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From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-11-26 16:48:43
|
Gentlemen, A question has come up in my application as to whether an active widget should be deactivated (and its down-callback invoked) when the user next clicks a mouse or when the user next activates a (different) widget. At the moment the behaviour is the former, but I need for it to be the latter under some circumstances. Three years ago it was changed from the latter behaviour to the former (see "pu.cxx" version 1.41-42), presumably to fill some need. I would like to add a new field to "puObject" called "when_to_deactivate" and give it allowed values of "deactivate on mouse click" and "deactivate on next widget." In addition, I will need to change the "puMouse" code around lines 410-415 from "doHit" to "checkHit", returning TRUE if "checkHit" works and returning FALSE if it doesn't. If anybody objects to these changes, please let me know and we'll try to work something else out. Otherwise, I will need someone to put the files into CVS for me. John F. Fay joh...@eg... 850-729-6330 |
From: Steve B. <sjb...@ai...> - 2004-11-05 16:07:11
|
Fay John F Contr AAC/WMG wrote: > Remember, remember, the Fifth of November, > Gunpowder, treason, and plot! > I don't see the reason why gunpowder treason > Should ever be forgot. ...and to finish it off: Guy Fawkes, guy, t'was his intent To blow up king and parliament. Three score barrels were laid below To prove old England's overthrow. By god's mercy he was catch'd With a darkened lantern and burning match. So, holler boys, holler boys, Let the bells ring. Holler boys, holler boys, God save the king. And what shall we do with him? ...BURN HIM! > A penny for the Guy? Many thanks for thinking of me. When terrorists threaten the British people, we have our children ritually burn them in effigy every year for at least the next four centuries. We have long memories for people who *really* piss us off! ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-11-05 13:48:18
|
Remember, remember, the Fifth of November, Gunpowder, treason, and plot! I don't see the reason why gunpowder treason Should ever be forgot. (This is for Steve.) A penny for the Guy? John F. Fay joh...@eg... 850-729-6330 |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-10-26 13:40:30
|
Good question. int glutGetWindow ( void ) ... will return a subwindow if that is the current window. Are you subscribed to the "freeglut" mailing list? This would be a highly appropriate subject over there. John F. Fay joh...@eg... 850-729-6330 _____ From: pli...@li... [mailto:pli...@li...] On Behalf Of Mihnea Galeteanu Sent: Monday, October 25, 2004 7:04 PM To: pli...@li... Subject: [Plib-devel] GlutWindow Anyone has any idea if there is any way i can ask glut to give me a reference to the current top level GlutWindow object. Any help would be greatly appreciated.Thanks, Mihnea (Mike) Galeteanu Software Developer FreeBalance - global leaders in e-Government software Tel: +1 613 236 5150 ext 339 Fax: +1 613 236 7785 mga...@Fr... FreeBalance proudly welcomes Influatec to the FreeBalance family. You can find out more at www.FreeBalance.com. |
From: Wolfram K. <w_...@rz...> - 2004-10-26 02:35:11
|
Steve Baker wrote: >Just let's try to keep it as similar to the ssgTween stuff as we can so >as not to multiply the number of control methodologies any more than >we have to. Ok, I will. The current code in the viewer demo is very different in the control methology, so I will clean that up. >The existing ssgTweenController class can be used to drive the amount >of tween between the matrices - so all you need is a derived class >from ssgTransform that allows the matrices to be tweened in the same >ways as an ssgTween node does. Yes, agreed. Bye bye, Wolfram. |
From: Steve B. <sjb...@ai...> - 2004-10-26 02:26:11
|
Wolfram Kuss wrote: > Steve Baker wrote: > > >>So create a ssgTimedSelector - put an ssgTransform node under it for >>each animation step - then have them all point to the same (or perhaps >>different) child objects. > > > If I uderstand correctly, ssgTimedSelector can only be used for > "discreet" (non-continuous) movement? > > With the way I have in mind, I can interpolate between the matrices to > get a fairly smooth animation. Oh - I'm sorry - I didn't catch that part. Just let's try to keep it as similar to the ssgTween stuff as we can so as not to multiply the number of control methodologies any more than we have to. The existing ssgTweenController class can be used to drive the amount of tween between the matrices - so all you need is a derived class from ssgTransform that allows the matrices to be tweened in the same ways as an ssgTween node does. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Wolfram K. <w_...@rz...> - 2004-10-26 02:07:30
|
Steve Baker wrote: >So create a ssgTimedSelector - put an ssgTransform node under it for >each animation step - then have them all point to the same (or perhaps >different) child objects. If I uderstand correctly, ssgTimedSelector can only be used for "discreet" (non-continuous) movement? With the way I have in mind, I can interpolate between the matrices to get a fairly smooth animation. >No need for a new class - let's not clutter SSG with new node types >that are only needed by single applications (and not even *needed* >in actual fact). Well, together with the viewer it's two, but I agree that is not much. OTOH, the code to create the scene graph with the animation data will IMHO have to be in or called in the ssgLoadASE.cxx file. Bye bye, Wolfram. |
From: Steve B. <sjb...@ai...> - 2004-10-26 00:45:16
|
Wolfram Kuss wrote: > The animation data consists of different transform matrices for > different times/frames. So create a ssgTimedSelector - put an ssgTransform node under it for each animation step - then have them all point to the same (or perhaps different) child objects. No need for a new class - let's not clutter SSG with new node types that are only needed by single applications (and not even *needed* in actual fact). ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Mihnea G. <mga...@fr...> - 2004-10-26 00:03:50
|
Anyone has any idea if there is any way i can ask glut to give me a = reference to the current top level GlutWindow object. Any help would be greatly appreciated.Thanks, Mihnea (Mike) Galeteanu Software Developer FreeBalance - global leaders in e-Government software Tel: +1 613 236 5150 ext 339 Fax: +1 613 236 7785 mga...@Fr... FreeBalance proudly welcomes Influatec to the FreeBalance family. You can find out more at www.FreeBalance.com. |
From: Wolfram K. <w_...@rz...> - 2004-10-25 23:00:24
|
As you know, I am working on PPE. I now need the option to display animations of models to be converted in PPE. The viewer sample loads animation from *.ase files and displays it. I have have tweaked the ASE loader to handle a new kind of animation I need and also I have moved the code "doing" the animation into PLIB and called it from PPE. It "works" so far, see below. I have not committed it yet. I am absolutely prepared to share all code I have, but right now it is not fit to be comitted and it might just be that I have to kludge things in this insane hurry enough so that it is of no general interest. This is however just what I want to avoid. The animation data consists of different transform matrices for different times/frames. =46unctionalitywise, the bad thing about the current implementation is that the viewer code puts the animation data into the user data field. Since PPE uses this field when selecting, the animation works till the first time you select something. Also, the code is very different to the animation code we did later, for example, it does not use the animation modes etc. Does it make sense to implement and commit the following?: There would be a ssgAnimTransform which is derived from ssgTransform. It contains a array of "frame" matrices. There will be a global ssg function "ssgSetAnimTime" with the "time" as parameter that walks the tree and for each ssgAnimTransform it sets the main transform from either one of the "frame" matrices (discreet animation) or a interpolation between two (smooth animation). The app could call this function before ssgCullAndDraw(). It would be similar to the existing animation, for example with a float time like in ssgTween instead of a discreet one as in the viewer example. Also, there is the exposer demo showing off bones, but I doubt much code can be shared. All current apps would not be affected. Only if they load an ase file with animation will the ssgAnimTransform be created and these would only be active iff the app calls the ssgSetAnimTime function. Also, I could implement a global variable saying "Something animated has been loaded" so that the ssgSetAnimTime function is only called if needed.=20 This feature would be used in the viewer sample, in PPE and I can well imagine games authors using it as simple way to get animated objects into their game. Bye bye, Wolfram. |
From: Wolfram K. <w_...@rz...> - 2004-10-24 18:28:48
|
The water example works for me on Windos, with the newest PLIB code. Bye bye, Wolfram. |
From: Olivier A <oli...@wa...> - 2004-10-24 12:34:55
|
Neither ssgSimpleState::setTexture(file) nor ssgLoadTexture(file) use the path set by ssgTexturePath(path) to load texture files. As the path is not addded, these functions load 'file' from the current working directory, which is not the same among the OS, or the windowing system used (GLUT, pw, ...). I think it is a bug (but I am not sure): In some examples, e.g. ssg/water, the program set the path to "data" with a call to ssgTexturePath and loads textures by simply calling ssgSimpleState::setTexture("pattern.rgb"), ... but the the SGI texture loader does not look for the file in the "data" folder. I suggest the following patch in ssgLoadTexture.cxx: in the function: bool ssgLoadTexture ( const char * filename, ssgTextureInfo* info ) just after the "if ( *extn != '.' )" block: +++ char buff[1024]; +++ _ssgCurrentOptions->makeTexturePath(buff, filename); +++ const char *filepath = buff; and replacing 'filename' by 'filepath' thereafter (3 occurences). The problem is that I am not sure this patch is compatible with model loaders, which use a ssgLoaderOptions class... (A quick search shows that it is only redondant). Another way is to modify the following method of ssgSimpleState in ssg.h: virtual void setTexture ( const char *fname, int _wrapu = TRUE, int _wrapv = TRUE, int _mipmap = TRUE ) by applying the same patch as above, and perhaps moving the code in ssg.cxx. Olivier A. |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-10-22 18:36:36
|
Gentlemen, In my continued exercising of the "puAux" library, I have found that there is no way for the widget to return to the application an entry that the user has typed in if the box is "editable". I would like to change that. I propose that the "getCurrentItem" function be modified so that if the user typed in an arbitrary string it will be added to the end of the list of items and its new place number returned to the application. This will involve some changes: - The calls to "getStringValue" will have to be changed to "input->getStringValue". I believe that the present arrangement is simply a bug. - The "list" will have to be copied from the input in "newList" rather than simply having the pointer copied. Does anybody object to these changes? Does anybody have a better idea? John F. Fay joh...@eg... 850-729-6330 |
From: Wolfram K. <w_...@rz...> - 2004-10-21 00:00:39
|
John F. Fay wrote: > It seems that I am unable to communicate with Wolfram Kuss >directly--something about his server not being able to resolve my = address. Hm, I wanted to email you for the error message, but the email in that direction did not go through either :-/. Maybe my ISP has some problems with specific adresses. You can reach also me at: wol...@t-... >John F. Fay >joh...@eg... >850-729-6330=20 Bye bye, Wolfram. |
From: Wolfram K. <w_...@rz...> - 2004-10-20 23:55:18
|
Norman wrote: >but there is a native Win32 patch package listed here >http://gnuwin32.sourceforge.net/packages.html Thanks, it works :-). >HTH > >Norman Bye bye, Wolfram. |
From: Wolfram K. <w_...@rz...> - 2004-10-20 23:54:32
|
Thank you, looks good, committed. Bye bye, Wolfram. |
From: Paolo L. <p.l...@ci...> - 2004-10-20 12:52:00
|
-----Messaggio originale----- Da: pli...@li... [mailto:pli...@li...] Per conto di Mihnea Galeteanu Inviato: mercoled=EC 20 ottobre 2004 13.04 A: pli...@li... Oggetto: [Plib-devel] textures > Is there any way that I can update a texture in the middle of my game. Assume I loaded up my 3d environment in plib and now > I'm going around in this environment using my own game that wraps plib. ... You can do it in several way, depending on your code structure. For updating a texture you have to go to the ssgSimpleState node (holds material properties, the texture pointer and OGL states), usually kid of a ssgLeaf (geometry, usually a ssgVtxArray), get the texture handle, bind it, update the texture, finally unbind. The texture related to that state is thus updated, for each leaf pointing to that state. Here is some code: ssgLeaf *leaf =3D ...; // how you will get the leaf pointer is up to you If ( leaf->hasState() ) { ssgSimpleState *state =3D (ssgSimpleState *) leaf->getState(); If ( state->hasTexture() ) { Gluint tex_handle =3D state->getTextureHandle(); glBindTexture ( GL_TEXTURE_2D, tex_handle ); // update the texture through glTexSubImage2D(), glCopyTexImage2D() or whatever glBindTexture ( GL_TEXTURE_2D, 0 ); } } > Is there a way to hook up a call back method in plib > that asks my game whether i want to update a particular texture?=20 No, AFAIK. But, what such a mechanism should be activated by? How SSG should know when you are ready to update the texture? If you store that state pointer as to the previous code somewhere, you could update whenever you want. You can also reach it by name (root->getByName("Textured_Material_name")), or do an recursive deep search of the graph searching for a state with a texture with a certain name (state->getTexture()->getName()). Alternatively you could use some native callback mechanism, either pre/post- leaf draw: leaf->setCallback( SSG_CALLBACK_PREDRAW, your_leaf_predraw_cb ); Or pre/post- state apply: state->setCallback( SSG_CALLBACK_PREAPPLY, your_state_preapply_cb ); > Thanks, > Mihnea (Mike) Galeteanu=20 Welcome on board, ciao - Paolo |
From: Mihnea G. <mga...@fr...> - 2004-10-20 12:04:19
|
Is there any way that I can update a texture in the middle of my game. = Assume I loaded up my 3d environment in plib and now I'm going around in = this environment using my own game that wraps plib. Is there a way to = hook up a call back method in plib that asks my game whether i want to = update a particular texture? Thanks, Mihnea (Mike) Galeteanu Software Developer FreeBalance - global leaders in e-Government software Tel: +1 613 236 5150 ext 339 Fax: +1 613 236 7785 mga...@Fr... FreeBalance proudly welcomes Influatec to the FreeBalance family. You can find out more at www.FreeBalance.com. |
From: Steve B. <sjb...@ai...> - 2004-10-19 21:27:21
|
Wolfram Kuss wrote: > Does anyone know a programm to apply patches that runs on Windows? Presumably the Linux one is one of the shell tools that comes with CygWin - or at least you should be able to take the source for it and compile it under Cygwin. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Mihnea G. <mga...@fr...> - 2004-10-19 19:21:46
|
Do any of you know how to add animated textures in plib (i.e. i want to = be looking at a texturized surface and see it change from one texture to = another over time). Also, any clue on how I would be able to play = something like a movie on a surface or in opengl in general. Any help would be greatly appreciated=20 Mihnea (Mike) Galeteanu=20 Software Developer=20 FreeBalance - global leaders in e-Government software=20 Tel: +1 613 236 5150 ext 339=20 Fax: +1 613 236 7785=20 mga...@Fr...=20 FreeBalance proudly welcomes Influatec to the FreeBalance family.=20 You can find out more at www.FreeBalance.com.=20 |
From: Norman V. <nh...@ca...> - 2004-10-19 19:09:28
|
Wolfram Kuss writes: > > Does anyone know a programm to apply patches that runs on Windows? My advice is to install Cygwin :-) but there is a native Win32 patch package listed here http://gnuwin32.sourceforge.net/packages.html HTH Norman |
From: Wolfram K. <w_...@rz...> - 2004-10-19 18:53:15
|
Does anyone know a programm to apply patches that runs on Windows? Bye bye, Wolfram. |
From: Mihnea G. <mga...@fr...> - 2004-10-19 13:56:38
|
Hi, Do any of you know how to add animated textures in plib (i.e. i want to = be looking at a texturized surface and see it change from one texture to = another over time). Also, any clue on how I would be able to play = something like a movie on a surface or in opengl in general. Any help would be greatly appreciated Mihnea (Mike) Galeteanu Software Developer FreeBalance - global leaders in e-Government software Tel: +1 613 236 5150 ext 339 Fax: +1 613 236 7785 mga...@Fr... FreeBalance proudly welcomes Influatec to the FreeBalance family. You can find out more at www.FreeBalance.com. |
From: Mathias <Mat...@gm...> - 2004-10-18 19:19:15
|
Hi, The current cvs' code does not detect which joystick implementation it shou= ld=20 use. The current implementation always uses the 'jsLinuxOld' code which doe= s=20 not work with current Linux kernels. The js-linux.diff checks again against JS_VERSION defined in linux/joystick= =2Eh. The second patch removes any deadband settings done in the joystick kernel= =20 driver. Since plib does its own deadband handling I think that this is a go= od=20 idea to do. At least my thrustmaster topgun joystick/thrust combo works much better wit= h=20 this patch. Without, the kernel driver introduces an unrecoverable deadband= =20 plateau in the area of 50% thrust, which is pretty senseless to have on the= =20 thrust axis. Even on the other axis I prefer to have exactly *one* deadband= =20 parameter. Since plib has it's own ones, only take those ones. Can somebody apply them please? Greetings Mathais =2D-=20 Mathias Fr=C3=B6hlich, email: Mat...@gm... |
From: Mathias <Mat...@gm...> - 2004-10-18 18:44:45
|
Hi Wolfram, On Freitag 08 Oktober 2004 17:52, Wolfram Kuss wrote: > If noone else does it, remind me again in a week. So, I will do this now :) Attached is the last patch again. Just that you don't need to search for th= at=20 data! :) Thanks in advance. Mathias =2D-=20 Mathias Fr=F6hlich, email: Mat...@gm... |