plib-users Mailing List for PLIB (Page 17)
Brought to you by:
sjbaker
You can subscribe to this list here.
2000 |
Jan
|
Feb
(24) |
Mar
(54) |
Apr
(29) |
May
(58) |
Jun
(29) |
Jul
(675) |
Aug
(46) |
Sep
(40) |
Oct
(102) |
Nov
(39) |
Dec
(40) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(45) |
Feb
(23) |
Mar
(30) |
Apr
(64) |
May
(28) |
Jun
(61) |
Jul
(55) |
Aug
(35) |
Sep
(24) |
Oct
(23) |
Nov
(21) |
Dec
(67) |
2002 |
Jan
(98) |
Feb
(23) |
Mar
(13) |
Apr
(23) |
May
(43) |
Jun
(45) |
Jul
(54) |
Aug
(5) |
Sep
(56) |
Oct
(17) |
Nov
(53) |
Dec
(26) |
2003 |
Jan
(67) |
Feb
(36) |
Mar
(22) |
Apr
(35) |
May
(26) |
Jun
(35) |
Jul
(10) |
Aug
(49) |
Sep
(17) |
Oct
(3) |
Nov
(30) |
Dec
(10) |
2004 |
Jan
(12) |
Feb
(18) |
Mar
(52) |
Apr
(50) |
May
(22) |
Jun
(13) |
Jul
(16) |
Aug
(23) |
Sep
(21) |
Oct
(29) |
Nov
(6) |
Dec
(26) |
2005 |
Jan
(9) |
Feb
(19) |
Mar
(13) |
Apr
(19) |
May
(12) |
Jun
(8) |
Jul
(6) |
Aug
(10) |
Sep
(22) |
Oct
(3) |
Nov
(6) |
Dec
(17) |
2006 |
Jan
(10) |
Feb
(8) |
Mar
(5) |
Apr
(5) |
May
(6) |
Jun
(8) |
Jul
(8) |
Aug
(13) |
Sep
(2) |
Oct
(1) |
Nov
(9) |
Dec
(6) |
2007 |
Jan
(3) |
Feb
(4) |
Mar
(12) |
Apr
(2) |
May
(6) |
Jun
|
Jul
(22) |
Aug
|
Sep
(9) |
Oct
(13) |
Nov
|
Dec
|
2008 |
Jan
(1) |
Feb
(6) |
Mar
(2) |
Apr
(4) |
May
(15) |
Jun
(28) |
Jul
(8) |
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
2009 |
Jan
(5) |
Feb
(5) |
Mar
|
Apr
|
May
(3) |
Jun
|
Jul
(1) |
Aug
(1) |
Sep
|
Oct
|
Nov
|
Dec
|
2010 |
Jan
|
Feb
|
Mar
(2) |
Apr
(7) |
May
(4) |
Jun
(2) |
Jul
(5) |
Aug
|
Sep
|
Oct
(3) |
Nov
|
Dec
|
2011 |
Jan
(7) |
Feb
(2) |
Mar
(1) |
Apr
|
May
(4) |
Jun
|
Jul
|
Aug
|
Sep
(3) |
Oct
(1) |
Nov
(4) |
Dec
|
2015 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(4) |
Nov
|
Dec
|
2016 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
2017 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2019 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2024 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Michael W. <mic...@ti...> - 2005-02-27 09:55:42
|
Is it more a bug in my program or in the ssgaSky-library ? Michael ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Sunday, February 27, 2005 12:01 AM Subject: Re: [Plib-users] Wrong Texture > 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...> - 2005-02-26 21:04:54
|
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----- |
From: Michael W. <mic...@ti...> - 2005-02-26 19:34:46
|
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 ? Best regards Michael |
From: Steve B. <sjb...@ai...> - 2005-02-24 00:39:03
|
sinan koc wrote: > Now there is no compiling error but when I trying to run the program > getting "puInit called without a valid OpenGL context" Well, that would be the problem then! You have to have a valid OpenGL rendering context (a window) opened before you can initialise any PLIB modules - and each module must be initialised before you can call *any* of it's other functions. Because all manner of horrible things go wrong if you don't do that, we wrote the code to check for a valid rendering context and fatal out if you didn't get it right. So, you need to move your puInit call down until AFTER the graphics context has been established. ---------------------------- 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: sinan k. <sko...@ya...> - 2005-02-23 20:09:08
|
Now there is no compiling error but when I trying to run the program getting "puInit called without a valid OpenGL context" By the way I do not need motionfn ( int x, int y ), mousefn ( int , int, int , int ), and displayfn(). Those are taken care of by performer. I do not use mouse, I use 3D wand for interaction. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: sinan k. <sko...@ya...> - 2005-02-23 18:15:03
|
Ok I'll try to recompile then. --------------------------------- Do you Yahoo!? Yahoo! Mail - You care about security. So do we. |
From: Eero P. <epa...@ko...> - 2005-02-20 19:06:29
|
> I would say that was a near certainty. Performer certainly > uses multithreading and PLIB certainly does not. > > Microsoft actually expect you to compile libraries differently > for threading versus non-threading? My appreciation of the > sheer ineptness of their products just went up another notch! Actually (even on Windows) you can compile all of your code for multithreaded execution, if you don't mind the (hopefully) small performance penalty. In my quick checking it appears that SSG is actually compiled by default (in the CVS version) for the multithreading version. The original problem: MSVCRT.lib(MSVCRT.dll) : error LNK2005: __getpid already defined in LIBCMTD.lib(getpid.obj) Seems to indicate a mismatch between using multithreaded dll based runtime (MSVCRT) and the debug multithreaded static library (LIBCMTD). The LIBCMTD might come from a debug build of SSG. I am personally using the DLL versions on my projects, mostly because of some external tools. If using the Microsoft IDE, I would recommend setting the "Runtime Library" option to same (multithreaded) value on all components. Eero |
