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From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-10-05 18:59:25
|
Gentlemen, I am trying to implement a PUI popup menu that is activated by pressing the right mouse button. It comes up very nicely. Then when I drag the mouse onto one of the buttons and release the mouse button, it disappears and my callback is not called. I have traced the problem to the fact that "puButton.cxx" on line 213 checks whether the left mouse button is the one being pressed, and I am having the right mouse button pressed. Is it okay for me to add a feature to PUI to allow the application to set which mouse button it wants the widget callback to be invoked on? John F. Fay joh...@eg... 850-729-6330 |
From: Erik H. <er...@eh...> - 2004-10-05 07:39:18
|
Bram Stolk wrote: > Erik Hofman wrote: >> You can call ssgTexturePath() prior to loading the textures/model now, >> so it shouldn't be that much of a problem anymore. > > It is still a problem. > ssgTexturePath will not fix this. > > The ac loader will simply mess up filenames occasionally, and this > is probably because > st -> setTexture( tex ) ; > is never reached. Ow, you're right. That's what you get when answering questions at 23.45pm :-( I've looked at the code just after you posted the message, but while I see what you mean (and it does look wrong) I can;t see an obvious answer to the problem. Erik |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-10-04 22:05:33
|
Good - thanks. John F. Fay joh...@eg... 850-729-6330 -----Original Message----- From: pli...@li... [mailto:pli...@li...] On Behalf Of Erik Hofman Sent: Monday, October 04, 2004 2:21 PM To: pli...@li... Subject: Re: [Plib-devel] texture filenames messed up Fay John F Contr AAC/WMG wrote: > Gentlemen, > > I am just back from a week out. The issue mentioned is from two > years ago. Has it now been resolved? The file loaders are very much > outside my region of expertise. You can call ssgTexturePath() prior to loading the textures/model now, so it shouldn't be that much of a problem anymore. Erik ------------------------------------------------------- This SF.net email is sponsored by: IT Product Guide on ITManagersJournal Use IT products in your business? Tell us what you think of them. Give us Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more http://productguide.itmanagersjournal.com/guidepromo.tmpl _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Bram S. <br...@sa...> - 2004-10-04 20:38:57
|
Erik Hofman wrote: > Fay John F Contr AAC/WMG wrote: > >> Gentlemen, >> >> I am just back from a week out. The issue mentioned is from >> two years ago. Has it now been resolved? The file loaders are very >> much outside my region of expertise. > > > You can call ssgTexturePath() prior to loading the textures/model now, > so it shouldn't be that much of a problem anymore. It is still a problem. ssgTexturePath will not fix this. The ac loader will simply mess up filenames occasionally, and this is probably because st -> setTexture( tex ) ; is never reached. Just run this prog on tuxedo.ac: // plibconvert.cxx // // Build with // g++ -o plibconvert plibconvert.cxx -lplibssg -lplibsg -lplibul -lGL #include <assert.h> #include <stdio.h> #include <plib/ssg.h> int main(int argc, char *argv[]) { if (argc!=3) { fprintf(stderr,"Usage: %s source destination\n", argv[0]); exit(1); } assert(strcmp(argv[1], argv[2])); ssgTexturePath ( "." ) ; ssgModelPath ( "." ) ; ssgAddModelFormat ( ".ssg", ssgLoadSSG , ssgSaveSSG ) ; ssgAddModelFormat ( ".3ds", ssgLoad3ds , ssgSave3ds ) ; ssgAddModelFormat ( ".ac" , ssgLoadAC3D , ssgSaveAC ) ; ssgAddModelFormat ( ".ase", ssgLoadASE , ssgSaveASE ) ; ssgAddModelFormat ( ".dof", ssgLoadDOF , NULL ) ; ssgAddModelFormat ( ".dxf", ssgLoadDXF , ssgSaveDXF ) ; ssgAddModelFormat ( ".obj", ssgLoadOBJ , ssgSaveOBJ ) ; ssgAddModelFormat ( ".tri", ssgLoadTRI , ssgSaveTRI ) ; ssgAddModelFormat ( ".md2", ssgLoadMD2 , NULL ) ; ssgAddModelFormat ( ".x" , ssgLoadX , ssgSaveX ) ; ssgAddModelFormat ( ".flt", ssgLoadFLT , ssgSaveFLT ) ; ssgAddModelFormat ( ".strip", ssgLoadStrip, NULL ) ; ssgAddModelFormat ( ".m" , ssgLoadM , ssgSaveM ) ; ssgAddModelFormat ( ".off" , ssgLoadOFF , ssgSaveOFF ) ; ssgAddModelFormat ( ".atg" , ssgLoadATG , ssgSaveATG ) ; ssgAddModelFormat ( ".qhi" , NULL , ssgSaveQHI ) ; ssgAddModelFormat ( ".wrl", ssgLoadVRML1, ssgSaveVRML1 ) ; ssgAddModelFormat ( ".iv", ssgLoadIV , ssgSaveIV ) ; ssgAddModelFormat ( ".asc", NULL , ssgSaveASC ) ; ssgEntity *e = ssgLoad(argv[1]); e->print(stdout); ssgSave(argv[2], e); } > Erik > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Erik H. <er...@eh...> - 2004-10-04 19:23:50
