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From: <Va...@t-...> - 2000-03-12 16:57:21
|
Dave McClurg wrote: > > looking at IVCON and AC3D, > i'm trying to figure out what would be the most useful formats > to add to PLIB next. here are some quick and easy choices: > > - POV file "#version 3.0" EXPORT ONLY! > > i'm using IVCON because the code is pretty clean without alot of dependencies > and it will quickly allow PLIB to support more formats. Does the POV export support textures? AFAIK is POV 3.0 unable to support uv-mapping... CU, Christian |
From: Dave M. <dp...@ef...> - 2000-03-11 01:38:40
|
I commited ssgLoadTRI and ssgSaveTRI ssgLoad and ssgSave also look for TRI file extension these functions handle TRI files from AC3D --Dave |
From: Michael K. <neg...@ea...> - 2000-03-10 22:07:33
|
I fixed a lot of mistakes in the Quaternion code and sent them to Steve. I suspect he put them into the CVS tree but I actually havent check up on him =) I fixed errors in 3 functions and now everything works fine from what I can tell. I even sent Steve a demo of a quaternion camera. I'm not at home or I'd send the updates again but the essence was someone had X*X + X*Y + Z*Z + W*W in two functions which should be Y*Y And the mult function was REALLY off, but it appears from your message you found those mistakes. -mike |
From: Dave M. <dp...@ef...> - 2000-03-10 21:39:42
|
looking at IVCON and AC3D, i'm trying to figure out what would be the most useful formats to add to PLIB next. here are some quick and easy choices: - Wavefront OBJ (not sure which version) - SoftImage HRC file. "HRCH: Softimage 4D Creative Environment v3.00" - Inventor file "#Inventor V2.0 ascii" - VRML 2.0 file "#VRML V2.0 utf8" EXPORT ONLY! - POV file "#version 3.0" EXPORT ONLY! i'm using IVCON because the code is pretty clean without alot of dependencies and it will quickly allow PLIB to support more formats. Are any of these formats dead (no longer used much) ? Any requests for one of the above formats ? --Dave PS: Other formats such as lightwave and X, I don't have the time to tackle right now but if you know of a free loader that exists, please let me know |
From: Dave M. <dp...@ef...> - 2000-03-10 19:13:57
|
I commited ssgLoadDXF and ssgSaveDXF ssgLoad and ssgSave also look for DXF file extension DXF lines and faces are both supported --mcdave |
From: Philippe C.D. R. <ro...@ia...> - 2000-03-10 09:44:50
|
Hi, I am new to this list, so please forgive me 'dumb' questions. I am working on a scenegraph API of my own (http://feivel.unibe.ch/~robert), and therefore I have a closer look to everything that is out there and useful. In this process I came across the quaternion functions in sg and saw some wrong implemented functions (mainly SLERP and multiplication). It seems that everything out there related to quats is derived from the same source,since even gamasutra printed the wrong functions...;-) Has anybody fixed those yet, or ...?! Steve told me there was somebody working on this, am I correct? I have fixed the multiplication, but SLERP still doesn't work. So any input would be great. thx! sweet dreams, Phil -- Philippe C.D. Robert | http://www.iam.unibe.ch/~robert/ Research Group Computational Geometry and Graphics Institute of Computer Science and Appl. Mathematics (IAM), Office 205 Neubrueckstrasse 10, CH-3012 Bern Switzerland, phone: +41 31 6313321 |
From: Durk T. <d.t...@di...> - 2000-03-06 19:50:52
|
Curtis L. Olson wrote: > Dave McClurg writes: > > Curt wrote: > > > > > http://www.menet.umn.edu/~curt/tmp/tux-sky-demo.jpg > > > > > >I'm designing this in such a way that you can use a separate module > > >that calculates the real positions of the sky objects so you can have > > >a live dynamic sky that will precisely match the real world. > > > > cool! glad to see your hard work paid off. > > is this intended for possible inclusion in ssg or a ssg example > > or will it be only in flightgear. > > Dave, > > I'd certainly offer it up for potential inclusion in plib/ssg, but the > decision would be up to Steve. My interests are more simulation > oriented rather than game oriented. I've been considering putting > together my own package of things that would sit a level up from plib, > or be out