From: Steve B. <sjb...@ai...> - 2005-02-20 14:17:09
|
Wolfram Kuss wrote: > You are using MSVC 6, right? > > You wrote: > > >>I'm trying to use Plib with OpenGL performer. Really?!?! You really mean this: http://www.sgi.com/products/software/performer/ ...if so, Performer does a lot of strange things with stuff like threading. It wouldn't suprise me to find problems with it. Performer and PLIB are really designed to do the same kinds of thing - and using both of them together is a strange thing to want to do. > My guess is that one (say OpenGL performer) is compiled using multi > threading and one (say PLIB) is compiled using single threading. So, > switch the settings ogf PLIB and recompile all. I would say that was a near certainty. Performer certainly uses multithreading and PLIB certainly does not. Microsoft actually expect you to compile libraries differently for threading versus non-threading? My appreciation of the sheer ineptness of their products just went up another notch! ---------------------------- 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: Steve B. <sjb...@ai...> - 2005-02-20 13:54:56
|
Curtis L. Olson wrote: > I have an application where I need to setup an asymmetric view frustum. > I can't find my Red Book tonight (maybe left at work?) but I'm not sure > it would be much help anyway? Is there a reasonably easy way to setup > asymetric view frustums in ssg? Yes, there is a member function of ssgContext called 'setFrustum' (and a convenience function: ssgSetFrustum that calls it on the current context). That takes the left, right, bottom, top, near and far plane distances as parameters. The meaning of these is exactly as for OpenGL's glOrtho and glFrustum calls. Assuming you need perspective, this means: left, right Specify the coordinates for the left and right vertical clipping planes. bottom, top Specify the coordinates for the bottom and top horizontal clipping planes. near_val, far_val Specify the distances to the near and far depth clipping planes. Both distances must be positive. (left, bottom, -near_val) and (right, top, -near_val) specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the window, assuming that the eye is located at (0, 0, 0). -far_val specifies the location of the far clipping plane. Both near_val and far_val must be positive. ----------------------- 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: Wolfram K. <w_...@rz...> - 2005-02-20 09:58:07
|
You are using MSVC 6, right? You wrote: >I'm trying to use Plib with OpenGL performer. [...] >MSVCRT.lib(MSVCRT.dll) : error LNK2005: __getpid already defined in = LIBCMTD.lib(getpid.obj) So, obviously you link to LIBCMTD which has one version of __getpid and you link to OpenGL performer stuff, which has another. My guess is that one (say OpenGL performer) is compiled using multi threading and one (say PLIB) is compiled using single threading. So, switch the settings ogf PLIB and recompile all. Bye bye, Wolfram. |
From: Curtis L. O. <cur...@fl...> - 2005-02-20 00:25:10
|
I have an application where I need to setup an asymmetric view frustum. I can't find my Red Book tonight (maybe left at work?) but I'm not sure it would be much help anyway? Is there a reasonably easy way to setup asymetric view frustums in ssg? Thanks, 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: sinan k. <sko...@ya...> - 2005-02-13 23:52:57
|
I'm trying to use Plib with OpenGL performer. I'm getting below error. By the way, I tried /NODEFAULTLIB:LIBCMTD.lib option to ignore this library. Then it does not give error, but the program is not running. Any suggestion! Linking... MSVCRT.lib(MSVCRT.dll) : error LNK2005: __getpid already defined in LIBCMTD.lib(getpid.obj) LINK : warning LNK4098: defaultlib "LIBCMTD" conflicts with use of other libs; use /NODEFAULTLIB:library Debug/31Ocak2005Picker.exe : fatal error LNK1169: one or more multiply defined symbols found Error executing link.exe. 31Ocak2005Picker.exe - 2 error(s), 1 warning(s) --------------------------------- Do you Yahoo!? The all-new My Yahoo! What will yours do? |
From: sinan k. <sko...@ya...> - 2005-02-12 21:28:00
|
You helped me a lot. Thank you. I solved the problem --------------------------------- Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' |
From: Wolfram K. <w_...@rz...> - 2005-02-11 22:26:18
|
Welcome aboard! I am using MSVC 6.0 as well >When I trying to run plib_examples.dsw it gives "plib/pu.h" "No such = file or directory"=20 > error. Go to tools/options/directories/include and add the path ABOVE PLIB. > To eliminate that I'm trying to rearrange project settings but I cannot= =20 >see regular project settings of this project file because all the =20 >files are selected in project window.=20 The problem is not in the project settings, but to see the settings, simply select the build you want to see (debug or release). Sorry in case I am missunderstanding. HTH, Wolfram. |
From: LAVIGNE,ERIC <la...@uf...> - 2005-02-11 13:51:40
|
Where does VC++ expect to find header files? Creating a plib folder in that spot and transfering all the .h files to it is part of installing plib. You will also need to compile the plib library and put the .lib files in the appropriate directory. After that, you shouldn't need to change any settings for plib_examples.dsw to work. On Thu Feb 10 15:47:37 EST 2005, sinan koc <sko...@ya...> wrote: > Hi, I'm trying to use plib. I downloaded everything. Is there > anybody used plib with Windows and Visual C 6.0 to hel me for > compilation and running sample codes? > When I trying to run plib_examples.dsw it gives "plib/pu.h" "No > such file or directory" error. To eliminate that I'm trying to > rearrange project settings but I cannot see regular project > settings of this project file because all the files are selected > in project window. What do you suggest me? > > > --------------------------------- > Do you Yahoo!? > Yahoo! Search presents - Jib Jab's 'Second Term' |
From: sinan k. <sko...@ya...> - 2005-02-10 20:47:47
|
Hi, I'm trying to use plib. I downloaded everything. Is there anybody used plib with Windows and Visual C 6.0 to hel me for compilation and running sample codes? When I trying to run plib_examples.dsw it gives "plib/pu.h" "No such file or directory" error. To eliminate that I'm trying to rearrange project settings but I cannot see regular project settings of this project file because all the files are selected in project window. What do you suggest me? --------------------------------- Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' |
From: Marc M. <mav...@gm...> - 2005-02-09 05:41:50
|
Greetings, I'm new to Plib and I'm having a problem with transparency in my textures. I load my .obj model using: testobj = ssgLoadOBJ ( "test.obj" ) ; Now this will load the model and the associated .tga texture automatically. The problem is that when displaying, I do not get the transparency. The transparent regions of the texture just show up as white. Can anyone help? Thanks, Marc |
From: Ryan H. <ry...@ui...> - 2005-01-27 00:53:33
|
Hello. I have what must be a pretty common question, so hopefully it has a simple answer. I downloaded ExPoser from the PLIB site (http://plib.sourceforge.net/dist/exposer-0.2.0.tar.gz), and tried to compile it in the usual way. But ./configure doesn't work because apparently it needs a nonexistent install script, and you can't skip the configure because there's no default makefile. I did find one cached e-mail on the web from mid-2003 in which someone said it was a very common problem, and gave a solution that doesn't work (and doesn't quite make sense to me anyway), which was to copy config.guess and config.sub from a local directory to the project directory. But of course that doesn't change the fact that there's no 'install-sh' or 'install.sh' in the project, and it's the same configure script, so it continues to give that error. So is there something that everyone but me knows how to do with this package, or is it just broken? :) Either way, I'd appreciate any info. Thanks, Ryan |
From: Luca M. <luc...@li...> - 2005-01-26 09:01:12
|
Hi Steve, > Remember that in OpenGL, the 'camera' is always at the ori= gin, staring down the Z axis. > > If you want something to be aligned = to the plane of the screen, you *WANT* your > modelview matrix to be the= identity matrix! I'm a newby of 3D programming, I didn't know that th= e camera is always located at the origin. However, I solved the pro= blem (and the matrix is rightly the identity matrix) increasing the bou= nding sphere of the particle system. At the first attempt I've set it =0D = more or less at the size used in the water example. In flightGear, though= t, I've noticed that the distances are much more great so the sphere's = size was too little. When I've enlarged it, the objects stop to disappe= ar when the point of view rotates. I was lost in a glass of water... = the solution was more simple then what I'm expecting. Thanks, Luca =0D = =0A=0A=0A=0A____________________________________________________________=0A= 6X velocizzare la tua navigazione a 56k? 6X Web Accelerator di Libero!=0A= Scaricalo su INTERNET GRATIS 6X http://www.libero.it=0A |
From: Steve B. <sjb...@ai...> - 2005-01-26 02:08:15
|
Luca Masera wrote: > I've used it for a while, but it works differently from what I need so I created a class similar to > the ssgaParticleSystem that meets my requirements. > Because the billboarding doesn't works, I've studied it and I've understood the steps that bring the > objects to be perpendicular to the plane of view (not to the point this is a less but more efficient > way to create billboards). When I've printed to the screen the data into the matrix > GL_MODELVIEW, used to rotate the objects, I found that they don't rotate because the matrix > is, always, the identity matrix. To be sure that the problem is there, I've made the same with > the water example: into it the GL_MODELVIEW matrix changes when the point of view moves. Remember that in OpenGL, the 'camera' is always at the origin, staring down the Z axis. If you want something to be aligned to the plane of the screen, you *WANT* your modelview matrix to be the identity matrix! ---------------------------- 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: Luca M. <luc...@li...> - 2005-01-25 15:19:44
|
Hi, I solved the problem about the particles. I've changed some sett= ing into the ssgSimpleState object and the size of the bounding sphere.= Now, and really I don't know why, even with a GL_MODELVIEW matrix= equal to the identity matrix the objects rotates following the positio= n of the viewer. It's possible that some setting into the ssgSimpleSta= te object changes the behaviour of the objects shown on the screen (o= bviously, not only the appearence...). Thanks, Luca =0A=0A=0A=0A___= _________________________________________________________=0ANavighi a 2 M= EGA e i primi 3 mesi sono GRATIS. =0AScegli Libero Adsl Flat senza limiti= su http://www.libero.it=0A |
From: Luca M. <luc...@li...> - 2005-01-25 09:13:17
|
Hi Steve, Thank you for the answer, but... > Check ssgaParticleSyst= em in the ssgAux library! I've used it for a while, but it works diffe= rently from what I need so I created a class similar to the ssgaParticl= eSystem that meets my requirements. Because the billboarding doesn't wo= rks, I've studied it and I've understood the steps that bring the objec= ts to be perpendicular to the plane of view (not to the point this is a l= ess but more efficient way to create billboards). When I've printed to = the screen the data into the matrix GL_MODELVIEW, used to rotate the ob= jects, I found that they don't rotate because the matrix is, always, th= e identity matrix. To be sure that the problem is there, I've made the sa= me with the water example: into it the GL_MODELVIEW matrix changes when= the point of view moves. I launched another time FlightGear and I've= found that the behaviour of the particles is the same if I launch the = water example with "turn to face" option FALSE. So, there's another way t= o get the same data stored into the GL_MODELVIEW matrix? I've tried wit= h the "ssgGetModelviewMatrix" function (in this way seems that the data= is connected to the rotatations of the point of view) but the objects = rotates only for a while and after disappear. Thanks, Luca =0A=0A= =0A=0A____________________________________________________________=0A6X v= elocizzare la tua navigazione a 56k? 6X Web Accelerator di Libero!=0AScar= icalo su INTERNET GRATIS 6X http://www.libero.it=0A |
From: Steve B. <sjb...@ai...> - 2005-01-25 00:34:51
|
Luca Masera wrote: > Hi everyone, > > I'm working on the FlightGear project and I'm trying to add a particle system... Check ssgaParticleSystem in the ssgAux library! ---------------------------- 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: Luca M. <luc...@li...> - 2005-01-24 10:19:48
|
Hi everyone, I'm working on the FlightGear project and I'm trying to a= dd a particle system to simulate the smoke. I've solved the main proble= m to add it into the simulator - now the particles are visible into the =0D = scenery and follow the movements of the aircraft - but I've a problem wi= th the billboarding functionality. I've found that, and I don't know th= e reason of it, the GL_MODELVIEW matrix, used to rotate the objects doe= sn't change. In other words the data stored into the matrix is always the= same, even when the point of view is moved. There's a way to solve t= his? I cannot use the animations (the billboard animation) that FlightGea= r offers because I don't load an external object. There's another mat= rix that could be used to calculate the correct rotation. Hi, Luca=0D = PS:Norman, I don't know if you remember the question I've made some tim= e ago but now I understand what you have told me. I've to add the parti= cle system to the root and not to the aircraft; the position of every p= article could be taked from the position of the aircraft. =0A=0A=0A=0A___= _________________________________________________________=0A6X velocizzar= e la tua navigazione a 56k? 6X Web Accelerator di Libero!=0AScaricalo su = INTERNET GRATIS 6X http://www.libero.it=0A |
From: Steve B. <sjb...@ai...> - 2005-01-15 20:28:29
|
**ANNOUNCING PLIB-1.8.4** It's been a while since we made a PLIB release and we've accumulated quite a few small bug fixes and minor enhancements. Download the new release from the usual place: http://plib.sourceforge.net/download.html Have fun! ---------------------------- 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----- |