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From: Dave M. <dp...@ef...> - 2000-02-23 21:23:23
|
>> Using the save.cxx SSG example with loading the tuxedo.ac and saving it >> then as tuxedo.ase I get >> >> ... >> *MATERIAL_AMBIENT -431602080.000000 -431602080.000000 -431602080.000000 >> *MATERIAL_DIFFUSE -431602080.000000 -431602080.000000 -431602080.000000 >> ... >> >> in all materials. This doesn't lok right (it looks like some unitialized >> floats). Is that correct? > >Doesn't look good to me - I think the problem is rather subtle. Those >certainly are uninitialised variables - but I think the REASON is that >the ssgState probably had those colours set with a "don't care" flag - >implying that the ambient and diffuse colours are coming from the >polygon colour (using glColorMaterial) - meaning that those colours >are just plain WRONG. > >What the correct fix is - I'm not sure - depends on the ASE file format. ASE supports vertex colors and ssgLoadASE passes them to ssgVtxTable if they are found. But vertex colors are optional and may not be present. So... is a fix needed and if so what should be done? |
From: <Va...@t-...> - 2000-02-23 20:32:56
|
Dave McClurg wrote: > > Steve Wrote: > > >I agree about VRML - VRML-1 was a great disappointment to me - VRML-2/97 > >made it all a lot worse. However, it is the ONLY independent standard > >format that I can think of - and it is pretty widely supported as an > >import/export format. Every other format on the planet is based > >on the native format of some specific toolkit or modeller (AFAIK). > > > >Of course VRML-1 was essentially just SGI's Inventor '.iv' native > >format...so in that sense, it too is just the native format of an > >existing tool. > > > > Nichimen has something called the "game exchange" format. > We should support that (http://www.nichimen.com/gamex/index.shtml) > Something also should consider is supporting the X format - the native Direct3D format... perhaps in a one way direction only ;-) CU, Christian |
From: Steve B. <sjb...@ai...> - 2000-02-23 20:07:30
|
Dave McClurg wrote: > > Christian wrote: > > >I tried to compile a new plib checkout, but MSVC complaind about a few > >parts in the ASE load/save routines > > Thanks for checking this out. I added the fixed to other changes i'm making. > I noticed the plib.dsw/dsp in CVS is missing the new files and ssgContext.cxx. > i'll send Steve the changes for a commit later today Yes - I don't posess a single byte of Microsoft software - so I can't maintain the MSVC build setup...or any other non-Makefile-based scheme for that matter. However, if someone wants to send me those project files, I'll be happy to commit them. > >Using the save.cxx SSG example with loading the tuxedo.ac and saving it > >then as tuxedo.ase I get > > > >*MATERIAL_AMBIENT -431602080.000000 -431602080.000000 -431602080.000000 > >*MATERIAL_DIFFUSE -431602080.000000 -431602080.000000 -431602080.000000 > > > >in all materials. This doesn't lok right (it looks like some unitialized > >floats). Is that correct? > > > > correct. AC format specifies rgb,amb,emis,and spec where as ASE specifies amb,diff,spec. Emission isn't used much anyway - most of the time it's just easier to disable GL_LIGHTING - which has much the same effect. > ssgLoadAC does this: > > st -> setMaterial ( GL_SPECULAR, mat -> spec ) ; > st -> setMaterial ( GL_EMISSION, mat -> emis ) ; > > and ssgLoadASE does this: > > st -> setMaterial ( GL_AMBIENT, mat -> amb ) ; > st -> setMaterial ( GL_DIFFUSE, mat -> diff ) ; > st -> setMaterial ( GL_SPECULAR, mat -> spec ) ; > > therefore, when you load AC and save ASE you get undefined amb and diff. > before i fix this, i'd like to understand it more fully. anyone want to comment on > how the state should be initialized for unknown properties? It's messy because of glColorMaterial. Personally, my application software sets glColorMaterial to pick up the diffuse/ambient colours from the glColor() call and I totally ignore the emission/specular from the file - forcing them to black and white respectively. Added to which, I code the entire ssgSimpleState into the application and use the texture map name from the model file to find the material in the application. This means that I can't just pick up any random model off the web and toss it (unmodified) into my game - but that's a pretty silly thing to expect anyway. Games have to manage how much texture they consume and stuff like that - so anything more complex than the very simplest game will need to do something similar to this. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave M. <dp...@ef...> - 2000-02-23 19:02:44