of the scope of plib ... things like a drop in sky, terrain > rendering/paging tools, or even a collection of vehicle dynamics > codes. > > I'm thinking it would be nice to have plib + my_package = getting your > simulation project off the ground quickly. > Well since this is my first post to the plib list, a quick introduction (for people who are not subscribed to any flightgear list). The original (non plib/ssg) version of the astronomy code was written by me, approx. between 1997 and 1998. And in addition to this, I also worked on some other parts of the FlightGear projects, mainly involving time code, some gui work, as well adding a preliminary form of clouds. Because I haven't had much chance to contribute lately, I haven't worked with plib that much. The code that calculates the right position of the sun, moon, and planets currently pretty much intertwined with the rest of FlightGear, and one of my intentions is to seperate this from the core of the simulator code. Because Astronomy and time code is pretty much intertwined, I'm currently thinking of reorganizing this into a single time/astromomy lib. Though I'm open to including this code in plib as well, I'm not sure if this is the right place for this lib to go. Eventually, I'd like to develop some code that is also suitable for use in stuff like a Space Flight simulator, and this would impose an additional demand on the lib. My first choice in that case would be to include the Astronomy and Time code in something like Curt's SimGear lib. As said, I'm open to suggestion. Regards, Durk |
From: Durk T. <d.t...@di...> - 2000-03-06 19:37:43
|
Curtis L. Olson wrote: > Ok, I literally want to cry. :-) > Curt, Think of it this way: If a moron is capable of writing a flight simulator, imagine what a man who's in his right mind can do... :-) :-) :-) > Specifying an alpha of 1.0 in my ssgColourArray makes all my problems > go away and suddenly everything works the way it's supposed to. The > sun came out, the birds started to sing, yada, yada ... Yes, the end result turns out really nice |
From: Curtis L. O. <cu...@me...> - 2000-03-06 14:33:02
|
Dave McClurg writes: > Curt wrote: > > > http://www.menet.umn.edu/~curt/tmp/tux-sky-demo.jpg > > > >I'm designing this in such a way that you can use a separate module > >that calculates the real positions of the sky objects so you can have > >a live dynamic sky that will precisely match the real world. > > cool! glad to see your hard work paid off. > is this intended for possible inclusion in ssg or a ssg example > or will it be only in flightgear. Dave, I'd certainly offer it up for potential inclusion in plib/ssg, but the decision would be up to Steve. My interests are more simulation oriented rather than game oriented. I've been considering putting together my own package of things that would sit a level up from plib, or be out of the scope of plib ... things like a drop in sky, terrain rendering/paging tools, or even a collection of vehicle dynamics codes. I'm thinking it would be nice to have plib + my_package = getting your simulation project off the ground quickly. Regards, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Dave M. <dp...@ef...> - 2000-03-06 06:18:29
|
Curt wrote: > http://www.menet.umn.edu/~curt/tmp/tux-sky-demo.jpg > >I'm designing this in such a way that you can use a separate module >that calculates the real positions of the sky objects so you can have >a live dynamic sky that will precisely match the real world. cool! glad to see your hard work paid off. is this intended for possible inclusion in ssg or a ssg example or will it be only in flightgear. --mcdave |
From: Curtis L. O. <cu...@in...> - 2000-03-06 00:12:35
|
For those of you not familiar with flight gear, here is a quick screen shot of the sky elements I am working on building with ssg. These things should just depend on plib (and have no flightgear dependencies.) http://www.menet.umn.edu/~curt/tmp/tux-sky-demo.jpg I'm designing this in such a way that you can use a separate module that calculates the real positions of the sky objects so you can have a live dynamic sky that will precisely match the real world. Regards, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Per L. <li...@ho...> - 2000-03-05 22:57:21
