Thread: [Plib-devel] State of the art?
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From: Juhana S. <ko...@ni...> - 2006-10-17 18:04:57
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Hello. When I first time did hear about plib, it sounded better than anything. It was even used in game consoles. What is the status of plib now? Outdated? Juhana -- http://music.columbia.edu/mailman/listinfo/linux-graphics-dev for developers of open source graphics software |
From: steve <sjb...@ai...> - 2006-10-17 21:09:36
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Juhana Sadeharju wrote: > Hello. When I first time did hear about plib, it sounded better > than anything. It was even used in game consoles. > > What is the status of plib now? Outdated? Yes - it's in quite severe need of major rework in the light of shaders, game physics, etc. I've been thinking about doing a 'PLIB-2.0' over Xmas (when I might have some time) - but the ideas for it are still stirring around in my head. There are really five major things: 1) Dump the audio library - build something new on top of OpenAL. 2) Merge the GUI library into the scene graph API. 3) Major surgery on the scene graph to support shaders, arbitary per-vertex data, FBO's, VBO's, etc. Dump all of the old-style OpenGL state and go for a 100% shader-based solution. 4) Support scripting inside the scene graph so that nodes can be customised. 5) Support 3D audio and rigid body physics within the scene graph. However, this would not be an evolutionary change - there would be no forwards, backwards or sideways compatibility. |
From: Wolfram K. <w_...@rz...> - 2006-10-17 21:57:44
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>Hello. When I first time did hear about plib, it sounded better >than anything. It was even used in game consoles. > >What is the status of plib now? Outdated? This depends on what you want to do. If for example you want to create a stunnign looking game with shaders, multiple UVs per vertex etc, PLIB is behind the curve. If for example you want to create a model converter or some tool/app that reads a lot of formats, I still do not know of any better free library. Bye bye, Wolfram. |
From: Tinoshi K. <ti...@li...> - 2006-10-18 00:43:32
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A very quick question: Do you think that PLIB will ever support (within the scenegraph) shadows (at least planar) reflection or some other 'simple' stencil buffer related stuff??? It would be nice to set some traversing mask such as SSG_CAST_SHADOW or SSG_REFLECT for every node.... It is something I'd like to work on by my own, but I don't know if you think it is something PLIB really needs... Does it worth the effort? Thanks, Giorgio ----- Original Message ----- From: "Wolfram Kuss" <w_...@rz...> To: "PLIB Developers" <pli...@li...> Sent: Tuesday, October 17, 2006 2:57 PM Subject: Re: [Plib-devel] State of the art? > >Hello. When I first time did hear about plib, it sounded better >>than anything. It was even used in game consoles. >> >>What is the status of plib now? Outdated? > > This depends on what you want to do. > > If for example you want to create a stunnign looking game with > shaders, multiple UVs per vertex etc, PLIB is behind the curve. > > If for example you want to create a model converter or some tool/app > that reads a lot of formats, I still do not know of any better free > library. > > Bye bye, > Wolfram. > > > ------------------------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job > easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: steve <sjb...@ai...> - 2006-10-18 04:45:24
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Tinoshi Kitazawa wrote: > A very quick question: > > Do you think that PLIB will ever support (within the scenegraph) shadows (at > least planar) reflection or some other 'simple' stencil buffer related > stuff??? Well, it certainly doesn't handle that stuff directly right now. I think that a modern scene graph should make those kinds of things possible by providing the state and multipass hooks to make them possible - but there are just too many shadow and reflection algorithms out there (not one of which is both efficient and perfect) - and implementing them all would be painful and ugly. So I would hope to support FBO's and shaders and multipass - and leave the actual assembling of shadows and reflections to the developer. > It would be nice to set some traversing mask such as SSG_CAST_SHADOW or > SSG_REFLECT for every node.... It is something I'd like to work on by my > own, but I don't know if you think it is something PLIB really needs... Does > it worth the effort? It's not worth the effort within the present structure - because the present structure is in dire need of a near-total rewrite. But I think it naive to expect to be able to just turn on a flag and get shadows for all classes of object with good performance. |
From: Paolo L. <p.l...@ci...> - 2006-10-18 07:25:42
