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From: Cameron B. <ko...@da...> - 2005-04-22 15:10:15
|
http://plib.sourceforge.net/download.html "Example programs and Documentation for PLIB-1.8.4 or later." but the tar file at that url: http://plib.sourceforge.net/dist/plib_examples-1.8.4.tar.gz has an emtpy (/doc/ directory) and I cant find any other link to the docs (for offline work). -- / `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 ---------- "... all the modern inconveniences ..." -- Mark Twain |
From: Steve B. <sjb...@ai...> - 2005-04-22 13:58:06
|
Cameron Blackwood wrote: > | > was a little puzzled not to find that puFileSelector didnt just > | > use a base class like puEditableChunkOfLineSelector or something. ;) > | > | It's a valid thought. I guess we all just wanted a file selector > | widget and didn't think too much about more general applicability. > > It only stuck me, because reading the docs, I was expecting it from the > (excellent) modular design..... > > ... that combined with the fact that Id just come from the Utility > Library docs and that had me thinking about those 'virtual file > systems' routines in 'doom' type games where it ties a whole lot > of zip files together into one FS. (Not that im in any way supporting > that as an idea. ;) Yeah - exactly. It's not an unreasonable request. > clueless questions > ================== > minor > ----- > http://plib.sourceforge.net/pw/index.html uses pwCallbacks > but my installed version media-libs/plib-1.8.4 uses pwSetCallbacks Oops - typo. > pwSwapBuffers and vsync > ----------------------- > The book (and the man page) refers to flipping buffers in GLX waiting > for the vsync, but pwSwapBuffers doesnt seem to do this (which is what > I prefer :). But if thats the case, do I use the raw glFlush if I want > to wait? Unfortunately, neither OpenGL nor GLX nor X gives you control over how swapbuffers does or does not tie into vertical sync. Each graphics card appears to use a different mechanism. With nVidia, there is a shell variable under Linux and some kind of a control panel thingy (which probably does registry hacks or something) under Windows. Dunno what MacOS does. Under IRIX, locking to vsync is enforced at all times and under Solaris, it's just not possible at all. glFlush won't enforce a wait either. All it does is ensure that the device driver has sent everything off to the hardware. There is an implicit glFlush associated with swapbuffers anyway because the hardware can't swap the buffers until everything has finished rendering. > I guess I dont need to worry about flickering if Im double buffered. > And I guess I could put in a sleep if I dont need the cpu... Double-buffering will stop flicker either with or without syncing to the vblank - but without that synchronisation, you'll get tearing of the image (most noticably when panning at high speed). You can't do anything in the CPU to help that either because (in general) the CPU doesn't know when the vertical blank is coming either. Doing a usleep in the CPU is justified in many cases in order to ensure that the application doesn't try to render at hundreds of hertz frame rates and eat all of your CPU time. > multi windows? > -------------- > Im an opengl newbie so im working my way through "OpenGL programming > guide" and I noticed that plib supports more than one window. But I > havnt worked out how set which one to draw to given that pwInit doesnt > return anything (not that Im going to use that, but I thought it was > best to comment on this stuff as I hit it). PLIB comes with it's own windowing library 'PW' - and PW does NOT support multiple windows because it's aiming to be very, very simple and most games and other similar interactive 3D applications tend not to need multiple windows. However, you don't have to use PW - you could use SDL or GLUT or FLTK or raw Xlib or GTK or...pretty much any other windowing library. If you pick one that can do multiple windows - then the remainder of PLIB (excluding PW) will support that. PLIB is a kit of tools - and generally speaking, you can use just some of the tools without being wedded to using the whole set to the exclusion of all others. > returning vectors > ----------------- > I was looking at sgSphere and I noticed: > sgVec3 center ; > SGfloat *getCenter (void) ; > > not: > sgVec3 *getCenter (void) ; > > Which made me wonder if it was the same structure or one that had > 'munged' into an array of 3 SGfloat (which further looking at the code > shows that that was was an sgVec3 was). I guess its just so that it > can return 2, 3 or 4 element coords. sgVec's are just one dimensional arrays of floats. They are just typedef's. ---------------------------- 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: Cameron B. <ko...@da...> - 2005-04-22 05:26:18
|