|
On Sun, 05 Mar 2000, Curtis L. Olson wrote: > Quick check the docs so I have some juicy proof for the public > lynching ... and sure enough there it is ... you are supposed to build > the ssgColourArray out of ssgVec__4__! I'm a complete moron! I've > been building my all my color lists out of ssgVec__3__ leaving the > alpha to default to 0. Yikes! Did I mention I'm a complete moron. > > Specifying an alpha of 1.0 in my ssgColourArray makes all my problems > go away and suddenly everything works the way it's supposed to. The > sun came out, the birds started to sing, yada, yada ... It's things like this that makes me wonder why I have chosen this profession - sometimes it seems that programming is really all about banging your head against the monitor for hours / days / weeks just because you missed one figure somewhere in hundreds/thousands of lines of code. Still, I just come back for more :-) I'm happy to hear that you made it through! Regards, Per -- / Per Liedman / li...@ho... / www.mdstud.chalmers.se/~md6pl / 031-825659 / 0705-520455 |
From: Curtis L. O. <cu...@in...> - 2000-03-05 16:15:43
|
Ok, I literally want to cry. :-) I've spent the last 4-5 days struggling with ssg, opengl states, textures with alpha transparency, and blending ... nothing was working right for me. Everything was going screwy at every step of the way. This has to have ranked right up there with the frustration level of sorting out matrix tranformations. You think you know how it works, you've studied it in school, you got A's on your test, you've made this stuff work before, but here's this proof laughing in your face, this piece of non-working code that is saying you are obviously a clueless idiot. Ok, so I could get everything working correctly ... right up to the point where I tried to enable either blending or alpha_test and blam, my object would go away. This morning I said to myself, "you know Curt, it almost looks like opengl/ssg is honoring the alpha of the underlying quad, and completely ignoring the alpha of your perfectly good texture." Hmmm ... interesting thought ... what is the alpha of my underlying quad? I suppose, if I'm GL_MODULATING my texture, the texture's alpha would get modulated with the underlying quad's alpha, just like it is with the RGB values. Hmmm ... but if you build an ssgVtxTable ssgColourArray out of ssgVec3 there would be no way to specify an alpha component. A huge obvious oversite in the design of ssg. If Steve wasn't on vacation I'd tear him to shreds over this ... he just wasted the last week of my life. Quick check the docs so I have some juicy proof for the public lynching ... and sure enough there it is ... you are supposed to build the ssgColourArray out of ssgVec__4__! I'm a complete moron! I've been building my all my color lists out of ssgVec__3__ leaving the alpha to default to 0. Yikes! Did I mention I'm a complete moron. Specifying an alpha of 1.0 in my ssgColourArray makes all my problems go away and suddenly everything works the way it's supposed to. The sun came out, the birds started to sing, yada, yada ... Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Curtis L. O. <cu...@in...> - 2000-03-05 15:29:45
|
Steve, This is in plib-1.1.11 (src/ssg/ssgImageLoader.cxx) void ssgImageLoader::make_mip_maps ( GLubyte *image, int xsize, int ysize, int zsize ) { GLubyte *texels [ 20 ] ; /* One element per level of MIPmap */ for ( int l = 0 ; l < 20 ; l++ ) texels [ 0 ] = NULL ; ^----> should this be "l"? You compensate for this later so the code should run ok, but I just thought I'd point this out. Regards, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Curtis L. O. <cu...@in...> - 2000-03-04 20:10:40
|
Dave McClurg writes: > a worthy goal. indeed, a clean solution would be of interest to > everyone. perhaps you should get it all working using straight > glut/opengl first and then integrate with ssg so you keep it simple > until it works. Actually it is all pretty much working with hand crafted opengl. My problem is struggling with ssg and state handling ... or maybe mixing ssg's state handling with random hard coded state changes sprinkled throughout the code. This is what I'm trying to clean up. > the best tutorial on creating skyboxes can be found at > http://www.gamasutra.com/features/visual_arts/19981023/skybox_01.htm > > also, i saw that crystal space http://crystal.linuxgames.com just added > some skybox code they claim works Right now I'm implimenting a sky dome (this is for a flight simulator.) But it would be interesting to add a skybox option sometime as well. Regards, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Curtis L. O. <cu...@in...> - 2000-03-04 20:05:11