|
Steve Wrote: >I agree about VRML - VRML-1 was a great disappointment to me - VRML-2/97 >made it all a lot worse. However, it is the ONLY independent standard >format that I can think of - and it is pretty widely supported as an >import/export format. Every other format on the planet is based >on the native format of some specific toolkit or modeller (AFAIK). > >Of course VRML-1 was essentially just SGI's Inventor '.iv' native >format...so in that sense, it too is just the native format of an >existing tool. > Nichimen has something called the "game exchange" format. We should support that (http://www.nichimen.com/gamex/index.shtml) The documentation is nice and it seems like they are trying to create a standard. Nendo is the best IMO "cheap" modeler I know of. If nobody wants to do that import/export module, i'll get to it. --Dave McClurg |
From: Steve B. <sjb...@ai...> - 2000-02-23 18:42:52
|
Devrim Erdem wrote: > > > I don't think it would be hard to write a large pile of #define's > > to make SSG look like Performer (at least to the degree needed by > > Performer's loaders). > > > > #define pfGroup ssgBranck > > #define addChild addKid > > > > ...and so on. There are 'political' reasons why I'll never do > > this - but someone else could easily do so. > > Unfortunately source code for the most important loader OpenFlight ( in my opinion ) lacks. I don't beileve that other formats ( 3ds, obj etc ) would > work like OpenFlight. And VRML is a neverending story. We dumped the OpenFLight loader and wrote our own - but I can't opensource it. At one time, there were TWO OpenFlight loaders - one was from Multigen and the other was from the Performer team themselves. Once Multigen put effort into their (binary-only) loader, the Performer team seem to have stopped working on theirs - but it was released as source code at one stage. I agree about VRML - VRML-1 was a great disappointment to me - VRML-2/97 made it all a lot worse. However, it is the ONLY independent standard format that I can think of - and it is pretty widely supported as an import/export format. Every other format on the planet is based on the native format of some specific toolkit or modeller (AFAIK). Of course VRML-1 was essentially just SGI's Inventor '.iv' native format...so in that sense, it too is just the native format of an existing tool. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave M. <dp...@ef...> - 2000-02-23 18:40:01
|
Christian wrote: >I tried to compile a new plib checkout, but MSVC complaind about a few >parts in the ASE load/save routines Thanks for checking this out. I added the fixed to other changes i'm making. I noticed the plib.dsw/dsp in CVS is missing the new files and ssgContext.cxx. i'll send Steve the changes for a commit later today >Using the save.cxx SSG example with loading the tuxedo.ac and saving it >then as tuxedo.ase I get > >*MATERIAL_AMBIENT -431602080.000000 -431602080.000000 -431602080.000000 >*MATERIAL_DIFFUSE -431602080.000000 -431602080.000000 -431602080.000000 > >in all materials. This doesn't lok right (it looks like some unitialized >floats). Is that correct? > correct. AC format specifies rgb,amb,emis,and spec where as ASE specifies amb,diff,spec. ssgLoadAC does this: st -> setMaterial ( GL_SPECULAR, mat -> spec ) ; st -> setMaterial ( GL_EMISSION, mat -> emis ) ; and ssgLoadASE does this: st -> setMaterial ( GL_AMBIENT, mat -> amb ) ; st -> setMaterial ( GL_DIFFUSE, mat -> diff ) ; st -> setMaterial ( GL_SPECULAR, mat -> spec ) ; therefore, when you load AC and save ASE you get undefined amb and diff. before i fix this, i'd like to understand it more fully. anyone want to comment on how the state should be initialized for unknown properties? thanks, --Dave |
From: <Va...@t-...> - 2000-02-23 17:41:33
|
Dave McClurg wrote: > > attached virtual file system proposal (similar to CS vfs) > Looks good. PLIB really needs an OS independant file and *directory* handling! CU, Christian |
From: Dave M. <dp...@ef...> - 2000-02-23 17:09:22
|
attached virtual file system proposal (similar to CS vfs) --Dave |
From: Dave M. <dp...@ef...> - 2000-02-23 17:08:07
|
Steve Wrote : > Your ssgParser/ssgLoadASE/ssgSaveASE code is a bit brutal when >it finds an error. If I try to load or save a file that does not >exist, it does an 'exit(1)'!!! Eeeekkkk! > > That's kinda brutal when you've just spent 3 hours building a >model in PPE - and when you try to save it and accidentally open >a write-protected file or a non-existant directory *KABLOOIE*!!! > > Please have ssgLoadASE return NULL if it can't load a file >for *any* reason - and have ssgSaveASE return FALSE if it can't >save. > > This is kinda urgent! > understood. i'll work on that today > Also, the _ssgMakePath function chops off the leading path >information or something...we need ssgModelPath to be applied >consistantly across all loaders. What ssgLoadAC does is: > > * If the path starts with a slash - use it as-is. > * If the path starts with anything else, prepend _ssgModelPath > and a slash. > > I'm not sure if that's the *perfect* rule - but it's what existing >applications expect. > this is an argument for the file system wrapper different OSes use different seperators and also i get ASE files with texture names that all start with backslashes and i don't want to recreate the directory structure on the modeler's machine. i'm attaching a spec proposal for a PLIB virtual file system. It is very similar to what is used in crystal space. Feedback? --Dave |
From: Curtis L. O. <cu...@me...> - 2000-02-23 16:24:02
|
> Steve Baker wrote: > > > > Also, the _ssgMakePath function chops off the leading path > > information or something...we need ssgModelPath to be applied > > consistantly across all loaders. What ssgLoadAC does is: > > > > * If the path starts with a slash - use it as-is. > > * If the path starts with anything else, prepend _ssgModelPath > > and a slash. > > > > I'm not sure if that's the *perfect* rule - but it's what existing > > applications expect. Steve, does ssg and it's loaders consider MacOS paths that use ":" as their delimeters? BTW, does anyone know what affect MacOS X (bsd unix based) will have on future path delimiter and ascii line delimiter choices on the mac platform? 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: <Va...@t-...> - 2000-02-23 16:19:46
|
Steve Baker wrote: > > Also, the _ssgMakePath function chops off the leading path > information or something...we need ssgModelPath to be applied > consistantly across all loaders. What ssgLoadAC does is: > > * If the path starts with a slash - use it as-is. > * If the path starts with anything else, prepend _ssgModelPath > and a slash. > > I'm not sure if that's the *perfect* rule - but it's what existing > applications expect. It's definitely not perfect. If I want to load c:\project\my_game\model.ssg but my path is set to d:\files\3d_models\ I get a big problem as d:\files\3d_models\c:\project\my_game\model.ssg doesn't exist. Couldn't we feed the loader with the whole absolute path and the loader gets all the files from the dir that the specified file is in? Perhaps we need a texture modifier. (Hypothetic) Example: Texture modifier is: '../textures' Path is: 'd:/files/3d_models/objects/model.ssg' This would load the model d:/files/3d_models/objects/model.ssg and the the textures d:/files/3d_models/textures/model_texture_0.rgb d:/files/3d_models/textures/model_texture_1.png d:/files/3d_models/textures/model_texture_2.rgb CU, Christian |
From: Devrim E. <de...@in...> - 2000-02-23 15:18:47
|
> I don't think it would be hard to write a large pile of #define's > to make SSG look like Performer (at least to the degree needed by > Performer's loaders). > > #define pfGroup ssgBranck > #define addChild addKid > > ...and so on. There are 'political' reasons why I'll never do > this - but someone else could easily do so. Unfortunately source code for the most important loader OpenFlight ( in my opinion ) lacks. I don't beileve that other formats ( 3ds, obj etc ) would work like OpenFlight. And VRML is a neverending story. /*=============================================== M. Devrim Erdem de...@in... Simulation Software Development info(+)TRON, Turkey Tel: +90 216 4921002 Fax: +90 216 3432132 Http://www.infotron-tr.com Http://abone.turk.net/mderdem ===============================================*/ |
From: Steve B. <sjb...@ai...> - 2000-02-23 14:56:43
|
Dave: Your ssgParser/ssgLoadASE/ssgSaveASE code is a bit brutal when it finds an error. If I try to load or save a file that does not exist, it does an 'exit(1)'!!! Eeeekkkk! That's kinda brutal when you've just spent 3 hours building a model in PPE - and when you try to save it and accidentally open a write-protected file or a non-existant directory *KABLOOIE*!!! Please have ssgLoadASE return NULL if it can't load a file for *any* reason - and have ssgSaveASE return FALSE if it can't save. This is kinda urgent! Also, the _ssgMakePath function chops off the leading path information or something...we need ssgModelPath to be applied consistantly across all loaders. What ssgLoadAC does is: * If the path starts with a slash - use it as-is. * If the path starts with anything else, prepend _ssgModelPath and a slash. I'm not sure if that's the *perfect* rule - but it's what existing applications expect. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-02-23 14:16:27
|
FYI: The latest CVS version of PLIB contains Dave McClurg's ASE loader and saver. PPE users should find it "just works" - for other programs, if you use the new ssgLoad and ssgSave routines then you'll get ASE formats without changing your code at all - if you load or save files by type explicitly then 'ssgLoadASE' and 'ssgSaveASE' work just like all the other loaders/writers. Dave tells me that the ssgParser.cxx/h should be useful to other loader writers - I havn't looked at it yet. He also says: > The only thing remaining for ase support is key/mesh > animation but any model should load (sans animation). This is great news for PPE. The bad news is that this is a pretty significant addition, and I should probably make a new 1.1.xx series release of PLIB before going to a stable 1.2.0 version...this is too good to leave out of 1.2. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-02-23 12:59:21
|
Devrim Erdem wrote: > > Steve Baker wrote: > > > Devrim Erdem wrote: > > > > > Steve, I have discontinued my effort to build a link between performer scene graph > > > and ssg scene graph due to the problems in ssgSaveSSG. I may restart it soon, if I > > > feel that there is a need. > > > > I'm not aware of any current problems with the latest ssgSaveSSG - what's up now? > > I haven't compiled ssg for a while. I will check it soon. The bad thing about this sort of tool > is that user has to have a properly installed performer. The good thing is that performer loads > nearly everything and so ssg by this way. You get source code for the Performer loaders though. I don't think it would be hard to write a large pile of #define's to make SSG look like Performer (at least to the degree needed by Performer's loaders). #define pfGroup ssgBranck #define addChild addKid ...and so on. There are 'political' reasons why I'll never do this - but someone else could easily do so. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Devrim E. <de...@in...> - 2000-02-23 09:06:11
|
Steve Baker wrote: > Devrim Erdem wrote: > > > Steve, I have discontinued my effort to build a link between performer scene graph > > and ssg scene graph due to the problems in ssgSaveSSG. I may restart it soon, if I > > feel that there is a need. > > I'm not aware of any current problems with the latest ssgSaveSSG - what's up now? I haven't compiled ssg for a while. I will check it soon. The bad thing about this sort of tool is that user has to have a properly installed performer. The good thing is that performer loads nearly everything and so ssg by this way. -- /*=============================================== M. Devrim Erdem de...@in... Simulation Software Development info(+)TRON, Turkey Tel: +90 216 4921002 Fax: +90 216 3432132 Http://www.infotron-tr.com Http://abone.turk.net/mderdem ===============================================*/ |
From: Steve B. <sjb...@ai...> - 2000-02-23 03:13:02
|
Devrim Erdem wrote: > Steve, I have discontinued my effort to build a link between performer scene graph > and ssg scene graph due to the problems in ssgSaveSSG. I may restart it soon, if I > feel that there is a need. I'm not aware of any current problems with the latest ssgSaveSSG - what's up now? -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: <Va...@t-...> - 2000-02-22 14:05:48
|
Steve Baker wrote: > > OK, OK! My head is spinning. Why's your head spinning? Your whole body should spin due to the joy dances(??) you are performing... :-) > ...so - someone help me fill in the blanks! If you are only > "thinking about" writing a loader/writer rather than "definitely" > writing one, let me know that too. .pov: Author: Christian Mayer IMPORT Status: never - considered impossible EXPORT Status: started, but currently on hold while I'm trying to figure out how to write a writer for SSG as the example code that I used didn't work. Description: PovRay is a well known freeware raytracer. Note: You'll probably need at least MegaPov or the yet to come PovRay 3.5 (=> I'll use mesh2) |
From: Devrim E. <de...@in...> - 2000-02-22 11:01:31
|
> Steve, I have discontinued my effort to build a link between performer scene graph and ssg scene graph due to the problems in ssgSaveSSG. I may restart it soon, if I feel that there is a need. -- /*=============================================== M. Devrim Erdem de...@in... Simulation Software Development info(+)TRON, Turkey Tel: +90 216 4921002 Fax: +90 216 3432132 Http://www.infotron-tr.com Http://abone.turk.net/mderdem ===============================================*/ |
From: Christopher K. S. J. <cs...@qu...> - 2000-02-22 09:13:49
|
Dave McClurg wrote: > > .ase : Author: Dave McClurg dp...@ef... > IMPORT Status: 80% complete & functional > EXPORT Status: complete > Description: ASCII Export format of 3DSMAX. > Todo: need to support mesh animations and sub materials fully > but works well for most models > > I am interested in writing a VRML 1.0 ascii loader if that makes sense. > Anyone else actively working on VRML support? Does anyone have an > issue with only supporting VRML 1.0 ascii ? > I've got a partially finished VRML97 loader. However, VRML97 and VRML 1.0 are different enough so that having two different loaders is probably reasonable. -cks |
From: Negative0 <neg...@ea...> - 2000-02-22 07:18:38
|
I have seen demos of Quaternions where rotation by an axis uses a more logical view point axis than the actual objects axis for rotation. I can't find any guides on how to use the simple geometry quaternion routines so I have tried the following: sgMakeIdentQuat( &Q ); sgRotQuat( &Q, 90.0, 1.0, 0.0, 0.0 ); At this point I have tried using: sgMakeRotMat4( rotation, &Q ); sgXformVec3( point, rotation ) and: sgMakeRotMat4( rotation, &Q ); glMultMatrixf( rotation ) as well as: sgQuatToAngleAxis(...) glRotatef(...) These don't produce any meaningful output. One combination I made actually rotated the 90 along the X axis, but drifted 30 degrees along the Z axis as well. I would greatly appreciate any examples, pointers, or descriptions on how to properly setup, rotate, and use the quaternion transformations. Thanks in advance, -negative0 |
From: Dave M. <dp...@ef...> - 2000-02-22 06:42:28
|
.ase : Author: Dave McClurg dp...@ef... IMPORT Status: 80% complete & functional EXPORT Status: complete Description: ASCII Export format of 3DSMAX. Todo: need to support mesh animations and sub materials fully but works well for most models I am interested in writing a VRML 1.0 ascii loader if that makes sense. Anyone else actively working on VRML support? Does anyone have an issue with only supporting VRML 1.0 ascii ? --Dave |
From: Steve B. <sjb...@ai...> - 2000-02-22 06:39:20
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Dave McClurg wrote: > > I have finished my ASE import/export module for PLIB and also a generic parser and error handler for use in other import/export modules. Cool! > however, i'm having trouble using cvs on sourceforge. i'm getting > authorization failed messages. i'm a cvs newbie. Yep - me too I'm afraid. You are listed as a developer for PLIB and you have write-access to the CVS I believe. > i read the cvs howto and faqs but still having trouble. could > someone send me their cvs scripts/commands for login sans password? What I do is to create a directory '/home/plib_cvs' and then use a bunch of shell scripts: 1) Get the latest CVS from the archive: #! /usr/bin/csh # # echo "Checking out a fresh copy of PLIB." setenv CVS_RSH ssh cd /home/plib_cvs cvs -ds...@cv...:/cvsroot/plib co plib (This won't scribble over changes you've done locally). 2) Commit any edits you made locally so they are in the CVS archive: #! /usr/bin/csh # # echo "Committing in PLIB changes to Web." setenv CVS_RSH ssh cd /home/plib_cvs cvs -ds...@cv...:/cvsroot/plib commit (You should probably grab the latest stuff from CVS and do a trial compile/run test before you do this - if you create a CVS version that won't compile then you WILL NOT BE POPULAR!) 3) If you add a new file that wasn't there before, run this for each file before you do your commit. #! /usr/bin/csh # # echo "Adding new file(s) to PLIB's CVS." setenv CVS_RSH ssh cvs -ds...@cv...:/cvsroot/plib add $* 4) If you have to delete a file from the CVS archive, do this before you do your commit: #! /usr/bin/csh # # echo "Removing files from PLIB on the Web." setenv CVS_RSH ssh cvs -ds...@cv...:/cvsroot/plib remove $* **DON'T FORGET TO CHANGE 'sjbaker' to your SourceForge account name in the scripts above. ...oh - yes - and you DO need to type in your SourceForge password for each of those operations - and for some of them you'll need to type in a one or two line human-readable explanation of what you are changing and why. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-02-22 06:22:54