Steve Baker <sjb...@ai...> writes: | | Well, I know there were people working on this - but I never did see | the results. Not being a Python person myself, I didn't try them. I look forward to hearing from any python fans out there... *simpsonseque silence, broken only by crickets* :) :) | > was a little puzzled not to find that puFileSelector didnt just | > use a base class like puEditableChunkOfLineSelector or something. ;) | | It's a valid thought. I guess we all just wanted a file selector | widget and didn't think too much about more general applicability. It only stuck me, because reading the docs, I was expecting it from the (excellent) modular design..... ... that combined with the fact that Id just come from the Utility Library docs and that had me thinking about those 'virtual file systems' routines in 'doom' type games where it ties a whole lot of zip files together into one FS. (Not that im in any way supporting that as an idea. ;) Just ignore me.. its just two random thoughts colliding in my head. :) should I be quiet? ================== I realise these may be simple opengl questions (and that I dont realise that yet :) and so this might be the wrong place to bring this stuff up, if so, just say 'plib stuff only' and ill be more list-nice ;). (I once did a psych subject which said something wise, that is that people who know what they are doing often cant 'look back' at what its like to be clueless and if thats the case, then I figure that 'clueless' input (from me :) can sometimes help make docs etc clearer by pointing out questions that 'clueless' users have when they are trying to grok things. I know thats not a view shared by all, so I defer to the wiser people people on the list. ;) clueless questions ================== minor ----- http://plib.sourceforge.net/pw/index.html uses pwCallbacks but my installed version media-libs/plib-1.8.4 uses pwSetCallbacks pwSwapBuffers and vsync ----------------------- The book (and the man page) refers to flipping buffers in GLX waiting for the vsync, but pwSwapBuffers doesnt seem to do this (which is what I prefer :). But if thats the case, do I use the raw glFlush if I want to wait? I guess I dont need to worry about flickering if Im double buffered. And I guess I could put in a sleep if I dont need the cpu... multi windows? -------------- Im an opengl newbie so im working my way through "OpenGL programming guide" and I noticed that plib supports more than one window. But I havnt worked out how set which one to draw to given that pwInit doesnt return anything (not that Im going to use that, but I thought it was best to comment on this stuff as I hit it). glXSwapBuffers seems to have links to things that might be the right options, but Im not using glx (that I know of :). Maybe I just havnt read the docs on the right library, but it seems that it would be something that the Windowing Library should be responsible for (atleast to me). returning vectors ----------------- I was looking at sgSphere and I noticed: sgVec3 center ; SGfloat *getCenter (void) ; not: sgVec3 *getCenter (void) ; Which made me wonder if it was the same structure or one that had 'munged' into an array of 3 SGfloat (which further looking at the code shows that that was was an sgVec3 was). I guess its just so that it can return 2, 3 or 4 element coords. (It just confused me for a moment) Well Im just heading off to dive into ssg's :) :) 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 ---------- Schlattwhapper, n.: The window shade that allows itself to be pulled down, hesitates for a second, then snaps up in your face. -- Rich Hall, "Sniglets" |
From: Steve B. <sjb...@ai...> - 2005-04-21 06:08:27
|
Cameron Blackwood wrote: > pylib or plibpy ? :) > -------------------- > I poked around on the net and found a maillist archive that said: > "Well, there has been work on building a set of Python language > bindings." (back in 2002) > > but then I found: > http://www.py3d.org/links/plib > "Open-source plib/ssg, game library with OpenGL (only) scenegraph > engine, Python bindings." > > I couldnt see any evidence of plib python bindings in the source... > um... so have i missed them or are they not 'rolled in' (and available > somewhere else) or are they nowhere to be seen? :) Well, I know there were people working on this - but I never did see the results. Not being a Python person myself, I didn't try them. > fake puFileSelector ? > --------------------- > Another question.. :) sometimes (it seems to me) you might want to > edit options out of the directory contents that are offered from > puFileSelector. > > Given the modular way the rest of the library is structured, I > was a little puzzled not to find that puFileSelector didnt just > use a base class like puEditableChunkOfLineSelector or something. ;) It's a valid thought. I guess we all just wanted a file selector widget and didn't think too much about more general applicability. ---------------------------- 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: Cameron B. <ko...@da...> - 2005-04-21 05:56:43
|
Hi, intro ----- Im just recovering from the Ludum Dare 48hour game contest and, while I liked pygame/sdl as a platform, I had some pain with it, so I thought Id try something else :). I looked around at a lot of libraries and finally narrowed it down to ogre or plib (mostly by looking at the docs/tutorials and seeing if I could follow them while still clueless :). Ogre was fussy with its compilations, and plib just worked (on my gentoo ppc mac too! :). Yaay! Id just like to say that I really appreciate the structure of the librarys. While I dont have a great understanding of opengl and other stuff, I can follow the logical sequence of how this stuff is built and what each part does (much easier than an all in one library) and Im looking forward to tinkering. But, as with all new mailing list users, I feel I have to ask a couple of stupid questions just to make myself look like an idiot, so... pylib or plibpy ? :) -------------------- I poked around on the net and found a maillist archive that said: "Well, there has been work on building a set of Python language bindings." (back in 2002) but then I found: http://www.py3d.org/links/plib "Open-source plib/ssg, game library with OpenGL (only) scenegraph engine, Python bindings." I couldnt see any evidence of plib python bindings in the source... um... so have i missed them or are they not 'rolled in' (and available somewhere else) or are they nowhere to be seen? :) My c++ has _really_ rusted since I started using python ;) (I work as a sysadmin/c programmer so that spells doom for the part of my brain that stores info about virtual constructors :) but Im looking forward to playing with plib (and the fact it works under cygwin too makes it just perfect! :) and I think Ill need to for some obvious speed issues with python ;). fake puFileSelector ? --------------------- Another question.. :) sometimes (it seems to me) you might want to edit options out of the directory contents that are offered from puFileSelector. Given the modular way the rest of the library is structured, I was a little puzzled not to find that puFileSelector didnt just use a base class like puEditableChunkOfLineSelector or something. ;) (It just seems to me that it's rolling two functions (dir walking _and_ user interface) into one class when just the UI itself might be useful.) I guess noone has ever needed it that way (and Im not sure i do either ;) but it seems like a restricted puFileSelector would be great for selecting PSL programs, while not allowing you walk 'up' the tree or while filtering out all files that dont match the extension). Its always possible that Ive missed something obvious here (like you use dir* to construct the puFileSelector and then you can access the puListBox::newList to add or subtract things. 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 ---------- What use is magic if it can't save a unicorn? -- Peter S. Beagle, "The Last Unicorn" |
From: Steve B. <sjb...@ai...> - 2005-04-02 00:28:02
|
Matt Jones wrote: >>If you utterly want to minimise depenencies and your windowing needs are >>very basic (ie opening one window and rendering OpenGL into it) - then >>you may be able to manage with PLIB's own 'PW' windowing library. For >>simple single window applications, it's a lot like GLUT...but it's a part >>of PLIB so there are no extra dependencies. > > > Sounds interesting, I'll look into it. cross-platform too, I hope? Yes - of course! I was thinking about your linking problems - have you tried copying (and modifying) the MSVC project files that come with the PLIB examples files? Some of those use GLUT and some use PW. ---------------------------- 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: Matt J. <mat...@fa...> - 2005-04-01 09:42:54
|
On Thu, 31 Mar 2005 18:57:30 -0800, "Steve Baker" <sjb...@ai...> said: > It sounds like you are still linking against it...look at your > compile commands. Yes, this seems like the crux of it! As a relative newbie I still haven't sorted this dynamic/static stuff out yet. > If you utterly want to minimise depenencies and your windowing needs are > very basic (ie opening one window and rendering OpenGL into it) - then > you may be able to manage with PLIB's own 'PW' windowing library. For > simple single window applications, it's a lot like GLUT...but it's a part > of PLIB so there are no extra dependencies. Sounds interesting, I'll look into it. cross-platform too, I hope? Anyway, huge thanks for all the help :) Matt |
From: Adnan B. <adn...@gm...> - 2005-04-01 03:25:44
|
if you put glut32.dll in your project folder it will still work as you thinking about plib never used it but as i worked on glut and glui.glui is small but interesting for menus instead of using right mouse better to use GUI. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> On Apr 1, 2005 3:57 AM, Steve Baker <sjb...@ai...> wrote: > Matt Jones wrote: > > Hi, I'm new to PLIB and am just looking into whether it is suitable for > > my project. > > > > The application will be on win32 (with a later view to porting across > > platforms) and I expect to use either GLUT or freeglut. > > > > Does this mean I will have to provide the glut32.dll with my project? > > Despite the possibility of statically linking with libraries like > > glut32.lib it still seems all GLUT apps require this DLL too, and > > ideally I want to minimise dependencies... > > If you utterly want to minimise depenencies and your windowing needs are > very basic (ie opening one window and rendering OpenGL into it) - then > you may be able to manage with PLIB's own 'PW' windowing library. For > simple single window applications, it's a lot like GLUT...but it's a part > of PLIB so there are no extra dependencies. > > > So maybe freeglut is better for this (ie. it may allow static linking > > without using any DLL's at runtime)? Indeed I would much prefer to use > > freeglut for a variety of reasons. > > Both GLUT and freeglut will work as either statically or dynamically linked > libraries. I'm not a Windows user - but I think it's your choice. > > > Hoping this question is not misplaced: what do I need to do to build an > > application with freeglut (and remove dependencies on GLUT)? > > Not much - freeglut is intended as a plug-compatible library - if you are > compiled and running with GLUT.DLL, you can just replace that with the > freeglut DLL and it should still work - you don't even need to recompile. > > > I know in readme.GLUT it says it does not depend on glut, but without > > the DLL there anything I try still gives the same 'unable to locate > > glut32.dll'. > > It sounds like you are still linking against it...look at your > compile commands. > > ---------------------------- 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 Demarc: > A global provider of Threat Management Solutions. > Download our HomeAdmin security software for free today! > http://www.demarc.com/Info/Sentarus/hamr30 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Steve B. <sjb...@ai...> - 2005-04-01 01:03:04
|
Matt Jones wrote: > Hi, I'm new to PLIB and am just looking into whether it is suitable for > my project. > > The application will be on win32 (with a later view to porting across > platforms) and I expect to use either GLUT or freeglut. > > Does this mean I will have to provide the glut32.dll with my project? > Despite the possibility of statically linking with libraries like > glut32.lib it still seems all GLUT apps require this DLL too, and > ideally I want to minimise dependencies... If you utterly want to minimise depenencies and your windowing needs are very basic (ie opening one window and rendering OpenGL into it) - then you may be able to manage with PLIB's own 'PW' windowing library. For simple single window applications, it's a lot like GLUT...but it's a part of PLIB so there are no extra dependencies. > So maybe freeglut is better for this (ie. it may allow static linking > without using any DLL's at runtime)? Indeed I would much prefer to use > freeglut for a variety of reasons. Both GLUT and freeglut will work as either statically or dynamically linked libraries. I'm not a Windows user - but I think it's your choice. > Hoping this question is not misplaced: what do I need to do to build an > application with freeglut (and remove dependencies on GLUT)? Not much - freeglut is intended as a plug-compatible library - if you are compiled and running with GLUT.DLL, you can just replace that with the freeglut DLL and it should still work - you don't even need to recompile. > I know in readme.GLUT it says it does not depend on glut, but without > the DLL there anything I try still gives the same 'unable to locate > glut32.dll'. It sounds like you are still linking against it...look at your compile commands. ---------------------------- 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: Matt J. <mat...@fa...> - 2005-04-01 00:54:49
|
Hi, I'm new to PLIB and am just looking into whether it is suitable for my project. The application will be on win32 (with a later view to porting across platforms) and I expect to use either GLUT or freeglut. Does this mean I will have to provide the glut32.dll with my project? Despite the possibility of statically linking with libraries like glut32.lib it still seems all GLUT apps require this DLL too, and ideally I want to minimise dependencies... So maybe freeglut is better for this (ie. it may allow static linking without using any DLL's at runtime)? Indeed I would much prefer to use freeglut for a variety of reasons. Hoping this question is not misplaced: what do I need to do to build an application with freeglut (and remove dependencies on GLUT)? I know in readme.GLUT it says it does not depend on glut, but without the DLL there anything I try still gives the same 'unable to locate glut32.dll'. Any help greatly appreciated! Cheers, Matt |
From: Andrew G. <a...@ga...> - 2005-03-12 14:38:34
|
Steve, OK, I have resolved the issue. The /proc command echo "torcs-bin 4 1024 non-block" > /proc/asound/card0/pcm0p/oss helps. Before, I didn't recognized the executable is 'torcs-bin' rather 'torcs'. To eliminate the needing of such workaround probably some fragments number must be defined in plib. Andrew |
From: Steve B. <sjb...@ai...> - 2005-03-12 13:17:54
|
Marc M. wrote: > What are the requirements in terms of cleanup when terminating a plib > application? It appears as though all of the PLIB examples just use > 'exit(0);' and work fine. But in my program (I am using Win32 API, > not GLUT), I get memory leaks whenever I exit the program. I've > narrowed the cause to the calling of ssgInit();. In this function, it > is the line 'new ssgContext' causing the leak. Well, that is really a Windows issue, not a PLIB issue. In all 'proper' operating systems (and I don't include the amateurish piece of junk that Microsoft put out in that catagory), the operating system cleans up for the application when it exits. So, in IRIX, Solaris, BSD, Linux, MacOS (9 and X) and BeOS, programs can allocate memory on startup - and never bother to free it. When they exit, all trace of their existance is erased - so any files they had open, memory they had allocated, etc is automatically recovered. Opinions seem to vary about whether Windows actually does this reliably, some people claim it does it correctly - but occasional reports I get from people like you suggest that it does not. I don't run Windows, so I have no way to test that. Perhaps some versions and some service packs get it right whilst others do not? Personally, if it's true - then I regard that as a bug in Windows and not something I have to pay particular attention to. If an operating system DOESN'T clean up after programs that have exited then eventually you'll need to do a reboot because the accumulation of memory 'locked away' by programs that crashed or which don't 100% clean up before they exit will eventually force a reboot. That's an OS bug. In contrast, all other OS's that I know of will run for years without needing a reboot because they recover resources from programs that exited. Clearly it's possible to write programs that recover every last itty-bitty byte of memory that they allocated - but it's a pain in the neck to have to go to all that trouble to work around a bug in just one OS. Consider an occasional reboot to clear out memory part of the price you pay for running a deeply crappy operating system! ---------------------------- 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: Marc M. <mav...@gm...> - 2005-03-12 07:12:15
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Hello, What are the requirements in terms of cleanup when terminating a plib application? It appears as though all of the PLIB examples just use 'exit(0);' and work fine. But in my program (I am using Win32 API, not GLUT), I get memory leaks whenever I exit the program. I've narrowed the cause to the calling of ssgInit();. In this function, it is the line 'new ssgContext' causing the leak. Thanks, Marc |
From: Andrew G. <a...@ga...> - 2005-03-11 20:37:03
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Steve, After googling for OSS tuning, I have found the only way to influence to OSS emulation. It's via something like this: echo "playsound 4 1024 non-block" > /proc/asound/card0/pcm0p/oss After such command 'playsound' plays without stopping and at waited speed :-) But... Playing has extremely high distortions. Other OSS players play absolutely clean. I have thought may be torcs will have (terrible, but have) sound with appropriate /proc comand. No, there isn't still any sound. I haven't found any other way to influence to OSS emulation except for /proc commands. Any thoughts? Andrew |
From: Steve B. <sjb...@ai...> - 2005-03-11 18:28:28
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Andrew Gaydenko wrote: > And another small addition: mod_demo works! Then I think you have a problem with memory buffer sizes in your drivers or something. ---------------------------- 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: Andrew G. <a...@ga...> - 2005-03-11 18:27:48
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Steve, There are not any error messages. Other apps work with OSS fine. OK, I'll try to find something about OSS ALSA emulation tuning, and will report my results. Andrew ======= On Friday 11 March 2005 23:14, Steve Baker wrote: ======= > OK, I have tried 1.8.4 examples. Both 'example' and 'playsound' don't play sound. > To be strictly: they try to play something (not like a sound is played by other > apps) during small part of second (say, 1/4) and stop playing without exiting and > without CPU eating (I must do Ctrl-C to close them). No error messages? > What is my next step? Dunno - both sample programs and Torcs work on my KDE-based system using several different sound systems and all three of the sound cards we have here in the Baker household. If you are getting *SOME* sound - then maybe you have a problem with your sound buffer size or something? |
From: Steve B. <sjb...@ai...> - 2005-03-11 18:19:16
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Andrew Gaydenko wrote: > Steve, > > KDE sound (artsd server) is off by definition :-) > > OK, I have tried 1.8.4 examples. Both 'example' and 'playsound' don't play sound. > To be strictly: they try to play something (not like a sound is played by other > apps) during small part of second (say, 1/4) and stop playing without exiting and > without CPU eating (I must do Ctrl-C to close them). No error messages? > What is my next step? Dunno - both sample programs and Torcs work on my KDE-based system using several different sound systems and all three of the sound cards we have here in the Baker household. If you are getting *SOME* sound - then maybe you have a problem with your sound buffer size or something? ---------------------------- 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: Andrew G. <a...@ga...> - 2005-03-11 16:45:36
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And another small addition: mod_demo works! Andrew ======= On Friday 11 March 2005 19:38, Andrew Gaydenko wrote: ======= A small addition. I'm ready to try any patch. Or - this is for dev-list? ======= On Friday 11 March 2005 19:31, Andrew Gaydenko wrote: ======= ... OK, I have tried 1.8.4 examples. Both 'example' and 'playsound' don't play sound. To be strictly: they try to play something (not like a sound is played by other apps) during small part of second (say, 1/4) and stop playing without exiting and without CPU eating (I must do Ctrl-C to close them). What is my next step? |
From: Andrew G. <a...@ga...> - 2005-03-11 16:38:01
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A small addition. I'm ready to try any patch. Or - this is for dev-list? ======= On Friday 11 March 2005 19:31, Andrew Gaydenko wrote: ======= ... OK, I have tried 1.8.4 examples. Both 'example' and 'playsound' don't play sound. To be strictly: they try to play something (not like a sound is played by other apps) during small part of second (say, 1/4) and stop playing without exiting and without CPU eating (I must do Ctrl-C to close them). What is my next step? ======= On Friday 11 March 2005 20:55, Steve Baker wrote: ======= Andrew Gaydenko wrote: > Hi! > > I have tried to play with torcs - all is fine except for there isn't > any sound. If I understand well, torcs's sound support is provided > by the plib library. All other sound applications work fine (OSS/ALSA). ... Download the PLIB examples tarball - build and run the sound library examples on your machine. What happens? ... |
From: Andrew G. <a...@ga...> - 2005-03-11 16:30:52
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Steve, KDE sound (artsd server) is off by definition :-) OK, I have tried 1.8.4 examples. Both 'example' and 'playsound' don't play sound. To be strictly: they try to play something (not like a sound is played by other apps) during small part of second (say, 1/4) and stop playing without exiting and without CPU eating (I must do Ctrl-C to close them). What is my next step? Andrew ======= On Friday 11 March 2005 20:55, Steve Baker wrote: ======= Andrew Gaydenko wrote: > Hi! > > I have tried to play with torcs - all is fine except for there isn't > any sound. If I understand well, torcs's sound support is provided > by the plib library. All other sound applications work fine (OSS/ALSA). At one stage, Torcs was going to transition to OpenAL - did they ever do that? Well, if it is a PLIB issue, the first step is to eliminate TORCs from the equation. Download the PLIB examples tarball - build and run the sound library examples on your machine. What happens? One common problem is that the windowing system grabs the sound drivers and doesn't release them for other applications. In KDE (for example) there is a configuration option to specify how long KDE will hold onto the sound port after it last used it. If that's set to a large number (and I think it defaults to something like 60 seconds) then you won't get sound from an application if it's launched within 60 seconds of KDE making a sound. So if you have silly noises being emitted whenever you open a window (for example) - then you're stuck without sound. I generally reset that number to something like 2 seconds - then everything works OK. If that's what's going on, you should get a message from the sound library saying that it can't get access to the sound driver. I forget the exact message - but you'll know it if you see it. |
From: Steve B. <sjb...@ai...> - 2005-03-11 15:59:57
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Andrew Gaydenko wrote: > Hi! > > I have tried to play with torcs - all is fine except for there isn't > any sound. If I understand well, torcs's sound support is provided > by the plib library. All other sound applications work fine (OSS/ALSA). At one stage, Torcs was going to transition to OpenAL - did they ever do that? Well, if it is a PLIB issue, the first step is to eliminate TORCs from the equation. Download the PLIB examples tarball - build and run the sound library examples on your machine. What happens? One common problem is that the windowing system grabs the sound drivers and doesn't release them for other applications. In KDE (for example) there is a configuration option to specify how long KDE will hold onto the sound port after it last used it. If that's set to a large number (and I think it defaults to something like 60 seconds) then you won't get sound from an application if it's launched within 60 seconds of KDE making a sound. So if you have silly noises being emitted whenever you open a window (for example) - then you're stuck without sound. I generally reset that number to something like 2 seconds - then everything works OK. If that's what's going on, you should get a message from the sound library saying that it can't get access to the sound driver. I forget the exact message - but you'll know it if you see it. ---------------------------- 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: Andrew G. <a...@ga...> - 2005-03-11 15:36:10
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Hi! I have tried to play with torcs - all is fine except for there isn't any sound. If I understand well, torcs's sound support is provided by the plib library. All other sound applications work fine (OSS/ALSA). What are possible steps to dig in the problem? P.S. I have synced ~x86 gentoo installed. Thanks! Andrew |
From: Doug W. <Dou...@sh...> - 2005-03-07 21:10:58
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I'm trying to run FlightGear.9.8 and the joystick initialization crashes and causes a segmentation fault on my machine. I have a Microsoft Sidewinder Force Feedback 2 joystick, FG.9.8. on Fedora Core 3. athlon cpu and ati radeon AIW video card and plib-1.8.4 I have isolated the problem to this code in file plib/src/js/jsLinux.cxx // Remove any deadband value already done in the kernel. // Since we have our own deadband management this is save to do so. struct js_corr corr [ _JS_MAX_AXES ]; ioctl ( os->fd, JSIOCGCORR, corr ); for ( int i = 0; i < num_axes ; ++i ) { if ( corr[ i ] . type == JS_CORR_BROKEN ) { int nodeadband = ( corr[ i ] . coef[ 0 ] + corr[ i ] . coef [ 1 ] ) / 2 ; corr[ i ] . coef[ 0 ] = nodeadband ; corr[ i ] . coef[ 1 ] = nodeadband ; } } ioctl ( os->fd, JSIOCSCORR, corr ); The Segmentation Fault is caused by the first ioctl() call. It overwrites more than the struct js_corr structure and corrupts the THIS pointer. then the next line: for ( int i =0; i< num_axes;++i) generates a Segmentation Fault when it tries to access num_axes because the THIS pointer is now pointing at 0x0010000 memory address. I have been unable to figure out how to fix it but if someone can give me some help I'm sure we can figure it out. I have commented out this code and FlightGear compiles and runs without trouble. Thanks, Doug. |
From: Michael W. <mic...@ti...> - 2005-02-28 07:32:45
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I could solve the problem in using the functions setElevation etc. for the cloudlayer. Michael ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Sunday, February 27, 2005 5:38 PM Subject: Re: [Plib-users] Wrong Texture > Michael Wessels wrote: > > Is it more a bug in my program or in the ssgaSky-library ? > > If your description of the problem is accurate, then it sounds > like a bug in ssgaSky. > > I'm really snowed under with work right now - so unfortunately, > I don't have time to look for it. > > >>Michael Wessels wrote: > >> > >>>Hi all, > >>> > >>>I am using ssgaSky to build the sky im my simulation FDS. > >>> > >>>If I change interactively ( the simulation is running) the parameters > > > > of > > > >>>the cloud-layer ( height, transition etc.) and than rebuild the object > >>>cloud-layer, the textures of the cloud-layer are not the defined > > > > textures > > > >>>but the texture of the instruments. > >> > >> > Is there any idea what is going wrong ? > >> > >>No - but it certainly sounds like a bug. > > ---------------------------- 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----- > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users |
From: Steve B. <sjb...@ai...> - 2005-02-27 14:41:49
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Michael Wessels wrote: > Is it more a bug in my program or in the ssgaSky-library ? If your description of the problem is accurate, then it sounds like a bug in ssgaSky. I'm really snowed under with work right now - so unfortunately, I don't have time to look for it. >>Michael Wessels wrote: >> >>>Hi all, >>> >>>I am using ssgaSky to build the sky im my simulation FDS. >>> >>>If I change interactively ( the simulation is running) the parameters > > of > >>>the cloud-layer ( height, transition etc.) and than rebuild the object >>>cloud-layer, the textures of the cloud-layer are not the defined > > textures > >>>but the texture of the instruments. >> >> > Is there any idea what is going wrong ? >> >>No - but it certainly sounds like a bug. ---------------------------- 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----- |