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From: <s4...@sp...> - 2004-09-16 15:30:05
|
Hi, at last I managed to add the particles to FlightGear and to make them follow the aircraft (it's not a trail made by a single Particle System but, instead, a trail of Particle Systems... It's a performance "eater", but it works). The results are in: http://myweb.tiscali.co.uk/vmeazza/FlightGear/particle1.jpg http://myweb.tiscali.co.uk/vmeazza/FlightGear/particle2.jpg http://myweb.tiscali.co.uk/vmeazza/FlightGear/particle3.jpg Anyway I've a problem about the "visibility" of the objects. They are visible only if the view is directily afore them. I've set to TRUE the _turn_to_face, but seems that it doesn't works right. In the code I've found that it's used the matrix GL_MODELVIEW_MATRIX, but nowhere in FlightGear it's istantiated. Maybe is this the problem? or the matrix is created by OpenGL itself? In the latter, how the matrix that defines the viewer position is defined (I'll try to get the useful data from FlightGear and use it into the class ssgaParticleSystem, but I'm a newby in 3D graphics and I don't know which data needs to be used). Thanks, Luca |
From: Simon <sim...@ho...> - 2004-09-14 19:30:39
|
Hi all, you know how plib can be used for a whole variety of things? I = was wondering what everyone uses it for most frequently. It=92s been a day = and an age since I used it but at the time it was for applications. I=92m = really looking forward to developing games with it in the future. So don=92t = be shy, let us all know your reasons :=AC) |
From: <s4...@sp...> - 2004-09-13 15:07:11
|
> My guess is that you are including the current position of > the aircraft not a copy of the aircraft position at the time that > the particle was created in the SceneGraph hence as the aircraft > moves and the aircraft matrix is updated the particles move. > > i.e. the particle system needs to be in its own subgraph below the > scenegraph root *not* below the aircaft in the scenegraph. > > HTH > > Norman I think that you have understand this: I create a single particleSystem that doesn't move and, after a while, it disappears... but I wouldn't create such a particle system. I would create something like the smoke trail ot the Frecce Tricolori (http://www.sky-flash.com/frecce.htm) so I need a particle system that follows the airplane but that the particles, when created, doesn't move. This is one way. The other is to create a particles system at every cycle, but this could be a performance dropper (or not...). Maybe you could help me to decide which solution I've to choose (the second seems very simple ...). Luca PS: don't warry if I misunderstand you, my english isn't very good :-) ... and the first phrase is a little confused. |
From: <alb...@ya...> - 2004-09-13 12:48:44
|
hi everybody! i'm an italian cs students, i'm preparing an exam: i have to create a massive multiplayer game ( a sort of little rgp) and i have to use plib. do you know where i can find documentation or examples that could help me with this game? in particular i'm searching help for the implementatin of the server. thanx to all Alberto ___________________________________ Scopri Mister Yahoo! - il fantatorneo sul calcio di Yahoo! Sport http://it.seriea.fantasysports.yahoo.com/ |
From: Norman V. <nh...@ca...> - 2004-09-13 11:27:18
|
Luca writes: > > I'm tring to add a particle system to FlightGear due to the > last improvments of the simulator (i.e. the capability to > load external models at run time ecc...). > Unfortunatly, I've a big problem. The ssgaParticleSystem > doesn't allow to create particles where the coordinates > remains unchanged. In other words, if I add a particle system > to the airplane and I run it, the trail of smoke follows > every movement of the parent (if the aircraft climbs even > the particles already created moves). > > So, the question is: there's a way to create a particle > system where the coords of the particles, when they are > created, remain unchanged for the whole life? Luca, My guess is that you are including the current position of the aircraft not a copy of the aircraft position at the time that the particle was created in the SceneGraph hence as the aircraft moves and the aircraft matrix is updated the particles move. i.e. the particle system needs to be in its own subgraph below the scenegraph root *not* below the aircaft in the scenegraph. HTH Norman |
From: <s4...@sp...> - 2004-09-13 10:39:44
|
Hi, I'm tring to add a particle system to FlightGear due to the last improvments of the simulator (i.e. the capability to load external models at run time ecc...). Unfortunatly, I've a big problem. The ssgaParticleSystem doesn't allow to create particles where the coordinates remains unchanged. In other words, if I add a particle system to the airplane and I run it, the trail of smoke follows every movement of the parent (if the aircraft climbs even the particles already created moves). So, the question is: there's a way to create a particle system where the coords of the particles, when they are created, remain unchanged for the whole life? Thanks, Luca |
From: Steve B. <sjb...@ai...> - 2004-09-01 17:59:21
|
Peter Poulsen wrote: > Out of pure curiosity, why is the z-axis and y-axis swapped (at least in > ssg) compared to OpenGL? (It's not true to say that SSG swaps Y and Z - it rotates the axis system through 90 degrees - the handedness of the coordinate system isn't changed as it would be if Y and Z were simply swapped.) It's that way because I wrote it. I design software for flight simulator graphics in my day job. We were doing 3D graphics 20 years ago before OpenGL (or even IrisGL from which it's descended). In the early days of flight simulation, we'd use scrolling maps to track the aircraft's flight path. Things in this world were entirely two dimensional and it was natural to use X and Y for those two dimensions...hence, when we were able to add a third dimension, it was completely natural for that to become Z. In the early days of Silicon Graphics, they already had 2D graphics displays where X and Y were the screen axes - and it was perfectly natural for THEM to make Z be the new third axis - so Z points out of the screen. Hence OpenGL's conventions follow a different history than thoe in flight simulation. Since I work in those coordinates all day long, it was natural for SSG to come out that way. SSG wasn't originally written for public consumption - I wrote it for my first 3D game 'Tux the Penguin - A Quest for Herring' - so I only had to make things convenient for me! That's the reason - and it's too hard to change it now. However, if it bothers you, you can trivially put a 90 degree pitch angle on your camera and everything will be back like OpenGL. Technically, OpenGL doesn't say anything about which way is 'up'. It only says that Y is up when everything is transformed into camera coordinates. SSG doesn't do anything in camera coordinates - so in a sense, that's a meaningless distinction. ---------------------------- 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: Peter P. <pet...@st...> - 2004-09-01 09:43:32
|
Out of pure curiosity, why is the z-axis and y-axis swapped (at least in ssg) compared to OpenGL? -- 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: Steve B. <sjb...@ai...> - 2004-08-26 22:23:18
|
>>It shows to >>windows. One is drawn using ssg and _should_ show a white >>rectangle, but only shows a black screen. The other window is >>drawn using >>direct opengl calls, and shows (and should show) a spinning >>red rectangle. I'm betting that the OpenGL rendering context isn't being correctly set to the second window...but it's hard to know without playing with the code. ---------------------------- 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: Peter P. <pet...@st...> - 2004-08-26 14:14:01
|
Paolo Leoncini wrote: > Peter Poulsen wrote: > > >>Thanks alot! I finally got it working. > > > Nice to have you on board! > > Perhaps the problem was in the lighting. The quad normal is in the same > direction as the light (y-), so enabling lighting produces a black color > over black background. As counterproof try setting the clear color to > non black, re-enable lighting and see if the quad appears black. > Furthermore remember that SSG coordinate system is z-up (x-right, > y-into-the-screen) whilst OpenGL is y-up, so keep it into account when > setting light and camera positions in the world. > > Greetings - > I tried re-enabling light and set the clear color to blue. It turn out that it wasn't that, but I tried playing a little with the glViewport command, it definitely has something to do with it. As it is placed in my previous mail, it works fine. -- 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: Paolo L. <p.l...@ci...> - 2004-08-26 13:37:35
|
Peter Poulsen wrote: > Thanks alot! I finally got it working. Nice to have you on board! Perhaps the problem was in the lighting. The quad normal is in the same direction as the light (y-), so enabling lighting produces a black color over black background. As counterproof try setting the clear color to non black, re-enable lighting and see if the quad appears black. Furthermore remember that SSG coordinate system is z-up (x-right, y-into-the-screen) whilst OpenGL is y-up, so keep it into account when setting light and camera positions in the world. Greetings - Paolo |
From: Peter P. <pet...@st...> - 2004-08-26 12:26:26
|
