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From: Paxton C. S. <pcs...@ya...> - 2006-01-15 04:07:13
|
Running on both Windows (Cygwin) and Linux (SUSE 10 64-bit and 32-bit), the configure script from the examples package fails at the same spot: [ paxton@raven: ~/libraries/plib/examples ] > configure checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for gawk... gawk checking whether make sets $(MAKE)... yes checking for gcc... gcc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ANSI C... none needed checking for style of include used by make... GNU checking dependency style of gcc... none checking how to run the C preprocessor... gcc -E checking for g++... g++ checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking dependency style of g++... none checking how to run the C++ preprocessor... g++ -E checking for a BSD-compatible install... /usr/bin/install -c configure: error: cannot run /bin/sh ./config.sub Configure is like black magic to me, so I'll leave it to someone else to fix this problem. Thanks! -Paxton |
From: Paolo L. <p.l...@ci...> - 2006-01-12 12:23:23
|
> -----Messaggio originale----- > Da: pli...@li...=20 > [mailto:pli...@li...] Per conto di=20 > Curtis L. Olson > Inviato: mercoled=EC 11 gennaio 2006 21.28 > A: pli...@li... > Oggetto: Re: [Plib-users] Threads and textures >=20 >=20 > Tinoshi Kitazawa wrote: >=20 > > I think I have got a problem related with OpenGL context and > > threads... I'm loading my database in a secondary thread,=20 > and textures=20 > > are not loaded!!! if i print(stdout," ",3) the Leaf i load,=20 > textures=20 > > handles are always set to 0, while geometry (vertex) are correctly=20 > > drawn. If I load the database in the main thread, textures=20 > are loaded! > > I tryed to pass to the thread the ssgGetCurrentContext() and to=20 > > makeCurrent() just inside the thread function, but I=20 > doesn't work...=20 > > What can I do??? > > =20 > > Thanks!!! > > =20 > > P.S. OS is WindowsXP, I use Visual Studio 6.0 >=20 >=20 > I'm not an opengl guru, but we have the same issue with FlightGear. =20 > Basically opengl is not multithreaded. In other words, if=20 > you generate=20 > opengl calls from multiple threads, you can expect that the=20 > calls will=20 > be interleaved in unpredictable ways and cause all kinds of strange=20 > behavior and problems. The fact that your program actually survived=20 > this without crashing is actually a bit surprising! :-) Loading/filling a SSG scene graph shouldn't involve OpenGL as far as = don't create display lists for leaf nodes - excepting textures, which, infact, seems to arise the problem. Greetings - Paolo Leoncini |
From: Paolo L. <p.l...@ci...> - 2006-01-12 11:10:00
|
I'm not sure this can help, but the wglShareLists function allows to = share texture and display lists between two OpenGL contexes. =20 So as last resource you could create a second, windowless context in the thread and sharing texture with the main one. =20 Greetings - =20 Paolo Leoncini =20 -----Messaggio originale----- Da: pli...@li... [mailto:pli...@li...] Per conto di Tinoshi Kitazawa Inviato: mercoled=EC 11 gennaio 2006 21.14 A: PLIB USERS Oggetto: [Plib-users] Threads and textures Hi, =20 I think I have got a problem related with OpenGL context and threads... = I'm loading my database in a secondary thread, and textures are not = loaded!!! if i print(stdout," ",3) the Leaf i load, textures handles are always set = to 0, while geometry (vertex) are correctly drawn. If I load the database in = the main thread, textures are loaded!=20 I tryed to pass to the thread the ssgGetCurrentContext() and to makeCurrent() just inside the thread function, but I doesn't work... = What can I do??? =20 Thanks!!! =20 P.S. OS is WindowsXP, I use Visual Studio 6.0=20 |
From: <coz...@gm...> - 2006-01-12 04:34:14
|
I was recently checking supertuxkart's source, and there is a part of the code that says: transform =3D new ssgTransform () ; transform -> ref () ; transform -> addKid ( shadow ) ; transform -> addKid ( model ) ; now, acording to the documentation at <http://http://plib.sourceforge.net/ssg/ssgBase.html> http://plib.sourceforge.net/ssg/ssgBase.html , each time addKid() is called= , the reference count should go up by one. However the output of getRef() onl= y changes after ref() is called, and stays the same when addKid() is called. Are the docs out of date in this? must the reference count be increased manually always? if so, does ssgDeRefDelete() decreases the reference count just by one like it says in the docs, or does it deletes the node no matter how many references it has? -Coz |
From: Curtis L. O. <cur...@fl...> - 2006-01-11 20:27:51
|
Tinoshi Kitazawa wrote: > I think I have got a problem related with OpenGL context and > threads... I'm loading my database in a secondary thread, and textures > are not loaded!!! if i print(stdout," ",3) the Leaf i load, textures > handles are always set to 0, while geometry (vertex) are correctly > drawn. If I load the database in the main thread, textures are loaded! > I tryed to pass to the thread the ssgGetCurrentContext() and to > makeCurrent() just inside the thread function, but I doesn't work... > What can I do??? > > Thanks!!! > > P.S. OS is WindowsXP, I use Visual Studio 6.0 I'm not an opengl guru, but we have the same issue with FlightGear. Basically opengl is not multithreaded. In other words, if you generate opengl calls from multiple threads, you can expect that the calls will be interleaved in unpredictable ways and cause all kinds of strange behavior and problems. The fact that your program actually survived this without crashing is actually a bit surprising! :-) For flightgear, we only load geometry from a thread. Most of our textures we preload. If we have to load some new model on the fly, we queue that up and load it in the main thread (taking the corresponding performance hit) because loading an arbitrary model can trigger loading of textures. And the thought of rewriting all the plib model loaders to separate geometry vs. texture loading was a bit more than I wanted to consider. Also, you need to be careful with your scene graph. You don't want to be changing it in one thread while another thread is trying to cull and draw it. That can also cause unpredictable problems and crashes. What we do with FlightGear is load new geometry into an orphan tree in our 2nd thread, then throw the pointer to the tree on a queue some place. The main thread checks this queue every frame and if there is any thing in there, it connects it into the main scene graph before the cullanddraw phase. We do something similar when removing things from our scene graph. The main thread disconnects it from the scene graph and throws a pointer onto a queue. Our tile paging thread looks for anything in the queue and deletes it. For what it's worth, you could generate opengl calls from multiple threads if you were extremely careful to use some sort of locking to ensure that the calls happened in a safe order. However, as soon as you do that, you then lose most/all the benefits of threading, so you might as well keep it simple (as possible) and do the model loading and texture loading in the main thread. Fun stuff ... :-) Curt. -- Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d |
From: Tinoshi K. <ti...@li...> - 2006-01-11 20:14:52
|
Hi, I think I have got a problem related with OpenGL context and threads... = I'm loading my database in a secondary thread, and textures are not = loaded!!! if i print(stdout," ",3) the Leaf i load, textures handles are = always set to 0, while geometry (vertex) are correctly drawn. If I load = the database in the main thread, textures are loaded!=20 I tryed to pass to the thread the ssgGetCurrentContext() and to = makeCurrent() just inside the thread function, but I doesn't work... = What can I do??? Thanks!!! P.S. OS is WindowsXP, I use Visual Studio 6.0 |
From: <coz...@gm...> - 2006-01-10 23:33:32
|
Hello! Besides the site there isn't much information in one place. You should also download the examples which probably will help as much as the site. Also if you get stuck you can ask for help in this mailing list or google. -Coz 2005/12/28, Daniele Aramu <dan...@gm...>: > > Good morning everyone. I'm a new user of this list, i hope we enjoy this > time. I'm italian, so i'm already sorry for my bad english. I'm writing h= ere > 'cos i have to use plib for developing a small videogame. So my question = is: > there's something about plib like tutorials, sites, manuals, end everythi= ng > useful i can have? > I know the plib site and i have a small knowing oh this API. > > Thank you very much > Greetings and merry christmas > > Daniele Aramu |
From: Daniele A. <dan...@gm...> - 2005-12-28 21:06:38
|
Good morning everyone. I'm a new user of this list, i hope we enjoy this time. I'm italian, so i'm already sorry for my bad english. I'm writing her= e 'cos i have to use plib for developing a small videogame. So my question is= : there's something about plib like tutorials, sites, manuals, end everything useful i can have? I know the plib site and i have a small knowing oh this API. Thank you very much Greetings and merry christmas Daniele Aramu |
From: Jailall, R. R. <Rob...@jh...> - 2005-12-27 23:11:27
|
I am a new user of pui. I could not figure out how to do the following from the pui documentation: =20 I start off with a puGroup that has been constructed in a parent class. I want to add a new group of objects to this puGroup in a child class. How can I add this new group as a child node and have the existing child nodes slide over and resize the parent window? =20 To this end, I have tried using the puObject.add() function to add my new child puGroup from the child class. Then, I have tried to manually resize the window, calculate, and set what the new positions of the existing objects *should* be. =20 However, for reasons that are unknown to me, the parent window does not respond to the setSize command. Furthermore, getPosition only returns zero values when I use it on some of the existing child nodes in the parent group (interestingly, getSize brings back correct values). Thus, when I calculate the position of my new object, it ends up being (0,0). =20 Example (this is the order in which I would like things to display on the screen. Coords are (x,y) with the left and bottom of the window being zero): =20 start (from parent class): a (0,1) c (0,0) =20 end (in child class): a (0,2) b < insert (0,1) c (0,0) =20 Thanks for any help you can give. =20 Robert =20 |
From: <coz...@gm...> - 2005-12-24 07:43:26
|
Is there any known bug inside pwInit(), which triggers the flag returned by glGetError() with a value of 1280(it's GL_INVALID_ENUM I think), and is not checked? Also, if any OpenGL errors happen inside PLIB's functions, shouldn't the flag returned by glGetError() get cleared before ending the function? I really had no frigging idea why OpenGL returned an error even before my first call to it XD -Coz |
From: Hemalatha S. <hem...@re...> - 2005-12-24 05:12:50
|
=A0=0AHi,=0A I want to use threads for tile loading( in flightgear-0.9= .4). I=0Aenabled threads by using=0A=0A#define ENABLE_THREADS 1=0A=0A=0A = While compling it was giving error in simgear ,saying=0A =0A =0A =0A u= sr/local/include/simgear/threads/sgthread.hxx - undefined reference to sta= rt_handler=0A usr/local/include/simgear/threads/sgthread.hxx - undefined r= eference to set_cancel(SGThread::Cancel_t)=0AWhat could be the problem how = to enable threads?=0A =0ARegards=0AHema=0A=0A |
From: Curtis L. O. <cur...@fl...> - 2005-12-23 05:03:44
|
Hemalatha Sharma wrote: > > Hi Everybody, > > I am using flightgear-0.9.4 version. > While takeoff and landing(when aircraft is near runway) i am able to > feel jerk.The fps is about 10 when aircraft is near runway. > > Then on flight whenever the new set of tiles are loaded jerk was there. > > How to eliminate this problem. > plz..... give your views. > I think this may have been asked about recently, but I believe as of v0.9.4 the threaded tile loader was not enabled by default. In more recent versions the threaded tile loader is the default. Loading tiles in a separate thread doesn't completely eliminate all frame rate stutter when crossing tile boundaries, but it really helps minimize the problem. I'm not sure why you are observing a hesitation when the aircraft is near the runway ... unless this is also a situation where you are crossing a tile boundary (note that tile boundaries can pass through the center of airports.) So, you could try recompiling v0.9.4 with the threaded tile loader enabled. Or you could try upgrading to a newer version (the most recent released version is v0.9.9.) Upgrading your hardware may help. A scsi disk may help (since it can do data transfers with minimal cpu involvement unlike IDE.) A multi-cpu system might help in conjunction with ide/threaded tile loader because the tile loader could run on the 2nd cpu while the 1st cpu handled the main render thread. Regards, Curt. -- Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d |
From: Hemalatha S. <hem...@re...> - 2005-12-23 04:52:20
|
=A0=0AHi Everybody,=0A=0AI am using flightgear-0.9.4 version.=0AWhile take= off and landing(when aircraft is near runway) i am able to feel jerk.The fp= s is about 10 when aircraft is near runway.=0A=0AThen on flight whenever th= e new set of tiles are loaded jerk was there.=0A=0AHow to eliminate this pr= oblem.=0Aplz..... give your views.=0A=0ARegards,=0AHemalatha |
From: Roberto I. <ro...@gm...> - 2005-12-22 17:07:14
|
Hi, I make use of FlightGear Flight Simulator, which uses Plib and accepts whatever 3d object Plib itself accepts too, obviously. Well, I have no problem in making FGFS use any .ase file produced with 3DStudio, but I have no good experiences with .ase files produced by other modelling softwares. I guess there is more then one kind of .ase file format; I'd like to know if there's some doc around explaining the various file formats supported by Plib and maybe if there's any good tutorial about this stuff. Thanks, Roberto -- 10 GB Mailbox, 100 FreeSMS/Monat http://www.gmx.net/de/go/topmail +++ GMX - die erste Adresse für Mail, Message, More +++ |
From: Paolo L. <p.l...@ci...> - 2005-12-19 10:38:19
|
Libraries are positional under Cygwin and other Unix'es, isn't it? So I'd try to move -lplibssg before -lopengl32, and both before -lgdi32. Hope this will help. Greetings, Paolo > -----Messaggio originale----- > Da: pli...@li...=20 > [mailto:pli...@li...] Per conto di=20 > peter_poulsen > Inviato: luned=EC 19 dicembre 2005 11.07 > A: pli...@li... > Oggetto: [Plib-users] Linking problems with opengl under cygwin >=20 >=20 > Hi >=20 > I'm trying to port my application from Linux to Windows,=20 > using Cygwin. Unfortunately I get some undefined references I=20 > don't understand. Hope that some you guys can help me out here. >=20 >=20 > (the onw*.o and libopen_neverwinter* files are all from my=20 > application) >=20 > g++ -g -O2 -mwindows -o onw_explorer.exe=20 > onw_explorer-onw_model_window.o=20 > g++ onw_explorer-onw_resource_list.o=20 > onw_explorer-onw_gff_window.o onw_explorer-onw_notebook.o=20 > onw_explorer-onw_tile_set_window.o onw_explorer-onw_page.o=20 > onw_explorer-onw_area_page.o onw_explorer-onw_model_page.o=20 > onw_explorer-onw_gl_window.o onw_explorer-onw_tda_window.o=20 > onw_explorer-onw_dialog_window.o=20 > onw_explorer-onw_image_window.o=20 > onw_explorer-onw_application.o=20 > onw_explorer-onw_application_with_pane.o=20 > onw_explorer-onw_targa_window.o onw_explorer-onw_explorer.o=20 > /home/peter/plib-1.8.3/src/util/ul.o=20 > /home/peter/plib-1.8.3/src/util/ulClock.o -L/usr/local/lib=20 > -L/usr/lib=20 > -L/home/Peter/open_neverwinter/src/open_neverwinter/base=20 > -L/home/Peter/open_neverwinter/src/open_neverwinter/graphics=20 > /home/Peter/open_neverwinter/src/open_neverwinter/base/.libs/l > ibopen_neverwinter_base.a=20 > /home/Peter/open_neverwinter/src/open_neverwinter/base/.libs/l > ibopen_neverwinter_tda.a=20 > /home/Peter/open_neverwinter/src/open_neverwinter/graphics/.li > bs/libopen_neverwinter_graphics.a -lplibul=20 > /usr/local/lib/libwx_mswd_xrc-2.6.a=20 > /usr/local/lib/libwx_mswd_qa-2.6.a=20 > /usr/local/lib/libwx_mswd_html-2.6.a=20 > /usr/local/lib/libwx_mswd_adv-2.6.a=20 > /usr/local/lib/libwx_mswd_core-2.6.a=20 > /usr/local/lib/libwx_based_xml-2.6.a=20 > /usr/local/lib/libwx_based_net-2.6.a=20 > /usr/local/lib/libwx_based-2.6.a /usr/lib/libtiff.dll.a=20 > /usr/lib/libjpeg.dll.a /usr/lib/libexpat.dll.a -lwxpngd-2.6=20 > -lz -lrpcrt4 -loleaut32 -lole32 -luuid -lwinspool -lwinmm=20 > -lshell32 -lcomctl32 -lcomdlg32 -lctl3d32 -ladvapi32=20 > -lwsock32 -lgdi32 -lkernel32 -luser32=20 > /usr/local/lib/libwx_mswd_gl-2.6.a -lopengl32 -lglu32=20 > /lib/w32api/libopengl32.a -lplibssg -lplibsg=20 > -lboost_filesystem-gcc-mt-s /usr/local/lib/libstring_utils.a -lstdc++ > /usr/lib/libplibssg.a(ssg.o): In function `_Z7ssgInitv': > /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:39: undefined=20 > reference to `_wglGetCurrentContext@0' > /usr/lib/libplibssg.a(ssg.o): In function=20 > `_Z14ssgCullAndPickP9ssgBranchPfS1_': > /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:235: undefined=20 > reference to `_glGetIntegerv@8' > /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:241: undefined=20 > reference to `_glMatrixMode@4' > /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:242: undefined=20 > reference to `_glLoadIdentity@0' > /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:243: undefined=20 > reference to `_glMultMatrixf@4' >=20 > (more undefined references to _gl functions) >=20 > /peter >=20 >=20 > --=20 > A: Because it messes up the order in which people normally read text. > Q: Why is it such a bad thing? > A: Top-posting. > Q: What is the most annoying thing on usenet and in e-mail? >=20 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep=20 > through log files for problems? Stop! Download the new AJAX=20 > search engine that makes searching your log files as easy as=20 > surfing the web. DOWNLOAD SPLUNK!=20 > http://ads.osdn.com/?ad_idv37&alloc_id=16865&op=3Dick > _______________________________________________ > plib-users mailing list > pli...@li...=20 > https://lists.sourceforge.net/lists/listinfo/plib-users >=20 |
From: peter_poulsen <pet...@st...> - 2005-12-19 10:07:32
|
Hi I'm trying to port my application from Linux to Windows, using Cygwin. = Unfortunately I get some undefined references I don't understand. Hope = that some you guys can help me out here. (the onw*.o and libopen_neverwinter* files are all from my application) g++ -g -O2 -mwindows -o onw_explorer.exe onw_explorer-onw_model_window.o = onw_explorer-onw_resource_list.o onw_explorer-onw_gff_window.o = onw_explorer-onw_notebook.o onw_explorer-onw_tile_set_window.o = onw_explorer-onw_page.o onw_explorer-onw_area_page.o = onw_explorer-onw_model_page.o onw_explorer-onw_gl_window.o = onw_explorer-onw_tda_window.o onw_explorer-onw_dialog_window.o = onw_explorer-onw_image_window.o onw_explorer-onw_application.o = onw_explorer-onw_application_with_pane.o onw_explorer-onw_targa_window.o = onw_explorer-onw_explorer.o /home/peter/plib-1.8.3/src/util/ul.o = /home/peter/plib-1.8.3/src/util/ulClock.o -L/usr/local/lib -L/usr/lib = -L/home/Peter/open_neverwinter/src/open_neverwinter/base = -L/home/Peter/open_neverwinter/src/open_neverwinter/graphics = /home/Peter/open_neverwinter/src/open_neverwinter/base/.libs/libopen_never= winter_base.a /home/Peter/open_neverwinter/src/open_neverwinter/base/.libs= /libopen_neverwinter_tda.a /home/Peter/open_neverwinter/src/open_neverwint= er/graphics/.libs/libopen_neverwinter_graphics.a -lplibul = /usr/local/lib/libwx_mswd_xrc-2.6.a /usr/local/lib/libwx_mswd_qa-2.6.a = /usr/local/lib/libwx_mswd_html-2.6.a /usr/local/lib/libwx_mswd_adv-2.6.a = /usr/local/lib/libwx_mswd_core-2.6.a /usr/local/lib/libwx_based_xml-2.6.a = /usr/local/lib/libwx_based_net-2.6.a /usr/local/lib/libwx_based-2.6.a = /usr/lib/libtiff.dll.a /usr/lib/libjpeg.dll.a /usr/lib/libexpat.dll.a = -lwxpngd-2.6 -lz -lrpcrt4 -loleaut32 -lole32 -luuid -lwinspool -lwinmm = -lshell32 -lcomctl32 -lcomdlg32 -lctl3d32 -ladvapi32 -lwsock32 -lgdi32 = -lkernel32 -luser32 /usr/local/lib/libwx_mswd_gl-2.6.a -lopengl32 -lglu32 = /lib/w32api/libopengl32.a -lplibssg -lplibsg -lboost_filesystem-gcc-mt-s = /usr/local/lib/libstring_utils.a -lstdc++ /usr/lib/libplibssg.a(ssg.o): In function `_Z7ssgInitv': /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:39: undefined reference to = `_wglGetCurrentContext@0' /usr/lib/libplibssg.a(ssg.o): In function = `_Z14ssgCullAndPickP9ssgBranchPfS1_': /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:235: undefined reference to = `_glGetIntegerv@8' /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:241: undefined reference to = `_glMatrixMode@4' /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:242: undefined reference to = `_glLoadIdentity@0' /home/Peter/plib-1.8.3/src/ssg/ssg.cxx:243: undefined reference to = `_glMultMatrixf@4' (more undefined references to _gl functions) /peter --=20 A: Because it messes up the order in which people normally read text. Q: Why is it such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? |
From: Jan R. <slo...@gm...> - 2005-12-17 06:56:16
|
Hello, I'm currently migrating an OpenGL application to use SSG for rendering. The application uses the quite popular "Y-is-up" coordinate system alignment. This is no problem as long as I'm using plain rendering functions. Any model I load is initially transformed to Y-is-up and the camera is set up with an (0, 1, 0) up-vector, so everything looks fine. Now the problem arises how to perform a HOT calculation, as the ssgHOT() function assumes Z-is-up. I'm sure there is a way to do the calculation with the right "m"-matrix passed to ssgHOT(), but I can't get it set up with the right values. Has someone done this before and give me a hint or a code snippet? Kind regards, Jan R. -- Jan Reucker email: jan dot reucker at web dot de web: http://www.reucker-online.de |
From: Hemalatha S. <hem...@re...> - 2005-12-09 04:07:58
|
=A0Hi,=0A=0AI have some querys regarding view frustum..........=0A 1. Why = is ssgRangeSelector used for(I think it is used for culling unwanted item o= ut of the range). Is this realated to frustum.=0AIf so how?=0A=0A2. While r= endering we taking the leaf node at a time(within the view frustum).Are we = storing first into the frustum or we are directly =0Adisplaying on screen= .=0A=0A=0A=0APlz explain my querys.=0ARegards,=0AHemalatha=0A |
From: Hemalatha S. <hem...@re...> - 2005-12-08 12:27:43
|
=A0=0Ahai,=0A In plib 's ssgLeaf's cull fun we are checking=0A = if(isTranslucent)=0A {=0A = ---------------- =0A }=0A = else=0A --------=0A=0A .........what are we checking f= or.=0A=0A ..........this fun is also using state(declared in ssgSimplestat= e) variable. why are we using this variable for=0A=0A |
From: Hemalatha S. <hem...@re...> - 2005-12-06 09:17:58
|
=A0=0Ahi,=0A The ssgLoad() func will render if the model is inside th= e view frustum. But i want to have the model permanently on the monitor sc= reen. plz help.=0Aregards ,=0Adeepha=0A=0A=0A=0A=0A=0A=0A=0A=0A=0A=0A=0A=0A= =0AOn Sun, 04 Dec 2005 pli...@li... wrote :=0A>= Send plib-users mailing list submissions to=0A> pli...@li...urcefor= ge.net=0A>=0A>To subscribe or unsubscribe via the World Wide Web, visit=0A>= https://lists.sourceforge.net/lists/listinfo/plib-users=0A>or, via email,= send a message with subject or body 'help' to=0A> plib-users-request@list= s.sourceforge.net=0A>=0A>You can reach the person managing the list at=0A> = pli...@li...=0A>=0A>When replying, please edit y= our Subject line so it is more specific=0A>than "Re: Contents of plib-users= digest..."=0A>=0A>=0A>Today's Topics:=0A>=0A> 1. How to load 3D model (= Hemalatha Sharma)=0A> 2. scenegraph structure (deepha sv)=0A> 3. Re: = How to load 3D model (p.l...@ci...)=0A>=0A>--__--__--=0A>=0A>Message:= 1=0A>Date: 3 Dec 2005 04:46:14 -0000=0A> From: "Hemalatha Sharma" <hemalat= ha...@re...>=0A>To: pli...@li...=0A>Subject: = [Plib-users] How to load 3D model=0A>Reply-To: pli...@li...urceforge= .net=0A>=0A> This is a multipart mime message=0A>=0A>=0A>--Next_1133585174= ---0-203.199.83.31-2570=0A>Content-type: text/plain;=0A> charset=3Diso-885= 9-1=0A>Content-Transfer-Encoding: quoted-printable=0A>Content-Disposition: = inline=0A>=0A> =3DA0=3D0AHi,=3D0A I am using Flightgear-0.9.4.=3D0A = I want to load a 3D m=3D=0A>odel(*.ac or *.3ds) permanently into the=3D0A= screen during simulation .=3D=0A>=3D0A Plz suggest u views regardi= ng this.=3D0A=3D0A Thanks & Regards,=3D0A =3D=0A> Deepha=3D0A = =3D0A=0A>--Next_1133585174---0-203.199.83.31-2570=0A>Content-type: text/htm= l;=0A> charset=3Diso-8859-1=0A>Content-Transfer-Encoding: quoted-printable= =0A>Content-Disposition: inline=0A>=0A><P>=3D0A=A0 <BR>=3D0AHi,<BR>=3D0A=A0= =A0 I am using Flightgear-0.9.4.<B=3D=0A>R>=3D0A=A0 =A0 I want to load a= 3D model(*.ac or *.3ds) permanently in=3D=0A>to the<BR>=3D0A=A0 =A0 scree= n during simulation .<BR>=3D0A=A0 =A0 =3D=0A> Plz suggest u views regardin= g this.<BR>=3D0A<BR>=3D0A=A0 =A0 Thanks &am=3D=0A>p; Regards,<BR>=3D0A=A0 = =A0 Deepha<BR>=3D0A=A0 =A0 <BR>=3D0A=3D0A</P>=3D=0A>=3D0A<br><br>=3D0A<a = href=3D3D"http://adworks.rediff.com/cgi-bin/AdWorks/sigclick=3D=0A>.cgi/www= .rediff.com/signature-home.htm/1507191490@Middle5?PARTNER=3D3D3"><IMG=3D=0A= > SRC=3D3D"http://adworks.rediff.com/cgi-bin/AdWorks/sigimpress.cgi/www.re= diff=3D=0A>.com/signature-home.htm/1963059423@Middle5?OAS_query=3D3Dnull&PA= RTNER=3D3D3" BO=3D=0A>RDER=3D3D0 VSPACE=3D3D0 HSPACE=3D3D0></a>=3D0A=0A>--N= ext_1133585174---0-203.199.83.31-2570--=0A>=0A>=0A>=0A>--__--__--=0A>=0A>Me= ssage: 2=0A>Date: Fri, 2 Dec 2005 21:37:16 -0800 (PST)=0A> From: deepha sv = <dee...@ya...>=0A>To: pli...@li...=0A>Subject: [= Plib-users] scenegraph structure=0A>Reply-To: pli...@li...urceforge.= net=0A>=0A>--0-1270954457-1133588236=3D:75006=0A>Content-Type: text/plain; = charset=3Diso-8859-1=0A>Content-Transfer-Encoding: 8bit=0A>=0A>hi,=0A> = I am using a simulation software ,as we are reading the data file and sto= ring into a scenegraph tree structure=0A>=0A> 1. how are we actually taki= ng the data from the scenegraph and placing it in frustrum.=0A> 2. how an= d where , are we placing the frustum in scenegraph=0A> 3. how the data f= rom the frustum are rendered.=0A>=0A> for preparing scenegraph and render= ing i am using plib library.=0A>=0A>=0A>---------------------------------= =0A>Yahoo! Shopping=0A> Find Great Deals on Gifts at Yahoo! Shopping=0A>--= 0-1270954457-1133588236=3D:75006=0A>Content-Type: text/html; charset=3Diso-= 8859-1=0A>Content-Transfer-Encoding: 8bit=0A>=0A><DIV id=3DRTEContent>hi,</= DIV> <DIV>=A0=A0=A0 I am using a simulation software ,as we are reading th= e data file and storing into a scenegraph tree structure </DIV> <DIV>=A0</= DIV> <DIV>1. how are we actually taking the data from the scenegraph and p= lacing it in frustrum.</DIV> <DIV>2. how=A0and where ,=A0are we=A0 placing= the frustum in scenegraph</DIV> <DIV>3. how the data from the frustum are= rendered.</DIV> <DIV>=A0</DIV> <DIV>for preparing scenegraph and renderi= ng i am using plib library.</DIV><p>=0A>=0A> <hr size=3D1>Yahoo! Shopping= <br>=0A>Find Great Deals on Gifts at <a href=3D"http://shopping.yahoo.com/;= _ylc=3DX3oDMTE2bzVzaHJtBF9TAzk1OTQ5NjM2BHNlYwNtYWlsdGFnBHNsawNob2xpZGF5LTA1= =0A>">Yahoo! Shopping</a>=0A>--0-1270954457-1133588236=3D:75006--=0A>=0A>= =0A>--__--__--=0A>=0A>Message: 3=0A>Date: Sat, 3 Dec 2005 09:57:09 +0100= =0A> From: p.l...@ci...=0A>To: pli...@li...=0A>Su= bject: Re: [Plib-users] How to load 3D model=0A>Reply-To: plib-users@lists.= sourceforge.net=0A>=0A>Scrive Hemalatha Sharma <hem...@re...= m>:=0A> >=0A> > Hi,=0A> > I am using Flightgear-0.9.4.=0A> > I wa= nt to load a 3D model(*.ac or *.3ds) permanently into the=0A> > screen= during simulation .=0A> > Plz suggest u views regarding this.=0A> >= =0A> > Thanks & Regards,=0A> > Deepha=0A>=0A>The Plib SSG functio= n:=0A>=0A> ssgEntity *ssgLoad( const char *fname, const ssgLoaderOptions = *options =3D NULL=0A>) ;=0A>=0A>does load one of the supported 3D file form= ats choosing the actual loading=0A>function by filename extension (e.g. ssg= load3DS) - you can add the resulting=0A>ssgEntity to some branch node of th= e scene graph (ssgRoot, ssgTransform, etc),=0A>e.g.:=0A>=0A>ssgRoot *scene = =3D new ssgRoot();=0A>scene->addKid( ssgLoad( "your3Dfilename.3ds" ) );=0A>= =0A>Hope this is an answer to your question.=0A>=0A>Greetings -=0A>=0A>Paol= o=0A>=0A>=0A>=0A>=0A>=0A>=0A>=0A>=0A>--__--__--=0A>=0A>____________________= ___________________________=0A>plib-users mailing list=0A>plib-users@lists.= sourceforge.net=0A>https://lists.sourceforge.net/lists/listinfo/plib-users= =0A>=0A>=0A>End of plib-users Digest=0A |
From: Paolo L. <p.l...@ci...> - 2005-12-05 09:04:14
|
-----Messaggio originale----- Da: pli...@li... [mailto:pli...@li...] Per conto di deepha sv Inviato: sabato 3 dicembre 2005 6.37 A: pli...@li... Oggetto: [Plib-users] scenegraph structure > hi, > I am using a simulation software ,as we are reading the data file = and storing into a scenegraph tree structure=20 >=20 > 1. how are we actually taking the data from the scenegraph and placing = it in frustrum. By means of the camera positioning and actual drawing. sgCoord camera; // has xyz (camera position) and hpr (camera = orientation) fields // ... // set camera.xyz and camera.hpr as your camera motion model // ... ssgSetCamera( &camera ); ssgCullAndDraw( scene ); // scene is your scene graph root Anyway there are other camera placement approaches in SSG, e.g. by 4x4 camera matrix, or by a LookAt approach (the one showed is somehow a = LookFrom instead). > 2. how and where , are we placing the frustum in scenegraph Where: at window resize time (i.e. within the resize callback if you're using Glut) How: ssgSetFOV( fov_x_deg, fov_y_deg ); // frustum hor & vert = field-of-view ssgSetNearFar( nnear, ffar ); // frustum near, far Or, if you need an explicit frustum control (calculating frustum params = it's up to you): ssgSetFrustum( left, right, bottom, top, near_clip, far_clip ); Modern SSG syntax want frustum things to be set as methods of a = ssgContext, and set it as current context. > 3. how the data from the frustum are rendered. The actual drawing occurs at the ssgCullAndDraw call. > for preparing scenegraph and rendering i am using plib library. Welcome on board. As usual with apparently simple questions I hope to have interpreted = your questions in the intended meaning. Greetings - Paolo Leoncini |
From: <p.l...@ci...> - 2005-12-03 08:01:12
|
Scrive Hemalatha Sharma <hem...@re...>: > > Hi, > I am using Flightgear-0.9.4. > I want to load a 3D model(*.ac or *.3ds) permanently into the > screen during simulation . > Plz suggest u views regarding this. > > Thanks & Regards, > Deepha The Plib SSG function: ssgEntity *ssgLoad( const char *fname, const ssgLoaderOptions *options = NULL ) ; does load one of the supported 3D file formats choosing the actual loading function by filename extension (e.g. ssgload3DS) - you can add the resulting ssgEntity to some branch node of the scene graph (ssgRoot, ssgTransform, etc), e.g.: ssgRoot *scene = new ssgRoot(); scene->addKid( ssgLoad( "your3Dfilename.3ds" ) ); Hope this is an answer to your question. Greetings - Paolo |
From: deepha sv <dee...@ya...> - 2005-12-03 05:37:23
|
hi, I am using a simulation software ,as we are reading the data file and storing into a scenegraph tree structure 1. how are we actually taking the data from the scenegraph and placing it in frustrum. 2. how and where , are we placing the frustum in scenegraph 3. how the data from the frustum are rendered. for preparing scenegraph and rendering i am using plib library. --------------------------------- Yahoo! Shopping Find Great Deals on Gifts at Yahoo! Shopping |
From: Hemalatha S. <hem...@re...> - 2005-12-03 04:46:29
|
=A0=0AHi,=0A I am using Flightgear-0.9.4.=0A I want to load a 3D m= odel(*.ac or *.3ds) permanently into the=0A screen during simulation .= =0A Plz suggest u views regarding this.=0A=0A Thanks & Regards,=0A = Deepha=0A =0A |
From: Hemalatha S. <hem...@re...> - 2005-11-30 03:41:11
|
=A0=0AHi,=0A Thanks for U reply steve.=0A I have come to know that it is n= ot possible to send the entire data of scene graph.=0ASo plz tell me othe= r solutions if possible to increase the frame rate from 20fps to 60fps.=0A= =0AWaiting for U reply.=0A=0ARegards,=0AHemalatha=0A |