|
Norman Vine writes: > Curtis L. Olson writes: > > > >Ok, I've been beating my brains on this for the last 48 hours and I'm > >about ready to give up (except I can't, so I keep bashing my head on > >it.) I'm hoping that some kind soul will have pity on me and help me > >out. > > Ouch that has gotta hurt. > Since the grandmaster is out of ear shot > I'll do my best :). > > > > >I'm sure I'm doing something stupid someplace, but for the life of me > >I can find out what that is. > > Try moving the current_sun.initialize(); call > to someplace after ssgInit(); > like the end of Ahh, yes that helped tons ... thanks! > BTW > You should look into using the new ssgContext class. > > Hope this helps you get some sleep :) Ok ... I'll take a look at that. Regards, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Dave M. <dp...@ef...> - 2000-03-04 19:33:48
|
Curt wrote: >My ultimate goal is to build a nice generic sky with sun, moon, stars, >haze at the horizon, etc. all within the structure of ssg. I'm doing >this for the FlightGear project, but I'm hoping that when I'm done >this could be a quick easy drop in for others who want to add a >decent/realistic sky quickly to their ssg-based projects. (with the >possibility of having all the astronomical objects placed correctly >for time and view position.) Every one needs this because even indoor >worlds have windows, right? :-) I'm a good ways along with this >effort, but I've hit a problem with texturing. a worthy goal. indeed, a clean solution would be of interest to everyone. perhaps you should get it all working using straight glut/opengl first and then integrate with ssg so you keep it simple until it works. the best tutorial on creating skyboxes can be found at http://www.gamasutra.com/features/visual_arts/19981023/skybox_01.htm also, i saw that crystal space http://crystal.linuxgames.com just added some skybox code they claim works --mcdave |
From: Norman V. <nh...@ca...> - 2000-03-04 06:10:40
|
Curtis L. Olson writes: > >Ok, I've been beating my brains on this for the last 48 hours and I'm >about ready to give up (except I can't, so I keep bashing my head on >it.) I'm hoping that some kind soul will have pity on me and help me >out. Ouch that has gotta hurt. Since the grandmaster is out of ear shot I'll do my best :). > >I'm sure I'm doing something stupid someplace, but for the life of me >I can find out what that is. Try moving the current_sun.initialize(); call to someplace after ssgInit(); like the end of BTW You should look into using the new ssgContext class. Hope this helps you get some sleep :) Norman |
From: Curtis L. O. <cu...@in...> - 2000-03-04 03:23:58
|
Ok, I've been beating my brains on this for the last 48 hours and I'm about ready to give up (except I can't, so I keep bashing my head on it.) I'm hoping that some kind soul will have pity on me and help me out. I'm sure I'm doing something stupid someplace, but for the life of me I can find out what that is. My ultimate goal is to build a nice generic sky with sun, moon, stars, haze at the horizon, etc. all within the structure of ssg. I'm doing this for the FlightGear project, but I'm hoping that when I'm done this could be a quick easy drop in for others who want to add a decent/realistic sky quickly to their ssg-based projects. (with the possibility of having all the astronomical objects placed correctly for time and view position.) Every one needs this because even indoor worlds have windows, right? :-) I'm a good ways along with this effort, but I've hit a problem with texturing. I've tried to boil this problem down to an example that is as simple as I can get it. What I've done is try to build a simple object (square), texture it with the "wood.rgb" texture for now, and add it into the sky in the plib "tux" example program. I'm attaching my changes to the "tux" example program (from the plib_examples-1.1.8 distribution). It's about 4k compressed (4 small files) so hopefully I'm not blatantly violating list ettiquete. This includes a replacement Makefile.am, a replacement tux_example.cxx and two new files: skysun.cxx and skysun.hxx. Just untar this over top the examples/ssg/tux directory and you should be able to build it. You should see a wood textured square in the sky, but you don't. This is the problem. Instead, you'll see a solid white square in the sky. If anyone can tell me why the texture isn't getting applied and what I can change to make this work, I will owe you a virtual beer ... no make that a virtual 6 pack. By tomorrow I may be handing out first born sons. I'm guessing this problem is centered around a screwed up opengl state configuration, but I'm stuck ... I've tried everything I can think of. The worst part is that I've gotten all kinds of texturing to work in the FlightGear project ... I just can't get it to work in this simple example. Help! Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Steve B. <sjb...@ai...> - 2000-03-03 06:24:34
|
Hi! I'm off on a much needed vacation for two weeks - so I'll basically be uncontactable until about 18th March. So if there are any plaintive pleas for help from newbies - perhaps one of you more experienced users would offer a helping hand. Thanks. Steve -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Loring H. <ls...@cs...> - 2000-03-03 04:02:20
|
Hope this is the right place to send patches. The following is a patch to the cvs tree for core plib, I also have a patch for plib_examples, but I didn't see that in the cvs tree - should I just send the patch relative to the tarball? This patch allows plib to be compiled when: * Using a an old version of g++ that does not define FLT_EPSILON * glut is installed in a non-standard place * X11 include files and libraries are not in the standard location * X11 include files/libraries are in a non-standard location and GL include files and libraries are located in the same place (/usr/X11R6/include/GL, for example) With these changes I was able to build plib and the examples under Solaris, Linux, and AIX (except for the sound library under AIX). Loring RCS file: /cvsroot/plib/plib/configure.in,v retrieving revision 1.2 diff -u -r1.2 configure.in --- configure.in 2000/02/15 23:28:50 1.2 +++ configure.in 2000/03/02 22:52:38 @@ -27,6 +27,26 @@ AC_PROG_INSTALL AC_PROG_RANLIB +dnl Command line arguments +AC_ARG_WITH(glut, +[ --with-glut=DIR set the prefix directory where GLUT resides], +GLUT_PREFIX=$withval, GLUT_PREFIX=auto) + +AC_ARG_WITH(glut-includes, +[ --with-glut-includes=DIR + set the directory where GLUT include files reside], +GLUT_INCLUDES=$withval, GLUT_INCLUDES=auto) +if test "x$GLUT_INCLUDES" != "xauto"; then + CPPFLAGS="$CPPFLAGS -I$GLUT_INCLUDES" +else + if test "x$GLUT_PREFIX" != "xauto"; then + CPPFLAGS="$CPPFLAGS -I$GLUT_PREFIX/include" + fi +fi +if test "x$GLUT_PREFIX" != "xauto"; then + LIBS="$LIBS -L$GLUT_PREFIX/lib" +fi + dnl Checks for library functions. dnl check for OpenGL related libraries @@ -39,6 +59,9 @@ AC_PATH_XTRA x_suffix="$X_LIBS $X_PRE_LIBS -lX11 -lXi -lXext -lXmu $X_EXTRA_LIBS -lm" + if test "x$x_includes" != "x"; then + CPPFLAGS="$CPPFLAGS -I$x_includes" + fi dnl Reasonable stuff non-windoze variants ... :-) Index: src/sg/sgIsect.cxx =================================================================== RCS file: /cvsroot/plib/plib/src/sg/sgIsect.cxx,v retrieving revision 1.1.1.1 diff -u -r1.1.1.1 sgIsect.cxx --- src/sg/sgIsect.cxx 2000/02/01 05:52:26 1.1.1.1 +++ src/sg/sgIsect.cxx 2000/03/02 22:52:38 @@ -7,6 +7,11 @@ #define FALSE 0 #endif +/* Defined in float.h in later versions of egcs */ +#ifndef FLT_EPSILON +#define FLT_EPSILON 1.19209290e-07f +#endif + /* Determine the origin and unit direction vector of a line formed by the intersection of two planes. |
From: Gil C. <g.c...@ca...> - 2000-03-03 00:29:35
|