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OK, OK! My head is spinning. For some reason after about a year of me begging for people to write loaders/writers for SSG, we seem to be utterly deluged in offers to write these things. I'm really concerned that there may be people duplicating effort here, so could I ask everyone who is writing either a loader or a writer for PPE/SSG 3D formats to email me personally in the next day or two. I'll put together a coherent list of who is working on what and post it to both PPE and PLIB developers' lists. Just so everyone knows, the *CURRENT* list of really solidly working loaders and writers that are distributed with PLIB are: .ssg: Author: Steve Baker sjb...@ai... IMPORT Status: Complete and tested. EXPORT Status: Complete and tested. Description: The 'native' format for SSG that saves a scene graph exactly - with every last field read and written perfectly. .ac : Author: Steve Baker sjb...@ai... IMPORT Status: Complete and tested. EXPORT Status: Not complete. Description: The native format of the 'AC3D' shareware modeller .3ds: Author: Per Liedman li...@ho... IMPORT Status: Seems to be complete. EXPORT Status: Not attempted. Description: One of the formats provided by 3D Studio. .wrl: Author: Various IMPORT Status: Several people have offered loaders, but so far, none of them seem to work reliably. EXPORT Status: Not attempted. Description: VRML - the 'official' format for 3D models on the WWW. Comes in two flavors 'VRML' and 'VRML-2' (aka VRML-97). ...so - someone help me fill in the blanks! If you are only "thinking about" writing a loader/writer rather than "definitely" writing one, let me know that too. If you want to add your code to the PLIB CVS archive, please sign up for an account at SourceForge.net and I'll give you write-access to the PLIB CVS site. If you are only subscribed to the PPE developers list, then please subscribe to the PLIB developer's list and keep loader/writer questions on that list so we can all compare notes. One thing we'll want to look at is the current SSG Optimiser and triangle-stripper. They are both currently part of the AC3D loader, but I know for sure that most (if not all) of the other loaders would benefit from such a service. Those functions could do with some work though - neither of them are exactly perfect yet. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-02-22 06:22:36
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Charles McLachlan wrote: > > I'm considering implementing an MDL / MDL2 loader based on Nathaniel Saint > Martin's Crystal Space loader. (This email copied to him in case he has any > comments) > > Is anybody working on such a thing already? Not that I'm aware of - but there are a TON of people offering to do loaders recently. ...which is also my cue to plead on bended knees for an ssgSaveMDL (which would allow you to build MDL natively in PPE. > Presumably all I want to do is write an ssgLoadMDL.cxx file and put an extra > line in ssgLoad() Yep - that's the plan right now. As was mentioned a couple of days ago, if the number of loaders gets beyond a half dozen or so we'll need to resort to dynamic linkage in order to keep the active code set down to a reasonable size. Also, if MDL requires specific texture image file formats then we'll need to consider how to approach that. I'd like to keep the number of dependancies to an absolute minimum - so if you're going to need libjpeg or something then we'll need to dynamically load that too. > BTW, I've just CVS'd the latest plib off Source forge, ran autoconf to get > myself a configure script, then ran it, only to get a complaint about a missing > install.sh file. When you *first* autoconf a new project, you are supposed to say: aclocal automake --add-missing autoconf ./configure > Am I doing this wrong or has install.sh been missed somewhere along the line? The '--add-missing' part does the necessary magic. (I need to put that up on the web site somewhere) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |