Thread: [Plib-devel] Releasing PLIB 1.2 *soon*.
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From: Steve B. <sjb...@ai...> - 2000-03-29 06:33:29
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Well, the tornado(s) that took out downtown FortWorth earlier this evening passed about four miles to the North of my home - we got away without any damage at all - pretty awesome stuff though. I wanted to mention that I'd like to release PLIB 1.2 (a stable release) sometime soon. I have a couple of mods of my own to put in - if anyone else needs to commit anything or knows of any significant problems that need fixing - please let me know so that we can arrange to catch all of these prior to release. Pretty much as soon as PLIB 1.2 is out, I'll make a 1.3 (unstable/development) release for ongoing changes. The only changes to 1.2 after release will be bug fixes. The things I *know* I have to do for 1.2 are all pretty minor: * Add Dave McClurgs' Windoze/MSVC project files. * If I have time, I'll try to do something about the GL_COLOR_MATERIAL problem that Curt has been concerned about...but I don't have a lot of time - so we may be out of luck right now for 1.2.0 - that doesn't preclude a fix in 1.2.1 if we find that problem after 1.2.0 the release. * Loring Holden's fix to enable things to compile on Solaris and AIX. * Darrell Walisser's fixes for CodeWarrior on MacOS. Ah - the Joys of Portability! :-) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Per L. <li...@ho...> - 2000-03-29 10:56:47
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Steve Baker wrote: > I wanted to mention that I'd like to release PLIB 1.2 (a stable > release) sometime soon. I have a couple of mods of my own to > put in - if anyone else needs to commit anything or knows of > any significant problems that need fixing - please let me know > so that we can arrange to catch all of these prior to release. Well, the 3ds-stuff is still broken when it comes to textures, but currently I can't work on it since my system refuses to display textures in *any* OpenGL program - I'm really starting to hate this nvidia/glx stuff. I will try to fix it as soon as I get my system working, but if anyone else want to look at it before the release, go ahead. (If somebody has any clue to why I get a GLXBadRenderRequest in GLXRenderLarge, even after reinstalling my old XF86_SVGA, glx.so and libGL.so.1.0, which seemed to work fine before, would you please mail me? I should have known better than installing new untested drivers...) Best regards, Per Liedman -- =========================================================================== Per Liedman md...@md... Nilssonsberg 7 http://www.mdstud.chalmers.se/~md6pl/ 411 43 Göteborg tel: 031-825659 / 0705-520455 =========================================================================== |
From: Steve B. <sjb...@ai...> - 2000-03-29 15:28:35
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Per Liedman wrote: > Well, the 3ds-stuff is still broken when it comes to textures, but > currently I can't work on it since my system refuses to display textures > in *any* OpenGL program - I'm really starting to hate this nvidia/glx > stuff. I will try to fix it as soon as I get my system working, but if > anyone else want to look at it before the release, go ahead. > > (If somebody has any clue to why I get a GLXBadRenderRequest in > GLXRenderLarge, even after reinstalling my old XF86_SVGA, glx.so and > libGL.so.1.0, which seemed to work fine before, would you please mail > me? I should have known better than installing new untested drivers...) I have no clue about *that* - if I were you, I'd restore the X-win version of Mesa rather than messing with the SVGA version - which isn't exactly well maintained these days. I did get this encouraging message about nVidia drivers a couple of weeks ago. Dunno if it's of any help: > ---------- Forwarded message ---------- > Date: Tue, 7 Mar 2000 21:58:18 -0000 > From: Allen <al...@cl...> > Reply-To: me...@iq... > To: me...@iq... > Subject: [mesa] GeForce256 X GLX > > For all those who have tried to get this to work (both the Nvidia binaries > and building from source), you can try the version I built, it does work, > but as they said it ain't about to set any new speed records. It was built > on a RH6.1 system. Give it a shot. I would like to know if it works with the > Riva128,TNT and TNT2. I think it should. > > www.clarke-aj.freeserve.co.uk > > Allen. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Wolfram K. <w_...@rz...> - 2000-03-29 11:22:05
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Steve Baker <sjb...@ai...> wrote: >- we got >away without any damage at all - Good! >The things I *know* I have to do for 1.2 are all pretty >minor: > >* Add Dave McClurgs' Windoze/MSVC project files. I am a bit confused about this.. The MSVC project files in CVS work well. You will base 1.2 on what is in CVS, wont you? Daves newest additions to the CVS repository regarding DXF-files are cool. >* If I have time, I'll try to do something about the > GL_COLOR_MATERIAL problem that Curt has been concerned > about... This is the same problem that PPE has sometimes with the grid looking shaded/lighted, is it not? On my home system with new Voodoo-3-drivers this problem is reproducable. It depends on the mode you are in, wireframe or filled. Bye bye, Wolfram. |
From: Steve B. <sjb...@ai...> - 2000-03-29 15:38:06