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> -----Messaggio originale----- > Da: pli...@li...=20 > [mailto:pli...@li...] Per conto=20 > di Tinoshi Kitazawa > Inviato: mercoled=EC 18 ottobre 2006 2.43 > A: PLIB Developers > Oggetto: Re: [Plib-devel] State of the art? >=20 >=20 > A very quick question: >=20 > Do you think that PLIB will ever support (within the=20 > scenegraph) shadows (at=20 > least planar) reflection or some other 'simple' stencil=20 > buffer related=20 > stuff??? If shadow mapping is enough for you I can give you a class for this = working in SSG, so that you simply do if ( shadowmap ) shadow->cullAndDraw ( scene ) ; else ssgCullAndDraw ( scene ) ; It sets leaf pre- and post-draw callbacks, uses register combiners on NV = and texenv on ATI and others, and P-buffers for larger-than screen depth = maps (usually 1024 or 2048 ^2). It is derived from Nvidia code. Anyone interested in it just e-mail me at P.Leoncini -a-t- cira.it. > It would be nice to set some traversing mask such as=20 > SSG_CAST_SHADOW or=20 > SSG_REFLECT for every node.... It is something I'd like to=20 > work on by my=20 > own, but I don't know if you think it is something PLIB=20 > really needs... Does=20 > it > worth the effort? >=20 > Thanks, > Giorgio Greetings - Paolo > ----- Original Message -----=20 > From: "Wolfram Kuss" <w_...@rz...> > To: "PLIB Developers" <pli...@li...> > Sent: Tuesday, October 17, 2006 2:57 PM > Subject: Re: [Plib-devel] State of the art? >=20 >=20 > > >Hello. When I first time did hear about plib, it sounded better > >>than anything. It was even used in game consoles. > >> > >>What is the status of plib now? Outdated? > > > > This depends on what you want to do. > > > > If for example you want to create a stunnign looking game with=20 > > shaders, multiple UVs per vertex etc, PLIB is behind the curve. > > > > If for example you want to create a model converter or some=20 > tool/app=20 > > that reads a lot of formats, I still do not know of any better free=20 > > library. > > > > Bye bye, > > Wolfram. > > > > > >=20 > ---------------------------------------------------------------------- > > --- > > Using Tomcat but need to do more? Need to support web=20 > services, security? > > Get stuff done quickly with pre-integrated technology to=20 > make your job=20 > > easier > > Download IBM WebSphere Application Server v.1.0.1 based on=20 > Apache Geronimo > >=20 > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057& dat=3D121642 > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel=20 -------------------------------------------------------------------------= Using Tomcat but need to do more? Need to support web services, = security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel |
From: Tinoshi K. <ti...@li...> - 2006-10-18 15:38:24
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Thanks for all the answers! Giorgio! ----- Original Message -----=20 From: "Paolo Leoncini" <p.l...@ci...> To: "'PLIB Developers'" <pli...@li...> Sent: Wednesday, October 18, 2006 12:25 AM Subject: [Plib-devel] R: State of the art? > -----Messaggio originale----- > Da: pli...@li... > [mailto:pli...@li...] Per conto > di Tinoshi Kitazawa > Inviato: mercoled=EC 18 ottobre 2006 2.43 > A: PLIB Developers > Oggetto: Re: [Plib-devel] State of the art? > > > A very quick question: > > Do you think that PLIB will ever support (within the > scenegraph) shadows (at > least planar) reflection or some other 'simple' stencil > buffer related > stuff??? If shadow mapping is enough for you I can give you a class for this worki= ng in SSG, so that you simply do if ( shadowmap ) shadow->cullAndDraw ( scene ) ; else ssgCullAndDraw ( scene ) ; It sets leaf pre- and post-draw callbacks, uses register combiners on NV = and texenv on ATI and others, and P-buffers for larger-than screen depth maps (usually 1024 or 2048 ^2). It is derived from Nvidia code. Anyone interested in it just e-mail me at P.Leoncini -a-t- cira.it. > It would be nice to set some traversing mask such as > SSG_CAST_SHADOW or > SSG_REFLECT for every node.... It is something I'd like to > work on by my > own, but I don't know if you think it is something PLIB > really needs... Does > it > worth the effort? > > Thanks, > Giorgio Greetings - Paolo > ----- Original Message -----=20 > From: "Wolfram Kuss" <w_...@rz...> > To: "PLIB Developers" <pli...@li...> > Sent: Tuesday, October 17, 2006 2:57 PM > Subject: Re: [Plib-devel] State of the art? > > > > >Hello. When I first time did hear about plib, it sounded better > >>than anything. It was even used in game consoles. > >> > >>What is the status of plib now? Outdated? > > > > This depends on what you want to do. > > > > If for example you want to create a stunnign looking game with > > shaders, multiple UVs per vertex etc, PLIB is behind the curve. > > > > If for example you want to create a model converter or some > tool/app > > that reads a lot of formats, I still do not know of any better free > > library. > > > > Bye bye, > > Wolfram. > > > > > > > ---------------------------------------------------------------------- > > --- > > Using Tomcat but need to do more? Need to support web > services, security? > > Get stuff done quickly with pre-integrated technology to > make your job > > easier > > Download IBM WebSphere Application Server v.1.0.1 based on > Apache Geronimo > > > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057& dat=3D121642 > _______________________________________________ > plib-devel mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-devel ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job=20 easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronim= o http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 _______________________________________________ plib-devel mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-devel=20 |