|
Fay John F Contr AAC/WMG wrote: > Gentlemen, > > I am just back from a week out. The issue mentioned is from two > years ago. Has it now been resolved? The file loaders are very much > outside my region of expertise. You can call ssgTexturePath() prior to loading the textures/model now, so it shouldn't be that much of a problem anymore. Erik |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-10-04 18:57:19
|
Gentlemen, I am just back from a week out. The issue mentioned is from two years ago. Has it now been resolved? The file loaders are very much outside my region of expertise. John F. Fay joh...@eg... 850-729-6330 -----Original Message----- From: pli...@li... [mailto:pli...@li...] On Behalf Of Bram Stolk Sent: Tuesday, September 28, 2004 3:25 AM To: pli...@li... Subject: [Plib-devel] texture filenames messed up Hi, The issue described here: http://sourceforge.net/mailarchive/message.php?msg_id=1866706 and here: http://sourceforge.net/mailarchive/message.php?msg_id=9644979 ...may very well be caused by the fact that the code for static ssgState *get_state ( _ssgMaterial *mat ) in ssg/ssgLoadAC.cxx contains unreachable code. There are two clauses in the form of if (current_tfname != NULL) { from which the 1st one will always return. Therefore, the body of the 2nd clause is never executed. This will skip the crucial st->setTexture() This results in ssg trees, created from ac, to incorrectly use old texture filenames. You can use plibconvert.cxx, posted at ppe devel list to trigger the bug. To view ssgLoadAC.cxx, you can look here: http://cvs.sourceforge.net/viewcvs.py/plib/plib/src/ssg/ssgLoadAC.cxx?rev=1. 33&view=markup I must say it is quite a hassle to follow the trail of textures in the system, from ssgLoadAC to ssgLoad, to ssgRenderOptions, to ssgTextureArray, to ssgTexture with a detour over ssgState. Somewhere along this complicated path, the ball was dropped. Bram ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Wolfram K. <w_...@rz...> - 2004-10-02 12:22:52
|
I have tweaked the AC loader to ignore the lines with "crease". Until now, there was a fatal error since it was an unknown token. Such ac files can now be loaded. Also, I improved the fatal error handling for Windows (l)users. Bye bye, Wolfram. |
From: Bram S. <br...@sa...> - 2004-09-28 08:23:22
|
Hi, The issue described here: http://sourceforge.net/mailarchive/message.php?msg_id=1866706 and here: http://sourceforge.net/mailarchive/message.php?msg_id=9644979 ...may very well be caused by the fact that the code for static ssgState *get_state ( _ssgMaterial *mat ) in ssg/ssgLoadAC.cxx contains unreachable code. There are two clauses in the form of if (current_tfname != NULL) { from which the 1st one will always return. Therefore, the body of the 2nd clause is never executed. This will skip the crucial st->setTexture() This results in ssg trees, created from ac, to incorrectly use old texture filenames. You can use plibconvert.cxx, posted at ppe devel list to trigger the bug. To view ssgLoadAC.cxx, you can look here: http://cvs.sourceforge.net/viewcvs.py/plib/plib/src/ssg/ssgLoadAC.cxx?rev=1.33&view=markup I must say it is quite a hassle to follow the trail of textures in the system, from ssgLoadAC to ssgLoad, to ssgRenderOptions, to ssgTextureArray, to ssgTexture with a detour over ssgState. Somewhere along this complicated path, the ball was dropped. Bram |
From: Erik H. <er...@eh...> - 2004-09-26 18:56:38
|
Erik Hofman wrote: > This doesn't look too involved, but we might end up with funny looking > models. I'll do some tests with this change. If you don't know where to look at you probably won't even know the difference. But all in all it is a nice improvement, especially for billboarded objects. Erik |
From: Erik H. <er...@eh...> - 2004-09-26 18:36:28
|
Bram Stolk wrote: > Erik Hofman wrote: > >> Could you elaborate on that one a bit, since FlightGear depends >> heavily on plib's ac3d loader and I don't want to convert all models >> just because of this. > The change I made in the loader is described here: > http://sourceforge.net/mailarchive/forum.php?thread_id=5647230&forum_id=7201 > > I dont think that it affects the loading of ac models by > flightgear in any negative way. > If it does, let me know, and I will investigate it further. > At least dog.ac and tuxedo.ac show no problems. This doesn't look too involved, but we might end up with funny looking models. I'll do some tests with this change. Thanks for the explanation. Erik |
From: Bram S. <br...@sa...> - 2004-09-26 14:10:31
|
Erik Hofman wrote: > Could you elaborate on that one a bit, since FlightGear depends heavily > on plib's ac3d loader and I don't want to convert all models just > because of this. Ok, When the AC loader loads a file, it will parse ac materials. From these materials, ssgSimpleStates are constructed. These ssgSimpleStates had their GL_SPECULAR, GL_EMISSION values set, but not the GL_DIFFUSE. This causes the un-intialized diffuse value of 0,0,0,0 being used in the ssgSimpleState node. The un-initialized data may even be random, but on my machine I observed 0,0,0,0 diffuse values which make no sense. That you dont see this weirdness normally, is probably caused by the colour-per-vertex values that often overide it. Keeping un-initialized values in ssgSimpleStates is bad anyway, because of PLIB's approach on vectors, (which are float arrays, and not classes), plib will not set a colour to a sane default. The change I made in the loader is described here: http://sourceforge.net/mailarchive/forum.php?thread_id=5647230&forum_id=7201 I dont think that it affects the loading of ac models by flightgear in any negative way. If it does, let me know, and I will investigate it further. At least dog.ac and tuxedo.ac show no problems. Bram > Erik |
From: Erik H. <er...@eh...> - 2004-09-26 11:28:46
|
Bram Stolk wrote: > Also, I had to add a line to sggLoadAC.cxx because > when loading .ac files, I would get strange diffuse > values, with alpha set to 0. This would lead to > problems if I convert transparent materials from > ac to iv. > I don't think that alpha values 0.0 for diffuse > make any sense, as it would make the geometry > invisable. > The issue seemed to be caused by simply ignoring > diffuse values of ac materials. Could you elaborate on that one a bit, since FlightGear depends heavily on plib's ac3d loader and I don't want to convert all models just because of this. Erik |
From: Bram S. <br...@sa...> - 2004-09-26 09:50:30
|
Hi, The iv exporter is in cvs. I included it in ssg/Makefile.am and in ssg.dsp I tested the Makefile.am only, but I expect win builds should succeed with no problems. I tested plib with ppe, and it works as expected. If you encounter problems with saving .iv files, let me know. Also, I had to add a line to sggLoadAC.cxx because when loading .ac files, I would get strange diffuse values, with alpha set to 0. This would lead to problems if I convert transparent materials from ac to iv. I don't think that alpha values 0.0 for diffuse make any sense, as it would make the geometry invisable. The issue seemed to be caused by simply ignoring diffuse values of ac materials. Bram |
From: Bram S. <br...@sa...> - 2004-09-26 09:43:13
|
This problem magically disappeared: the next did succeed. Bram Bram Stolk wrote: > stolk@amoras:~/src/plib/src/ssg$ cvs commit -m "Removed unused static > data to avoid warning" ssgLoadPCX.cxx > br...@cv...'s password: > Checking in ssgLoadPCX.cxx; > /cvsroot/plib/plib/src/ssg/ssgLoadPCX.cxx,v <-- ssgLoadPCX.cxx > new revision: 1.5; previous revision: 1.4 > done > Mailing pli...@li...... > Generating notification message... > Generating notification message... done. > Mailing pli...@li...... > Generating notification message... > Traceback (most recent call last): > File "/cvsroot/plib/CVSROOT/syncmail", line 337, in ? > main() > File "/cvsroot/plib/CVSROOT/syncmail", line 330, in main > blast_mail(subject, people, specs[1:], contextlines, fromhost) > File "/cvsroot/plib/CVSROOT/syncmail", line 254, in blast_mail > resp = conn.sendmail(address, people, s.getvalue()) > File "/usr/lib/python2.2/smtplib.py", line 654, in sendmail > if not (200 <= self.ehlo()[0] <= 299): > File "/usr/lib/python2.2/smtplib.py", line 384, in ehlo > (code,msg)=self.getreply() > File "/usr/lib/python2.2/smtplib.py", line 335, in getreply > raise SMTPServerDisconnected("Connection unexpectedly closed") > smtplib.SMTPServerDisconnected: Connection unexpectedly closed > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Bram S. <br...@sa...> - 2004-09-26 09:31:06
|
stolk@amoras:~/src/plib/src/ssg$ cvs commit -m "Removed unused static data to avoid warning" ssgLoadPCX.cxx br...@cv...'s password: Checking in ssgLoadPCX.cxx; /cvsroot/plib/plib/src/ssg/ssgLoadPCX.cxx,v <-- ssgLoadPCX.cxx new revision: 1.5; previous revision: 1.4 done Mailing pli...@li...... Generating notification message... Generating notification message... done. Mailing pli...@li...... Generating notification message... Traceback (most recent call last): File "/cvsroot/plib/CVSROOT/syncmail", line 337, in ? main() File "/cvsroot/plib/CVSROOT/syncmail", line 330, in main blast_mail(subject, people, specs[1:], contextlines, fromhost) File "/cvsroot/plib/CVSROOT/syncmail", line 254, in blast_mail resp = conn.sendmail(address, people, s.getvalue()) File "/usr/lib/python2.2/smtplib.py", line 654, in sendmail if not (200 <= self.ehlo()[0] <= 299): File "/usr/lib/python2.2/smtplib.py", line 384, in ehlo (code,msg)=self.getreply() File "/usr/lib/python2.2/smtplib.py", line 335, in getreply raise SMTPServerDisconnected("Connection unexpectedly closed") smtplib.SMTPServerDisconnected: Connection unexpectedly closed |
From: LAVIGNE,ERIC <la...@uf...> - 2004-09-25 15:44:29
|
His SF account is bram. On Sat Sep 25 11:01:24 EDT 2004, Steve Baker <sjb...@ai...> wrote: > Give me your sourceforge account name. > |
From: Steve B. <sjb...@ai...> - 2004-09-25 15:03:41
|
Bram Stolk wrote: > Well, > > What's the verdict? Surely plib can use a good iv exporter. > Should I email the thing, or is cvs-write access a possibility? Sure - I can give you CVS access. Give me your sourceforge account name. ---------------------------- 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: Bram S. <br...@sa...> - 2004-09-25 06:29:08
|
Well, What's the verdict? Surely plib can use a good iv exporter. Should I email the thing, or is cvs-write access a possibility? bram Bram Stolk wrote: > Hello plibbers, > > > I implemented ssgSaveIV() > The results are quite satisfactory. > I tested it on tuxedo.ac and dog.ac, and the output > looks fine in ivview. > > The code is already quite robust, and it correctly > handles: > - scene hierarchy > - transformations > - states > - texture coords > - textures > - normals > > not yet implemented: lights, lines, points, shademodel, camera. > > Additionally, the code is quite clean, and introduces no > new dependencies, as I managed to stay away from stl and > libinventor. It's a single .cxx file, and some entries > in ssg.cxx, sgg.dsp, Makefile.am, ssg.h > > I prefer to be granted cvs write access, so I can commit my > changes. If cvs-write access for me is deemed undesirable, I > could mail someone the output of a cvs diff run on my tree, > otherwise, my sourceforge id is bram > > regards, > > Bram > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-09-24 18:11:18
|
CLIPPIE ?!!???!????!????!?!?!??!?!?!? I like it! Unfortunately some of the symbolism isn't there any more since Windows XP doesn't have Clippie. I did a quick Google search on "Clippie copyright" and didn't turn up anything obvious. John F. Fay joh...@eg... 850-729-6330 -----Original Message----- From: pli...@li... [mailto:pli...@li...] On Behalf Of Steve Baker Sent: Friday, September 24, 2004 12:03 PM To: pli...@li... Subject: Re: [Plib-devel] plib logo Bram Stolk wrote: > I can't think of a 3D character that comes close to being > universaly recognized like pacman. Tux? > And modern 3d icons are bound to be problemetic due to copyrights. > (lara croft). Also, I would hesitate to put some tools to work > on that one :-) There are lots of OpenSource characters that we could do. I have the BSD Daemon, the KDE dragon and others as 3D models. Using different opensource icons would have three effects: 1) It would emphasise the OpenSource nature of the project. 2) Using both Tux and Beastie (and - dare I say it - 'Clippie') would emphasise the cross-platform nature of the project. 3) *NOT* using games characters per-se would somewhat de-emphasise the idea that PLIB is *ONLY* for games (which it most certainly is not. If we used Clippie - we could have a tool bending him open...to symbolise the opening of Windows...? ---------------------------- 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----- ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Bram S. <br...@sa...> - 2004-09-24 17:26:59
|
Steve Baker wrote: > If we used Clippie - we could have a tool bending him open...to > symbolise the opening of Windows...? Nah! Putting tux and clippy together symbolize os war. and this has already been covered expertly by this excelent game :-) http://stolk.org/xgame/ (shameless plug) So I wouldnt go that way. pacman symbolizes games tux symbolizes linux teapot symbolizes computer graphics cornelbox symbolizes realistic rendering the very characteristic bzflag tank may symbolize 3d games? so, what symbolizes a portable game library? Bram > ---------------------------- 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----- > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Steve B. <sjb...@ai...> - 2004-09-24 17:04:51
|
Bram Stolk wrote: > I can't think of a 3D character that comes close to being > universaly recognized like pacman. Tux? > And modern 3d icons are bound to be problemetic due to copyrights. > (lara croft). Also, I would hesitate to put some tools to work > on that one :-) There are lots of OpenSource characters that we could do. I have the BSD Daemon, the KDE dragon and others as 3D models. Using different opensource icons would have three effects: 1) It would emphasise the OpenSource nature of the project. 2) Using both Tux and Beastie (and - dare I say it - 'Clippie') would emphasise the cross-platform nature of the project. 3) *NOT* using games characters per-se would somewhat de-emphasise the idea that PLIB is *ONLY* for games (which it most certainly is not. If we used Clippie - we could have a tool bending him open...to symbolise the opening of Windows...? ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-09-24 17:00:11
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Fay John F Contr AAC/WMG wrote: > I agree with Steve. (I'm old enough to recognize the Pac-Man > characters, but probably a lot of other folks aren't.) The 3-d > rendering would also address my concern about it being cartoonish. For me, it wasn't so much the cartoonishness - just the PLIB is all about 3D applications - and PacMan is pretty much as far away from that as you can get. Put a 3D Tux's head into that vice (which needs to be a 3D model) and replace PacMan with some other distinctive 3D character - and I think we have a good web page manner - although it's too complex to call it a logo. ---------------------------- 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: Bram S. <br...@sa...> - 2004-09-24 16:29:45
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Steve Baker wrote: > I love the idea - tools working on game characters - but what it > really needs is 3D rendered tools and 3D game characters that people > might recognise. I can't think of a 3D character that comes close to being universaly recognized like pacman. And modern 3d icons are bound to be problemetic due to copyrights. (lara croft). Also, I would hesitate to put some tools to work on that one :-) Maybe a 3d pacman (wireframed?) could work? Bram |
From: Fay J. F C. AAC/W. <joh...@eg...> - 2004-09-24 14:37:30
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I agree with Steve. (I'm old enough to recognize the Pac-Man characters, but probably a lot of other folks aren't.) The 3-d rendering would also address my concern about it being cartoonish. John F. Fay joh...@eg... 850-729-6330 -----Original Message----- From: pli...@li... [mailto:pli...@li...] On Behalf Of Steve Baker Sent: Friday, September 24, 2004 8:45 AM To: pli...@li... Subject: Re: [Plib-devel] plib logo Bram Stolk wrote: > Hello, > > The 2002 plib logo competition was a big fiasco: > http://sourceforge.net/mailarchive/forum.php?thread_id=904174&forum_id=4480 > > However, why not try again? > My entry is at: > http://stolk.org/plib.png I love the idea - tools working on game characters - but what it really needs is 3D rendered tools and 3D game characters that people might recognise. ---------------------------- 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----- ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Steve B. <sjb...@ai...> - 2004-09-24 13:46:45
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Bram Stolk wrote: > Hello, > > The 2002 plib logo competition was a big fiasco: > http://sourceforge.net/mailarchive/forum.php?thread_id=904174&forum_id=4480 > > However, why not try again? > My entry is at: > http://stolk.org/plib.png I love the idea - tools working on game characters - but what it really needs is 3D rendered tools and 3D game characters that people might recognise. ---------------------------- 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----- |