Hi, I've been on Wes Bethel's mailing list for his RM scene graph product for a while now, and he's recently decided to produce a subset open source version called OpenRM. It sounds pretty nice, although it's not clear what extras the full RM product available for purchase gives that this version doesn't. Anyhow, have a look at http://openrm.sourceforge.net/ if you're interested to see what he's doing. Regards, Gil |
From: Curtis L. O. <cu...@me...> - 2000-03-02 17:57:23
|
Steve, I have a color question for you. I seem to get the expected results (correct colors) when I create a state with: enable( GL_COLOR_MATERIAL ) setColourMaterial( GL_AMBIENT_AND_DIFFUSE ) And then I feed in my desired color array when I create the VtxTable. Now, I have a multi-VtxTable object (a sphere where each slice is a separate triangle strip.) I would like to be able to control the color of this object by just modifying the associated state. My first attempt was to pass in a NULL color array when I create the VtxTables. My state was set up with: disable( GL_COLOR_MATERIAL ); setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); However, if I later go and update the Material color in the state, the rendered object color doesn't change. I know we already did the rounds on this with David Megginson (but I wasn't paying attention at the time ... <slap, slap>) Should my approach work, or am I missing something obvious? From a brief look at the code, I wonder if ssg is overriding the state's color for objects that have no color list defined? Any thoughts ... or should I just avoid setting global material colors and stick with enable(GL_COLOR_MATERIAL) and modify the color array? Thanks, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Steve B. <sjb...@ai...> - 2000-03-01 21:30:17
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"Curtis L. Olson" wrote: > > It would be a pretty weird application that needed to switch > > Fog and Depth-test on a per-leaf-node basis. > > The place where I'm running into this is with drawing the skydome, > stars, sun, moon, etc. I'm half modelling and half illusioning so I > need to play some tricks. But, it's not a big deal. As long as I > understand exactly what ssg does / doesn't, I can make things work. Yep. Bear in mind that you can have SSG call your own callback functions both before and after drawing a leaf node. > Ok, so the best I can tell from the documentation, here is the > complete enumeration (internal names) of the states that ssg can > control: > > SSG_GL_TEXTURE_EN > SSG_GL_CULL_FACE_EN > SSG_GL_COLOR_MATERIAL_EN > SSG_GL_BLEND_EN > SSG_GL_ALPHA_TEST_EN > SSG_GL_LIGHTING_EN > > Is this the complete list of modes ssg can control? That's the complete list of glEnable/glDisable's - yes. Of course there are other GL *state* elements - like the current texture - that SSG controls also. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Curtis L. O. <cu...@me...> - 2000-03-01 15:14:51
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"Curtis L. Olson" wrote: > > Ok, one more question. Is it legal to use ssgSimpleStates to control > > *all* the states that you can glEnable and glDisable? I'm thinking > > about things like GL_FOG, GL_DEPTH_TEST, GL_CULL_FACE, etc. Steve Baker writes: > No - I had great heartache over that. I decided to stick to those > states that you are likely to want to set and unset rapidly in a > 'typical' application. That keeps to a minimum the amount of state > *testing* for each leaf node as it's rendered. > > It would be a pretty weird application that needed to switch > Fog and Depth-test on a per-leaf-node basis. The place where I'm running into this is with drawing the skydome, stars, sun, moon, etc. I'm half modelling and half illusioning so I need to play some tricks. But, it's not a big deal. As long as I understand exactly what ssg does / doesn't, I can make things work. > Of course GL_CULL_FACE is set per ssgLeaf node - so you don't want > to mess with ssgState's for that. Ok, so the best I can tell from the documentation, here is the complete enumeration (internal names) of the states that ssg can control: SSG_GL_TEXTURE_EN SSG_GL_CULL_FACE_EN SSG_GL_COLOR_MATERIAL_EN SSG_GL_BLEND_EN SSG_GL_ALPHA_TEST_EN SSG_GL_LIGHTING_EN Is this the complete list of modes ssg can control? Thanks, Curt. -- Curtis Olson University of MN, ME Dept. Flight Gear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |