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From: steve <sjb...@ai...> - 2005-11-30 00:49:28
|
Hemalatha Sharma wrote: > > Hi, > I am using flightgear-0.9.4. I am having 3 views, center view(pilot > view), rigth view ,left view.At present i am getting frame rate less > than 20 fps, due to this there is no smooth movement on flight.To > increase the frame rate i thougth of splitting the process > - preparing the scene graph > - culling and rendering . > > because preparing the scenegraph is common for all three.so scene graph > preparation is done in only one system(a seperate pc) and it can send > the scene graph structure(thru ethernet) to remaining 2 systems where > rendering will be done in individual systems. Nah - for all but the simplest scenes, the amount of data you'd have to transmit would kill your frame rate. I do this at work with 40 PC's and 40 views - but if I told you how we did it, they'd kill me! |
From: Hemalatha S. <hem...@re...> - 2005-11-29 17:12:29
|
=A0=0AHi,=0AI am using flightgear-0.9.4. I am having 3 views, center view(= pilot view), rigth view ,left view.At present i am getting frame rate less = than 20 fps, due to this there is no smooth movement on flight.To increase = the frame rate i thougth of splitting the process =0A- preparing the scene = graph=0A- culling and rendering . =0A=0Abecause preparing the scenegraph is= common for all three.so scene graph preparation is done in only one system= (a seperate pc) and it can send the scene graph structure(thru ethernet) to= remaining 2 systems where rendering will be done in individual systems.=0A= =0Aplease give ur views ,i want to know whether this one can be implemented= .=0Aregards ,=0Ahema=20 |
From: Cameron B. <ko...@da...> - 2005-11-25 02:07:43
|
Hi, Im looking to do FPS style view control, which Im figuring is setting view angle based on change in mouse position (and that seems to work fine), but the trouble is that in window mode, the mouse actually moves out of the window. (I can keep getting events, but it just seems like an ugly solution, especially with mouse buttons too). So, I guess Im wondering if there is a way to 'grab' the mouse pointer (or, more hacky, to warp it back to the window center) while in FPS steering mode. (I guess the problem is 'what happens if it crashes' and keeps the mouse?) Ive found XWarpPointer, but thats hardly portable and the same problem must exist under windows/mac. (It just seems like something many people would need, and that makes me think that I may be missing something obvious). (Warp would seem to avoid the 'what happens if it crashes' problem.) (I did some looking inside plib and Im sure I can work out what values to pass to XWarpPointer, but it just seems like it is crying out for a pw function. :) Which leads me to ask, is there a wiki or similar for plib? Im sure Im reinventing the wheel here (which is fun, but still... :). cheers, cam -- / `Rev Dr' cam at darkqueen.org Roleplaying, virtual goth \ < http://darkqueen.org Poly, *nix, Python, C/C++, genetics, ATM > \ [+61 3] 9809 1523[h] skeptic, Evil GM(tm). Sysadmin for hire / ---------- Random Quote ---------- Brain fried -- Core dumped |
From: Cameron B. <ko...@da...> - 2005-11-21 06:51:59
|
An sgCoord has xyz and hpr which seems to make it perfect for holding a 'center of view' position + view rotations. But if I hit the 'forward 1 unit' key I need to rotate (1,0,0) by hpr and then add it to xyz. Is there a shortcut to do that that I have missed? Ie, something like sgCoordxyzAddVec3(sgCoord *pos, sgVec3 *delta ) Currently Im doing: void GR::move(int forw,int side) { sgVec3 d; sgMat4 m; d[1]=float(forw); d[0]=float(side); d[2]=0.0f; sgMakeIdentMat4(m); sgMakeRotMat4(m,camera_point); sgXformPnt3(d,m); sgAddVec3(camera_pos,d); } but that feels ugly... -- / `Rev Dr' cam at darkqueen.org Roleplaying, virtual goth \ < http://darkqueen.org Poly, *nix, Python, C/C++, genetics, ATM > \ [+61 3] 9809 1523[h] skeptic, Evil GM(tm). Sysadmin for hire / ---------- Random Quote ---------- What we see depends on mainly what we look for. -- John Lubbock |
From: Cameron B. <ko...@da...> - 2005-11-21 06:08:02
|
So, I have ideas bigger than my c++ ability (which is way rusty :) and Im playing around with plib (which is totally excellent!). Anyway, here are my observations/silly questions so far... (keep in mind that Ive only just hacked a skybox around the shapes example, so my plib/opengl knowledge isnt that great yet. :) Ok, so I have a window that I can move around with the mouse... but the mouse goes outside the window. How do I 'lock'/'capture' the mouse pointer in my window? I can make the cursor invisible, but can I 'lock' it? (Im thinking of tools like Halflife2's hammer editor where you hit a key to toggle between 'mouse drive' and 'mouse select'). Docs say: pwCallbacks Code says: pwSetCallbacks (I post about this a while ago, but i tripped myself again yesterday :) http://plib.sourceforge.net/ menu on the left. Would it make more sense to 'order' the libraries (ie, put PW _first_ as its really the one of the first libraries that you tend to use (being the init) rather than almost last). ssgaSky: * stars are various colors... if I read the source right, code is in there to have per star color... but it isnt passed to the ssgaSky? * making stars is RA, Dec and... ? The 3rd arg is ignored. Im not sure why its a sgdVec3 and not an sgdVec2. * if we're passing RA and Dec, then we shouldnt use 'random' ra/dec to load the database as that will cluster them round the the pole, wont it? * stars and planets are the same, yeah? (I think that code needs some more documentation... Ill see if I can work out what its doing and make something more clear. I havnt get got to why I need repaint yet ;). long way off....... ------------------- Ive been thinking about player models (way off yet ;) and lets say I have a number of mesh 'parts' for a walking human (head, body, legs, arms). What is the best way to model that? Opengl/plib wise, what is the best way to create (say) different leg positions in a footstep? From my reading of the docs so far, Im guessing that I could have a ssgTweenController driving a set of models for foot position and then set the controller to various values. (I was going to ask if I should use a tween controller or select from a series of models, but the tween one looks like the way to go) (I say, answering my own question :) excellent... ------------ Anyway, Im finding plib excellent! As a sysadmin, I love the modular approach to be great! Its just big enough that I can hold enough of the state in my head at once as I learn it and it builds wonderfully. Just enough to get me into trouble... :) -- / `Rev Dr' cam at darkqueen.org Roleplaying, virtual goth \ < http://darkqueen.org Poly, *nix, Python, C/C++, genetics, ATM > \ [+61 3] 9809 1523[h] skeptic, Evil GM(tm). Sysadmin for hire / ---------- Random Quote ---------- The decision doesn't have to be logical; it was unanimous. |
From: Jan R. <slo...@gm...> - 2005-10-13 17:12:16
|
Am Fri, 5 Aug 2005 23:59:31 +0200 schrieb "Tinoshi Kitazawa" <ti...@li...>: > I've just downloaded plib 1.8.4, and I think there's some problem with ssgAux.lib. > When I have some ssgaFire burning, everything but sky (and some other things) turn > black. I just removed the new ssgAux.lib and used the old one (form plib 1.8.3) and > now everything works. Don't think it's a problem caused by my code, 'cause it > happens in water.cxx too... Hi Tinoshi, I think this is due to a fixed bug in 1.8.4. I've already noticed this in water.cxx, and found out that it works with 1.8.3 as well as with the current CVS version of PLIB. Kind regards, Jan R. -- Jan Reucker email: jan dot reucker at web dot de web: http://www.reucker-online.de |
From: Tinoshi K. <ti...@li...> - 2005-10-12 22:01:24
|
Hello everyboby, I've just downloaded plib 1.8.4, and I think there's some problem with = ssgAux.lib. When I have some ssgaFire burning, everything but sky (and = some other things) turn black. I just removed the new ssgAux.lib and = used the old one (form plib 1.8.3) and now everything works. Don't think = it's a problem caused by my code, 'cause it happens in water.cxx too...=20 I've got another question: is it possible to have black smoke over the = fire? I've tried setting many kind of colours but the top flames remain = white.=20 I need black smoke 'cause I've to reproduce a burning wood, and it would = be nice to see black fire... THANKS! |
From: Tinoshi K. <ti...@li...> - 2005-10-12 22:00:02
|
Hello everyboby, I've just downloaded plib 1.8.4, and I think there's some problem with = ssgAux.lib. When I have some ssgaFire burning, everything but sky (and = some other things) turn black. I just removed the new ssgAux.lib and = used the old one (form plib 1.8.3) and now everything works. Don't think = it's a problem caused by my code, 'cause it happens in water.cxx too...=20 I've got another question: is it possible to have black smoke over the = fire? I've tried setting many kind of colours but the top flames remain = white.=20 I need black smoke 'cause I've to reproduce a burning wood, and it would = be nice to see black fire... THANKS! |
From: Paolo L. <p.l...@ci...> - 2005-09-29 09:01:34
|
IMHO as far as the setWireframe pre-draw callback returns 1 (true), the actual wireframe drawing done by drawHighlight would be hidden (i.e. "covered") by the ordinary leaf drawing following just after. Returning False you can prevent the ordinary flat drawing to occur instead. This dowsn't explain why just 7 leaves over that many get interested by = the pre-draw setting. However updating to isAKindOf( ssgTypeLeaf() makes wire_update more correct. Greetings - Paolo -----Messaggio originale----- Da: pli...@li... [mailto:pli...@li...] Per conto di Tinoshi Kitazawa Inviato: gioved=EC 4 agosto 2005 1.42 A: PLIB USERS Oggetto: [Plib-users] callbacks Hello!!! I want to draw an object (loaded from an .ac file) in wireframe. I want = this to be the only object in wireframe of the scene. How can I do? I've = tried to use setCallback and stuff, but even if it seems to set up the callback properly, nothing happens... In my callback I've first called just glPoligonMode(GL_CULL_FACE,GL_LINE), then following the viewer example, = I used: static int setWireframe(ssgEntity *e) { //glPolygonMode ( GL_FRONT_AND_BACK, GL_LINE); if ( e -> isAKindOf ( ssgTypeLeaf() ) ) { ssgLeaf* leaf =3D (ssgLeaf*) e ; leaf -> drawHighlight ( red ) ; } return 1 ; } static int setFlat(ssgEntity *e) { //glPolygonMode ( GL_FRONT_AND_BACK, GL_FILL); return TRUE; } void Aeroplane::wire_update ( ssgEntity *e) { if ( e -> isAKindOf ( ssgTypeBranch() ) ) { ssgBranch *br =3D (ssgBranch *) e ; =20 for ( int i =3D 0 ; i < br -> getNumKids () ; i++ ) wire_update ( br -> getKid ( i ) ) ; } else if ( e -> isA ( ssgTypeLeaf() ) ) { ssgLeaf* leaf =3D (ssgLeaf *) e ; leaf -> setCallback ( SSG_CALLBACK_PREDRAW, setWireframe) ; } } I'm programming in C++, and all the examples I've seen are projects with just main.cpp, so maybe I did a wrong initialization? in class Aeroplane.h: ssgCallback setWireframe; ssgCallback setFlat; void wire_update ( ssgEntity *e); The strange thing is that wire_update executes leaf -> setCallback ( SSG_CALLBACK_PREDRAW, setWireframe) ; just 7 times... My .ac model is = very big, I think that is not possibile... something's wrong isn't it? The Entity i pass to void Aeroplane::wire_update ( ssgEntity *e) is the = one returned by ssgLoadAC()... HELP!!! and thank you very much!!!! |
From: Tinoshi K. <ti...@li...> - 2005-09-28 23:58:34
|
I tried to change isA with else if ( e -> isAKindOf ( ssgTypeLeaf() ) ) { ssgLeaf* leaf =3D (ssgLeaf *) e ; leaf -> setCallback ( SSG_CALLBACK_PREDRAW, setWireframe) ; } but nothing changed... so this is not the problem... well, I think that = with isA() doesn't work at all... |
From: Tinoshi K. <ti...@li...> - 2005-09-28 23:42:40
|
Hello!!! I want to draw an object (loaded from an .ac file) in wireframe. I want = this to be the only object in wireframe of the scene. How can I do? I've = tried to use setCallback and stuff, but even if it seems to set up the = callback properly, nothing happens... In my callback I've first called = just glPoligonMode(GL_CULL_FACE,GL_LINE), then following the viewer = example, I used: static int setWireframe(ssgEntity *e) { //glPolygonMode ( GL_FRONT_AND_BACK, GL_LINE); if ( e -> isAKindOf ( ssgTypeLeaf() ) ) { ssgLeaf* leaf =3D (ssgLeaf*) e ; leaf -> drawHighlight ( red ) ; } return 1 ; } static int setFlat(ssgEntity *e) { //glPolygonMode ( GL_FRONT_AND_BACK, GL_FILL); return TRUE; } void Aeroplane::wire_update ( ssgEntity *e) { if ( e -> isAKindOf ( ssgTypeBranch() ) ) { ssgBranch *br =3D (ssgBranch *) e ; =20 for ( int i =3D 0 ; i < br -> getNumKids () ; i++ ) wire_update ( br -> getKid ( i ) ) ; } else if ( e -> isA ( ssgTypeLeaf() ) ) { ssgLeaf* leaf =3D (ssgLeaf *) e ; leaf -> setCallback ( SSG_CALLBACK_PREDRAW, setWireframe) ; } } I'm programming in C++, and all the examples I've seen are projects with = just main.cpp, so maybe I did a wrong initialization? in class Aeroplane.h: ssgCallback setWireframe; ssgCallback setFlat; void wire_update ( ssgEntity *e); The strange thing is that wire_update executes leaf -> setCallback ( = SSG_CALLBACK_PREDRAW, setWireframe) ; just 7 times... My .ac model is = very big, I think that is not possibile... something's wrong isn't it? The Entity i pass to void Aeroplane::wire_update ( ssgEntity *e) is the = one returned by ssgLoadAC()... HELP!!! and thank you very much!!!! |
From: tinoshi\@libero\.it <ti...@li...> - 2005-09-23 10:43:51
|
You are right! That was the problem! Now everything's good! :-) I did= n't see that it was const char* and not only char* ... sorry!!! AND THAN= X!!! |
From: Steve B. <sjb...@ai...> - 2005-09-23 02:06:26
|
Tinoshi Kitazawa wrote: > puDial::setLegend( ctime ( & t ) ) works wery well. > puDial::setLegend("HELLO!") works very well. > puDial::setLegend(my_string) where my_string is > > char my_string[80]; > sprintf(my_string,"%.3f",float_value); I think that's because setLegend doesn't make a copy of the string - it just keeps a pointer to it. In your example, 'my_string' goes out of scope maybe?!? ---------------------------- 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: Tinoshi K. <ti...@li...> - 2005-09-22 16:18:33
|
puDial::setLegend( ctime ( & t ) ) works wery well. puDial::setLegend("HELLO!") works very well. puDial::setLegend(my_string) where my_string is char my_string[80]; sprintf(my_string,"%.3f",float_value); doesn't work... but puDial::setLegend(getStringValue) works... how can I do to set the legend evrytime I want? update it with datas = coming from game engine? Thanks! |
From: Tinoshi K. <ti...@li...> - 2005-09-21 07:12:50
|
Ok! Problem solved! I did set up blending and alpha and stuff, but just before the main loop... now I've copy&pasted the same code just before the sky->postDraw and everything works perfectly! The strange thing is that in sky.cxx those gl functions are never called! Probably I've got something in my code before the sky postDraw that disables blending... but I don't know where. Thank you so much!!! |
From: Steve B. <sjb...@ai...> - 2005-09-20 23:54:25
|
Tinoshi Kitazawa wrote: > Hello! > > I've got a problem with the clouds in the sky... I can't figure out why > my clouds are ugly and those of sky.cxx are so beautiful... I've copied > that code, except for the windowing: now I use PW... It seems that my > clouds are not transparent, well, I see them and they are moving well, > but they are 'flat', not puffy. Seems that their alpha is set to 1.0, I > cannot explain that better. They seem pieces of paper flying through the > sky, not vapour. Should I set some OpenGL state? I tried to use glut > instead of PW but this is not the answer! It seems to me that in sky.cxx > nothing of strange is set up, it's very 'simple', so i don't know what > to do... Sounds like glAlphaFunc/glAlphaRef are set up differently...or perhaps glEnable(GL_BLEND) isn't set...or glBlendFunc is wrong. Hard to know for sure. ---------------------------- 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: <jni...@ya...> - 2005-09-20 23:09:27
|
Are you calling all of the following? glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glEnable(ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); --- Tinoshi Kitazawa <ti...@li...> wrote: > I think that the image IS a 32-bit alpha channel... > Well, I used the scattered.rgba used in the sky.cxx, > so if it is well displayed there, I think that I've > got another problem. And I can draw traslucent > objects with OpenGl calls (glColor4f(.....)), so my > window supports the alpha channel correctly. > |
From: Tinoshi K. <ti...@li...> - 2005-09-20 22:36:27
|
I think that the image IS a 32-bit alpha channel... Well, I used the = scattered.rgba used in the sky.cxx, so if it is well displayed there, I = think that I've got another problem. And I can draw traslucent objects = with OpenGl calls (glColor4f(.....)), so my window supports the alpha = channel correctly. |
From: Steve B. <sjb...@ai...> - 2005-09-20 22:22:40
|
Tinoshi Kitazawa wrote: > The crash happened while trying to > glutGet ( (GLenum) GLUT_WINDOW_HEIGHT ) ; Wooaah. You aren't trying to use glutGet inside a PW program are you? That wouldn't work. *EITHER* use GLUT *OR* use PW - you can't mix them. ---------------------------- 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: <jni...@ya...> - 2005-09-20 21:00:42
|
are you sure you have a full 32bit alpha channel image, like that of a image.rgba file? if not you can get transparency without "masking". john --- Tinoshi Kitazawa <ti...@li...> wrote: > Hello! > > I've got a problem with the clouds in the sky... I > can't figure out why my clouds are ugly and those of > sky.cxx are so beautiful... I've copied that code, > except for the windowing: now I use PW... It seems > that my clouds are not transparent, well, I see them > and they are moving well, but they are 'flat', not > puffy. Seems that their alpha is set to 1.0, I > cannot explain that better. They seem pieces of > paper flying through the sky, not vapour. Should I > set some OpenGL state? I tried to use glut instead > of PW but this is not the answer! It seems to me > that in sky.cxx nothing of strange is set up, it's > very 'simple', so i don't know what to do... |
From: Tinoshi K. <ti...@li...> - 2005-09-20 18:25:23
|
Hello! I've got a problem with the clouds in the sky... I can't figure out why = my clouds are ugly and those of sky.cxx are so beautiful... I've copied = that code, except for the windowing: now I use PW... It seems that my = clouds are not transparent, well, I see them and they are moving well, = but they are 'flat', not puffy. Seems that their alpha is set to 1.0, I = cannot explain that better. They seem pieces of paper flying through the = sky, not vapour. Should I set some OpenGL state? I tried to use glut = instead of PW but this is not the answer! It seems to me that in sky.cxx = nothing of strange is set up, it's very 'simple', so i don't know what = to do... |
From: Tinoshi K. <ti...@li...> - 2005-09-20 07:57:48
|
Thanks for the answer, I solved the problem, but I really don't know why. I know how, however: I cut&pasted my old code (where I used glutMainLoop() etc... ), put some objects into the scenegraph, the sky, the sea etc... used the functions begin2D() and end2D() given in viewer.cxx. Everything worked fine. Then I've simply commented the glut initialization and main loop and put the pwInit() etc.. instead. The crash happened while trying to glutGet ( (GLenum) GLUT_WINDOW_HEIGHT ) ; and, deleting this line, in glOrtho(). The strange thing is that if I don't show the 2D text and figures (I'm developing a Flight simulator, so I mean the HUD etc..) the sea and the sky are displayed correctly, but nothing in the scenegraph is drawned. Well, I re-wrote the whole code, avoided using begin2D() etc... and now everything works fine... but I don't know really what happened. It was just a stupid mistake I think so I ask you please forgive me, but the gl calls are quite the same in the working code and in the crashing one! The debugger only said access violation for the glutGet(), so I thought that it didn't know my pw window's address... or something like that. Well, excuse me for bothering, but I was going crazy... May I ask you a few questions? Where can I find a list of changes between plib 1.8.3 and 1.8.4? Where can I find source code using plib's collision detection not only for HOT, but also for the other two methods? THANK YOU SO MUCH!!!! |
From: Steve B. <sjb...@ai...> - 2005-09-20 04:18:59
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Tinoshi Kitazawa wrote: > Hello everybody! > > I have got a big problem with PW. Well, when I use PW my program crashes > whenever I call something like glOrtho(), or glVertex() etc... The > debugger says it's due to an access violation. I guess it is 'cause I > created my windows using pwInit() and OpenGL doesn't know what is the > 'current' window (i.e. says 'this' is NULL). Weird. I havn't seen that happen before. Do the 'PW' demo programs work on your machine? > What can I do? I want to use pwInit() instead of > glutMainLoop() etc. 'cause I need a keyboard function who can deal with > multiple pressed and released keys. You can do that in GLUT. Check out: glutKeyboardUpFunc/glutSpecialUpFunc. You can use the regular glutKeyboardFunc to detect keys pressed down and use the UpFunc to figure out when they are released - then you can keep an array with one element per key character to handle multiple press/releases. However: 1) Be sure to disable key auto-repeat - which confuse the issue horribly. 2) Beware of the situation where someone presses (say) 'a' - then pushes down the shift key - then releases the 'a'...which will now report as the capital 'A' being released. PW has the same kinds of problems. ---------------------------- 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: Tinoshi K. <ti...@li...> - 2005-09-19 16:39:34
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Hello everybody! I have got a big problem with PW. Well, when I use PW my program crashes = whenever I call something like glOrtho(), or glVertex() etc... The = debugger says it's due to an access violation. I guess it is 'cause I = created my windows using pwInit() and OpenGL doesn't know what is the = 'current' window (i.e. says 'this' is NULL).=20 What can I do? I want to use pwInit() instead of glutMainLoop() etc. = 'cause I need a keyboard function who can deal with multiple pressed and = released keys.=20 It is not a 'coding' problem because using the 'glut approach' = (glutMainLoop etc... and callbacks) everything works great! Thanks! |
From: <coz...@gm...> - 2005-09-14 20:02:47
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It was a simple thing to fix, I just needed to add -lws2_32 to my LDFLAGS. The thing is that it seems that this winsock library is needed to link libplibnet.a in windows. =BFCould this be added by any developer with access to the website at http://plib.sourceforge.net/net/index.html ? Also, if anyone is interested, I compiled plib under mingw without cygwin(pretty easily actually I tought it would be a painful process), I just installed MinGW, MSYS, extracted plib-1.8.4.tar, executed command.exe (the crappy command-line included with Windows), executed "sh configure --prefix C:/MinGW/"(since you can't do ./configure in Windows) and executed "make install". |