turning the 3DNow! engine on and off is horribly slow. The way to get blazing speed out of 3DNow! is to queue up a large buffer of vertices to be transformed - and to do them all in a batch without having to turn it on and off again. Mesa eventually needed significant restructuring to make 3DNow! actually worthwhile. However, something like SSG doesn't ever need to do large numbers of consecutive transforms - most of what it's doing (that consumes significant CPU time) is culling the database to the field of view (or to the collision test vector/sphere). By it's very nature, this isn't something that is readily batch-able. In any case, a typical SSG application on a PC without hardware T&L spends a vast proportion of it's time inside the OpenGL library. Hence, the only worthwhile place to look for optimisations is either inside OpenGL - or in more subtle ways of reducing the amount of stuff we send to OpenGL. So, I don't think 3DNow is actually worth the maintenance hassle. Bear in mind that it would have to compile under both Windoze and Linux (and perhaps BSD UNIX) - that's no easy matter since the Linux and Windoze assemblers accept different input syntax - and even withing Windoze, some of the older MSVC versions don't know about the 3DNow instruction mnemonics (ditto with Linux/gcc I suspect). Then you need runtime code to detect whether the code is *running* on a 3DNow-capable machine. That code has to work on all 8086-family CPU's - but not on Alpha's and MIP's and such. Altogether, it's a large maintenance pain with very little gain, I think. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Paul B. <pbl...@di...> - 2000-03-31 17:26:15
|
You should be able to write a script to generate a .def file from the source tree if you really want a dll. I've been doing this to use Lua as a win32 dll for a while now. Lua is pure C though, so your script would have to be a bit more "interesting." Paul -----Original Message----- From: Dave McClurg [mailto:Dav...@dy...] Sent: Friday, March 31, 2000 11:16 AM To: 'pli...@li...' Subject: RE: [Plib-devel] Releasing PLIB 1.2 *soon*. Eero wrote: > As the LGPL requires that the user must be able to relink > the application with a modified version of the library, > I for one will not use any LGPL libraries with my application, > unless they can be used as dynamically loadable libraries. > (which will trivially allow for the "relinking") > exactly. -sigh-. but i understand steve's point of view and will continue to contribute to plib. my choices are: 1) supply all my object files with my release 2) do a last minute branch of plib with DLL support both are not ideal but it's worth it to use PLIB any other suggestions? thanks--Dave McClurg |
From: Dave M. <Dav...@dy...> - 2000-03-31 17:22:13
|
Eero wrote: > As the LGPL requires that the user must be able to relink > the application with a modified version of the library, > I for one will not use any LGPL libraries with my application, > unless they can be used as dynamically loadable libraries. > (which will trivially allow for the "relinking") > exactly. -sigh-. but i understand steve's point of view and will continue to contribute to plib. my choices are: 1) supply all my object files with my release 2) do a last minute branch of plib with DLL support both are not ideal but it's worth it to use PLIB any other suggestions? thanks--Dave McClurg |
From: Paul B. <pbl...@di...> - 2000-03-31 16:36:30
|
Steve Baker says: > > I'm really opposed to this. > > 1) It makes an ugly mess of the source code. > > 2) There is no sense in using PLIB as a shared library and encouraging > people to do so will greatly increase my maintenance burden. > > Please don't add it to the CVS. I agree with Steve on this. Making shared libraries out of C++ class libraries is asking for a large amount of hurt. Especially with all of the SSG_API (or other) preprocessor macros that would be required. Paul |
From: <Va...@t-...> - 2000-03-31 15:14:30
|
Steve Baker wrote: > > I wanted to mention that I'd like to release PLIB 1.2 (a stable > release) sometime soon. I have a couple of mods of my own to > put in - if anyone else needs to commit anything or knows of > any significant problems that need fixing - please let me know > so that we can arrange to catch all of these prior to release. I'd like to add a bit of functionality to SG. I think I write it up in no-time (but not compile it as my box is in major reordering at the moment). Is it still possible that it makes it to 1.2? It'd be void sgProjectOnVector3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); void sgProjectOnNormalizedVector3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); that projects one vector on the other and void sgProjectOnNormal3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); void sgProjectOnNormalizedNormal3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); that maps the vector onto a plane. I can also supply the functions for 'sgd' and perhaps other dimensions (if that makes sense...). If the names could be differenet if that makes more sense... CU, Christian |
From: <Va...@t-...> - 2000-03-31 15:14:16
|
Sam Stickland wrote: > > Hi, > > Is there any support for any form of collision detection in PLIB? I was > thinking about maybe integrating it with one of the free ones (V-Collide, > I-Collide, Rapid etc.). > > Does this seem a sensible thing to be doing - or are there any fundamental > objects as to why this shouldn't be done? Collsion detecting was supposed to go into an additional library (e.g. like GLU <-> OpenGL). If this additional library is SimGear (have a look at the FlightGear project for it) or an yet to come library isn't decided yet. But AFAIK threr's already code for it in the TUX_AQFH game. > I also have code (from AMD's website) from 3DNow! acceleration (windows only > unfortunately), that would be very easy to plug into SG (and I do mean very > easy - it's just a bunch of function calls). I'll add this next week some > time. This (MMX, 3DNow!, Altivec(?)... support) is something that I also want to see... But I dunno how easy that could be handled so that it still stays protable and readable. CU, Christian |
From: Sam S. <sa...@sp...> - 2000-03-31 11:57:38
|
Hi, Is there any support for any form of collision detection in PLIB? I was thinking about maybe integrating it with one of the free ones (V-Collide, I-Collide, Rapid etc.). Does this seem a sensible thing to be doing - or are there any fundamental objects as to why this shouldn't be done? I also have code (from AMD's website) from 3DNow! acceleration (windows only unfortunately), that would be very easy to plug into SG (and I do mean very easy - it's just a bunch of function calls). I'll add this next week some time. Sam |
From: Eero P. <epa...@ko...> - 2000-03-31 07:24:42
|
Steve Baker wrote: > > > Dave McClurg wrote: > > > Sam Stickland Wrote: > > >The DLL changes simply require a: > > > > > >#ifdef WIN32 > > > #define PU_EXPORT __dllspec(dllexport) > > >#else > > > #define PU_EXPORT > > >#endif > > > I would really like to see the patch for DLL stuff make it into PLIB 1.2 > > Can I go ahead and add that? I'll use PLIB_EXPORT instead of PU_EXPORT and > > apply the change to all of PLIB. Each header file would have the following: > > I'm really opposed to this. > > 1) It makes an ugly mess of the source code. > > 2) There is no sense in using PLIB as a shared library and encouraging > people to do so will greatly increase my maintenance burden. > > Please don't add it to the CVS. > > > This is the only way i know of that a non-opensource app > > can use PLIB under BeOS or WIN32 without creating a branch > > which would be a headache to maintain. > > That's certainly not the case. Read the LGPL license. > (Notice this is *L*GPL not regular GPL). > As the LGPL requires that the user must be able to relink the application with a modified version of the library, I for one will not use any LGPL libraries with my application, unless they can be used as dynamically loadable libraries. (which will trivially allow for the "relinking") If the library license is there just inorder to get updates/fixes back to the main distribution, I presonally don't think that LGPL is the best way of doing that. Notice, that I am still using the old "free" version of PUI, because I can simply compile it in. (and I did submit at least one bug fix for it...) Eero |
From: Steve B. <sjb...@ai...> - 2000-03-31 07:07:06
|
> Dave McClurg wrote: > Sam Stickland Wrote: > >The DLL changes simply require a: > > > >#ifdef WIN32 > > #define PU_EXPORT __dllspec(dllexport) > >#else > > #define PU_EXPORT > >#endif > I would really like to see the patch for DLL stuff make it into PLIB 1.2 > Can I go ahead and add that? I'll use PLIB_EXPORT instead of PU_EXPORT and > apply the change to all of PLIB. Each header file would have the following: I'm really opposed to this. 1) It makes an ugly mess of the source code. 2) There is no sense in using PLIB as a shared library and encouraging people to do so will greatly increase my maintenance burden. Please don't add it to the CVS. > This is the only way i know of that a non-opensource app > can use PLIB under BeOS or WIN32 without creating a branch > which would be a headache to maintain. That's certainly not the case. Read the LGPL license. (Notice this is *L*GPL not regular GPL). -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-03-31 07:00:47
|
> Dave McClurg wrote: > I checked in the MSVC project files for PLIB. > The project files I sent you are for plib_examples > since I didn't have CVS access to that. Ah! That explains it. I really need to get around to putting the example progs on CVS. Maybe for 1.3. > i'd like to update a few of the model loaders before the freeze. > i'll try to wrap them up this week. OK. That'll be perfect. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave M. <Dav...@dy...> - 2000-03-30 17:03:57
|
Steve Baker Wrote: > I wanted to mention that I'd like to release PLIB 1.2 (a stable > release) sometime soon. I have a couple of mods of my own to > put in - if anyone else needs to commit anything or knows of > any significant problems that need fixing - please let me know > so that we can arrange to catch all of these prior to release. > Sam Stickland Wrote: >The DLL changes simply require a: > >#ifdef WIN32 > #define PU_EXPORT __dllspec(dllexport) >#else > #define PU_EXPORT >#endif > >in a common header file, and then PU_EXPORT has to be added to every >function and variable prototype/declaration (after the return type, but >before the prototype). And, of course, some matches project files to >generate the DLLs (I can supply VC++ version 6) (although it's probably best >to supply all new project files VC++ being what it is). > >I can supply a patch for the DLL and .so stuff - I'm not sure if it's worth >it for the interface resizing stuff. > I would really like to see the patch for DLL stuff make it into PLIB 1.2 Can I go ahead and add that? I'll use PLIB_EXPORT instead of PU_EXPORT and apply the change to all of PLIB. Each header file would have the following: /* Some compilers use a special export keyword */ #ifndef PLIB_EXPORT # ifdef __BEOS__ # if defined(__GNUC__) # define PLIB_EXPORT __declspec(dllexport) # else # define PLIB_EXPORT __declspec(export) # endif # else # ifdef WIN32 # define PLIB_EXPORT __declspec(dllexport) # else # define PLIB_EXPORT # endif # endif #endif This is the only way i know of that a non-opensource app can use PLIB under BeOS or WIN32 without creating a branch which would be a headache to maintain. --Dave McClurg |
From: Wolfram K. <w_...@rz...> - 2000-03-30 17:00:37
|
Dave McClurg <Dav...@dy...> wrote: >chair should load fine now wolfram. Great! I tried it. So, all the DXF-bugs I know of (apart from the one in the DXF-writer) are solved. Bye bye, Wolfram |
From: Dave M. <Dav...@dy...> - 2000-03-30 00:06:09
|
Bill Weiland2 wrote: > > Yes, actually I saw Dave's messages about OBJ well after he had > committed the code; I had some other diversions, but I still need an OBJ > loader that does textures, so I will do it. The only question is > whether I should just dump my version and add textures to Dave's loader, > or continue with mine. I need an OBJ loader too. It seems like the easiest way to get a textured model out of rhino 3d. Should I take a shot at adding textures to ssgLoadOBJ or are you already part way there? --Dave McClurg |
From: Dave M. <Dav...@dy...> - 2000-03-29 23:53:47
|
ack. i was thinking grid = 2d. ok all fixed now. DXF changes committed to CVS. chair should load fine now wolfram. oops. there are 8x4 = 32 vertex entities supplied so i guess i don't need size or spacing. still don't know what "closure" means. anyone want to guess? I would like to support a special type of DXF POLYLINE entity in PLIB called a polygon MxN mesh. This is a uniform grid of 3d polygons with optional closure of the mesh in the M, N or M&N directions. |
From: Dave M. <Dav...@dy...> - 2000-03-29 23:02:08
|
oops. there are 8x4 = 32 vertex entities supplied so i guess i don't need size or spacing. still don't know what "closure" means. anyone want to guess? -----Original Message----- From: pli...@li... [mailto:pli...@li...]On Behalf Of Dave McClurg Sent: Wednesday, March 29, 2000 10:52 AM To: 'pli...@li...' Subject: [Plib-devel] DXF R12 Polyline question I would like to support a special type of DXF POLYLINE entity in PLIB called a polygon MxN mesh. This is a uniform grid of 3d polygons with optional closure of the mesh in the M, N or M&N directions. The following fragment is from a chair DXF file that Wolfram gave me and defines a 8 x 4 polygon mesh closed in the M direction. Can anyone tell me how to determine the spacing and size of the grid. I'm not sure how to generate triangles from this. VPORT defines 15 0.1 25 0.1 which could indicate grid spacing but does that apply to all grids in the file? even so, what is the size of the grid? are the vertex coords in the polyline the center or side of the grid? what does closed mean? hmmmm. I can send you the entire DXF if interested. I've looked through several DXF specs online but I'm kind of stumped right now. Thanks, --Dave McClurg POLYLINE 8 LEG 66 1 10 0.0 20 0.0 30 0.0 70 17 71 8 72 4 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.514997 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.514997 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.558272 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.558272 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.771053 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.771053 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.767218 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.767218 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.810492 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.810492 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.767218 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.767218 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.475559 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.475559 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.558272 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.558272 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 SEQEND |
From: Dave M. <Dav...@dy...> - 2000-03-29 18:57:22
|
I would like to support a special type of DXF POLYLINE entity in PLIB called a polygon MxN mesh. This is a uniform grid of 3d polygons with optional closure of the mesh in the M, N or M&N directions. The following fragment is from a chair DXF file that Wolfram gave me and defines a 8 x 4 polygon mesh closed in the M direction. Can anyone tell me how to determine the spacing and size of the grid. I'm not sure how to generate triangles from this. VPORT defines 15 0.1 25 0.1 which could indicate grid spacing but does that apply to all grids in the file? even so, what is the size of the grid? are the vertex coords in the polyline the center or side of the grid? what does closed mean? hmmmm. I can send you the entire DXF if interested. I've looked through several DXF specs online but I'm kind of stumped right now. Thanks, --Dave McClurg POLYLINE 8 LEG 66 1 10 0.0 20 0.0 30 0.0 70 17 71 8 72 4 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.514997 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.514997 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.558272 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.558272 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.771053 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.771053 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.767218 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.727779 20 12.767218 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.810492 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.810492 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.767218 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.767218 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.475559 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.475559 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.558272 30 -16.954128 70 64 0 VERTEX 8 LEG 10 -1.518833 20 12.558272 30 -17.454128 70 64 0 VERTEX 8 LEG 10 -1.623306 20 12.662745 30 -17.454128 70 64 0 SEQEND |
From: Dave M. <Dav...@dy...> - 2000-03-29 16:45:20
|
> > 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. > Hi Steve, I checked in the MSVC project files for PLIB. The project files I sent you are for plib_examples since I didn't have CVS access to that. > > 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. > i'd like to update a few of the model loaders before the freeze. i'll try to wrap them up this week. --Dave McClurg |
From: Steve B. <sjb...@ai...> - 2000-03-29 15:38:06
|
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) |
From: Steve B. <sjb...@ai...> - 2000-03-29 15:28:35
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Per Liedman wrote: > Well, the 3ds-stuff is still broken when it comes to textures, but > currently I can't work on it since my system refuses to display textures > in *any* OpenGL program - I'm really starting to hate this nvidia/glx > stuff. I will try to fix it as soon as I get my system working, but if > anyone else want to look at it before the release, go ahead. > > (If somebody has any clue to why I get a GLXBadRenderRequest in > GLXRenderLarge, even after reinstalling my old XF86_SVGA, glx.so and > libGL.so.1.0, which seemed to work fine before, would you please mail > me? I should have known better than installing new untested drivers...) I have no clue about *that* - if I were you, I'd restore the X-win version of Mesa rather than messing with the SVGA version - which isn't exactly well maintained these days. I did get this encouraging message about nVidia drivers a couple of weeks ago. Dunno if it's of any help: > ---------- Forwarded message ---------- > Date: Tue, 7 Mar 2000 21:58:18 -0000 > From: Allen <al...@cl...> > Reply-To: me...@iq... > To: me...@iq... > Subject: [mesa] GeForce256 X GLX > > For all those who have tried to get this to work (both the Nvidia binaries > and building from source), you can try the version I built, it does work, > but as they said it ain't about to set any new speed records. It was built > on a RH6.1 system. Give it a shot. I would like to know if it works with the > Riva128,TNT and TNT2. I think it should. > > www.clarke-aj.freeserve.co.uk > > Allen. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Wolfram K. <w_...@rz...> - 2000-03-29 11:22:05
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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. You will base 1.2 on what is in CVS, wont you? Daves newest additions to the CVS repository regarding DXF-files are cool. >* 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. Bye bye, Wolfram. |
From: Per L. <li...@ho...> - 2000-03-29 10:56:47
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Steve Baker wrote: > I wanted to mention that I'd like to release PLIB 1.2 (a stable > release) sometime soon. I have a couple of mods of my own to > put in - if anyone else needs to commit anything or knows of > any significant problems that need fixing - please let me know > so that we can arrange to catch all of these prior to release. Well, the 3ds-stuff is still broken when it comes to textures, but currently I can't work on it since my system refuses to display textures in *any* OpenGL program - I'm really starting to hate this nvidia/glx stuff. I will try to fix it as soon as I get my system working, but if anyone else want to look at it before the release, go ahead. (If somebody has any clue to why I get a GLXBadRenderRequest in GLXRenderLarge, even after reinstalling my old XF86_SVGA, glx.so and libGL.so.1.0, which seemed to work fine before, would you please mail me? I should have known better than installing new untested drivers...) Best regards, Per Liedman -- =========================================================================== Per Liedman md...@md... Nilssonsberg 7 http://www.mdstud.chalmers.se/~md6pl/ 411 43 Göteborg tel: 031-825659 / 0705-520455 =========================================================================== |
From: Steve B. <sjb...@ai...> - 2000-03-29 06:33:29
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Well, the tornado(s) that took out downtown FortWorth earlier this evening passed about four miles to the North of my home - we got away without any damage at all - pretty awesome stuff though. I wanted to mention that I'd like to release PLIB 1.2 (a stable release) sometime soon. I have a couple of mods of my own to put in - if anyone else needs to commit anything or knows of any significant problems that need fixing - please let me know so that we can arrange to catch all of these prior to release. Pretty much as soon as PLIB 1.2 is out, I'll make a 1.3 (unstable/development) release for ongoing changes. The only changes to 1.2 after release will be bug fixes. The things I *know* I have to do for 1.2 are all pretty minor: * Add Dave McClurgs' Windoze/MSVC project files. * If I have time, I'll try to do something about the GL_COLOR_MATERIAL problem that Curt has been concerned about...but I don't have a lot of time - so we may be out of luck right now for 1.2.0 - that doesn't preclude a fix in 1.2.1 if we find that problem after 1.2.0 the release. * Loring Holden's fix to enable things to compile on Solaris and AIX. * Darrell Walisser's fixes for CodeWarrior on MacOS. Ah - the Joys of Portability! :-) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave M. <Dav...@dy...> - 2000-03-29 03:15:27
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I did a PLIB cvs commit to fix dxf polyline support. Wolfram- that 550.dxf model looks right now. looks like a building just like in 3d Explorer. also, i found a dolphin with polyline that looks correct too. Let me know if there are any DXF bugs/issues remaining. --Dave McClurg |
From: Steve B. <sjb...@ai...> - 2000-03-24 03:49:26
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Wolfram Kuss wrote: > > Ok, so now the file writers are actually used and I get an > error-dialog. However, there is still no explanation of the error. > > Steve, if its ok by you, as a short or medium term-solution, please > add the line(s): > > fprintf ( stderr, > "Not saved: There is no writer for the format \"%s\".\n", extn); > > into file ssg.cxx, at the end of ssgSave, just before the: > return FALSE ; Yep - good idea. You still need to check the return result and pop up a dialog box if it returns FALSE though. I've just committed that change...go grab a copy from CVS. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Sam S. <sa...@sp...> - 2000-03-23 12:58:47
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Hi, >Sam Stickland wrote: >> >> Hi, >> >> Some of the projects I hope to use PLIB in are unfortunately not open >> source - so to maintain the LGPL license agreement PLIB needs to be >> distributed as either shared libraries on *nix or DLL's on Win32 - which >> requires some change to the automake system on *nix, and the changing of >> some function prototypes on Win32. > >Well, you don't have to distribute PLIB unless you make changes to it. > >The contract implied between you and me by the LGPL is just that I'll give >you the software for free so long as you promise to give me back any >improvements you make to it...which you are just about to do. Woohoo! The >system works! > >It also implies a requirement that your users be able to re-link your code >against some hypothetical future PLIB without having to get you to do it. >You can meet that requirement by shipping the '.o' files for your application. >I doubt that anyone ever made use of that feature in practice - but that's >what LGPL requires. > >As an alternative, you *could* recompile PLIB as a DLL/.so - but that's not >how I distribute it normally. Yes, that's what I was hoping to do. It's just a pet-project of mine that I would open source but as it's a multi-player network game I fear there could be issues with security on the network. (Yes, I know all the arguments about security through obsurity is no security is no security at all, et all.. I'd be happy to discuss the situation with people but it's not really on topic for this list). >> Also, I needed PUI to resize it's interface when the window resizes, so I >> made a couple of trivial changes to the source to allow this. > >Cool! > >> I'd like to submit these changes (to the current stable release). How do I >> go about this? > >If it's a simple patch, just email it to me - if you feel you need CVS access >to do major stuff, then I'll do it - but I'd like a better idea of what you >plan to change. It's not actually that much. Here's the changes for the interface scaling: Make puGetWindowHeight(...) and puGetWindowWidth(...) return puWindowHeight and puWindowWidth (rather than using glutGet(). This is like the PU_NOT_USING_GLUT version. Put a puSetWindowSize(...) in prototype in pu.h. And that's it. Make sure you can puSetWindowSize before you do any puDisplay calls and you're away. (I skip puDisplay completely and setup the opengl state myself) Minimal changes that should probably be wrapped up into #ifdef PU_INTERFACE_RESIZING or something. The DLL changes simply require a: #ifdef WIN32 #define PU_EXPORT __dllspec(dllexport) #else #define PU_EXPORT #endif in a common header file, and then PU_EXPORT has to be added to every function and variable prototype/declaration (after the return type, but before the prototype). And, of course, some matches project files to generate the DLLs (I can supply VC++ version 6) (although it's probably best to supply all new project files VC++ being what it is). I can supply a patch for the DLL and .so stuff - I'm not sure if it's worth it for the interface resizing stuff. I can't seem to get anonymous access (for read-only), on the plib cvs store btw. Wincvs reports no recognised user "anonymous". Any ideas? Sam |