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Wolfram Kuss wrote: > > Steve Baker <sjb...@ai...> wrote: > > >- we got > >away without any damage at all - > > Good! > > >The things I *know* I have to do for 1.2 are all pretty > >minor: > > > >* Add Dave McClurgs' Windoze/MSVC project files. > > I am a bit confused about this.. > The MSVC project files in CVS work well. Oh? Now I'm puzzled. Maybe Dave checked in those files himself. I'll check *carefully* before I mess with it. > You will base 1.2 on what is in CVS, wont you? Absolutely...but since it's a CVS and can potentially be changed right up to the last 10 seconds before I make an official 1.2 release out of it - I need to be sure that everyone can agree on a short-term "feature" freeze while the last few wrinkles are ironed out. > Daves newest additions to the CVS repository regarding DXF-files are > cool. Yes - I was using it to view the plans of my house in PPE! (Our architect kindly provided the CAD files) I need to get PPE's extrude code working so I can turn them into a 3D model :-) > >* If I have time, I'll try to do something about the > > GL_COLOR_MATERIAL problem that Curt has been concerned > > about... > > This is the same problem that PPE has sometimes with the grid looking > shaded/lighted, is it not? > On my home system with new Voodoo-3-drivers this problem is > reproducable. It depends on the mode you are in, wireframe or filled. Yes - it shows up in a few places in my Tux game too. I think these are all symptoms of the same problem. The problem is that all these cases are too complex to track down what's going on. I really need to write some stand-alone OpenGL programs that do essentially what I think SSG is doing and see if those work. That'll help me to see if I have a misunderstanding of the OpenGL Spec, or if one or more implementations are broken, or whether there is a simple bug in SSG such that it isn't doing what I think it is. The glColorMaterial API isn't all that well described and quite a few of the OpenGL Guru's out there cannot agree on what it's *supposed* to do under some of the situations that can arise in SSG. If the guys who wrote the OpenGL spec can't agree then there is little chance of all the implementations out there getting it right. As always, if Quake doesn't use it - all bets are off. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: <Va...@t-...> - 2000-03-31 15:14:30
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Steve Baker wrote: > > I wanted to mention that I'd like to release PLIB 1.2 (a stable > release) sometime soon. I have a couple of mods of my own to > put in - if anyone else needs to commit anything or knows of > any significant problems that need fixing - please let me know > so that we can arrange to catch all of these prior to release. I'd like to add a bit of functionality to SG. I think I write it up in no-time (but not compile it as my box is in major reordering at the moment). Is it still possible that it makes it to 1.2? It'd be void sgProjectOnVector3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); void sgProjectOnNormalizedVector3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); that projects one vector on the other and void sgProjectOnNormal3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); void sgProjectOnNormalizedNormal3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 ); that maps the vector onto a plane. I can also supply the functions for 'sgd' and perhaps other dimensions (if that makes sense...). If the names could be differenet if that makes more sense... CU, Christian |
From: Steve B. <sjb...@ai...> - 2000-04-01 06:08:53
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Christian Mayer wrote: > > Steve Baker wrote: > > > > I wanted to mention that I'd like to release PLIB 1.2 (a stable > > release) sometime soon. I have a couple of mods of my own to > > put in - if anyone else needs to commit anything or knows of > > any significant problems that need fixing - please let me know > > so that we can arrange to catch all of these prior to release. > > I'd like to add a bit of functionality to SG. I think I write it up in > no-time (but not compile it as my box is in major reordering at the > moment). Is it still possible that it makes it to 1.2? > > It'd be > > void sgProjectOnVector3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 > ); > void sgProjectOnNormalizedVector3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 > ); > > that projects one vector on the other and > > void sgProjectOnNormal3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 > ); > void sgProjectOnNormalizedNormal3 ( sgVec3 dst, sgVec3 src1, sgVec3 src3 > ); > > that maps the vector onto a plane. > > I can also supply the functions for 'sgd' and perhaps other dimensions > (if that makes sense...). If the names could be differenet if that makes > more sense... That sounds pretty non-contentious - I don't see a problem with popping that stuff into the SG lib. A not-normalized normal is a vector and a normalized vector is a normal - so I find the names a bit confusing. I'm not quite sure what you intend these to do but how about sgProjectVec3OntoPlane sgProjectNormal3OntoPlane etc. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: <Va...@t-...> - 2000-04-01 22:18:39
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Steve Baker wrote: > > A not-normalized normal is a vector and a normalized vector is > a normal - so I find the names a bit confusing. A normal is a vector that decribes the 'direction' of a plane. So if you have got a 4th number you could write the plane equation (A x1 + B x2 + C x3 + D = 0 with A, B and C defining the normal) A normalized vector is a unit vector (i.e. legth == 1.0). This was that I thought of. But you are right it's confusing, it should be e.g. sgProjectOnUnitVector3 > I'm not quite sure what you intend these to do With this misunderstanding it's obvious that you don't know it... > but how about > > sgProjectVec3OntoPlane this would be the sgProjectOnNormal3 as the normal is defining the plane > sgProjectNormal3OntoPlane this wouldn't make sense as the resuld would be a zero vector... Yesterdy I've sent you the code (+ a patch a short time after I've sent the code) privately. It comes with descriptions of the functions. But please change the names to something less confusing (and update the CVS as I don't have SSH). For the interested here are the descriptions: // sgProjectOn[Normalized]VecX ( sgVecX dst, const sgVecX src1, const sgVecX src2 ) // // calculate the projection of src2 onto src1: // _ // /| // src2 / : // / : // / : // -------->--------------> // dst src1 // // src1 o src2 // dst = ----------- * src1 // ( src1 )^2 // sgProjectOnNormal3 ( sgVec3 dst, const sgVec3 src1, const sgVec3 src2 ) // // calculate the projection of src2 onto a plane that is specified by src1, // its normal vector // // This works by calculating temp, a vector that lies on the plane and has the // direction of the projected vector and then do the same stuff as above // // temp o src2 // temp = ( src1 x src2 ) x src1; dst = ----------- * temp // ( temp )^2 CU, Christian |