Paolo Leoncini wrote: > Peter, > > try these: > > 1. disable lighting (state->disable(GL_LIGHTING)); > 2. add the fourth vertex color (just three colors set for four > vertices), or just add a single color, single normal (flat shading); > 3. move the sgSetCoord/setCamera to the draw() section and use rotate_ > as azimuth (4th param in sgSetCoord) in order to look around. > > Alternatively try loading a 3D model (get whatever 3DS model in > internet) instead of creating the leaf internally. > > Let's hope and see... > > Paolo > > > >>-----Messaggio originale----- >>Da: pli...@li... >>[mailto:pli...@li...] Per conto di >>Peter Poulsen >>Inviato: giovedì 26 agosto 2004 10.09 >>A: pli...@li... >>Oggetto: [Plib-users] Grrr.... I only get a black screen >> >> >>I have been playing around with wxWindow and ssg and I simply >>cannot get it >>working properly. >> >>My program can be found here: >>http://rafb.net/paste/results/TcxCwP78.html >>It shows to >>windows. One is drawn using ssg and _should_ show a white >>rectangle, but only shows a black screen. The other window is >>drawn using >>direct opengl calls, and shows (and should show) a spinning >>red rectangle. >> >>It can be compiled with this command: >>g++ wxssg.cc -o wxssg `wx-config --cxxflags --libs --gl-libs` >>-lplibssg >>-lplibul -lplibsg >> >>Can anybody explain to me why only the red rectangle works? >> >>PS. considering that it works with direct opengl calls, I >>don't think the >>problem is in wxWindow. >> Thanks alot! I finally got it working. I'm posting it here just for the archive. #include <iostream> #include <string> #include <cassert> #include <cmath> #include <wx/wx.h> #include <wx/glcanvas.h> #include <wx/notebook.h> #include <plib/ssg.h> bool ssg_init = false; class GL_Window : public wxGLCanvas { public: GL_Window(float c, wxWindow* parent, wxWindowID id, const wxPoint& pos, const wxSize& size, long style=0, const wxString& name="GLCanvas", int* attribList = 0, const wxPalette& palette = wxNullPalette) : wxGLCanvas(parent, id, pos, size, style, name, attribList, palette), c_(c), rotate_(c) { } virtual ~GL_Window() {} void init(int color) { SetCurrent(); if(!ssg_init) { ssgInit(); ssg_init = true; } ssgGetCurrentContext()->setNearFar(0.1, 10000.0); ssgGetCurrentContext()->setCullface(false); sgVec3 sunposn ; sgSetVec3(sunposn, 0.0f, -10.0f, 0.0f) ; ssgGetLight(0)->setPosition(sunposn) ; root_ = new ssgRoot; ssgVertexArray* vertices = new ssgVertexArray; sgVec3 x = { -0.5, 0.0f, -0.5 }; sgVec3 y = { -0.5, 0.0f, 0.5 }; sgVec3 z = { 0.5, 0.0f, 0.5 }; sgVec3 w = { 0.5, 0.0f, -0.5 }; vertices->add(z); vertices->add(y); vertices->add(x); vertices->add(w); sgVec4 white = { 1.0f, color, color, 1.0f}; ssgColourArray* colours = new ssgColourArray; colours->add(white); ssgNormalArray* normals = new ssgNormalArray; sgVec3 normal = { 0, -1.0f, 0 }; normals->add(normal); ssgVtxTable* n = new ssgVtxTable(GL_QUADS, vertices, normals, NULL, colours); ssgSimpleState* state = new ssgSimpleState () ; state->disable(GL_TEXTURE_2D); state->disable(GL_COLOR_MATERIAL); state->disable(GL_LIGHTING); n->setState(state); n->setCullFace(false); root_->addKid(n); } void draw() { rotate_ += 0.01; glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); SetCurrent(); glViewport(0, 0, (GLint)200, (GLint)200); if(root_) { sgCoord coord; sgSetCoord(&coord, 0.0f, -2.0f, 0.0f, 5*cos(rotate_), 0.0f, 0.0f); ssgGetCurrentContext()->setCamera(&coord); ssgCullAndDraw(root_); } SwapBuffers(); } void OnIdle(wxIdleEvent& event) { draw(); event.RequestMore(); } private: float c_; float rotate_; ssgRoot* root_; DECLARE_EVENT_TABLE(); }; class MyApp: public wxApp { virtual bool OnInit(); }; IMPLEMENT_APP(MyApp) bool MyApp::OnInit() { wxFrame* frame = new wxFrame((wxFrame *)NULL, -1, "Hello GL World", wxPoint(50,50), wxSize(450,340) ); frame->Show(TRUE); wxNotebook* book = new wxNotebook(frame, -1, wxPoint(-1,-1), wxSize(450,340)); GL_Window* MyGLCanvas = new GL_Window(1, book, -1, wxPoint(-1,-1), wxSize(200,200), wxSUNKEN_BORDER, "some text"); book->AddPage(MyGLCanvas, "One"); MyGLCanvas->init(1); MyGLCanvas = new GL_Window(0, book, -1, wxPoint(-1,-1), wxSize(200,200), wxSUNKEN_BORDER, "some text"); book->AddPage(MyGLCanvas, "Two"); MyGLCanvas->init(0); return TRUE; } BEGIN_EVENT_TABLE(GL_Window, wxGLCanvas) EVT_IDLE(GL_Window::OnIdle) END_EVENT_TABLE() -- 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: Paolo L. <p.l...@ci...> - 2004-08-26 12:00:16
|
Peter, try these: 1. disable lighting (state->disable(GL_LIGHTING)); 2. add the fourth vertex color (just three colors set for four vertices), or just add a single color, single normal (flat shading); 3. move the sgSetCoord/setCamera to the draw() section and use rotate_ as azimuth (4th param in sgSetCoord) in order to look around. Alternatively try loading a 3D model (get whatever 3DS model in internet) instead of creating the leaf internally. Let's hope and see... Paolo > -----Messaggio originale----- > Da: pli...@li...=20 > [mailto:pli...@li...] Per conto di=20 > Peter Poulsen > Inviato: gioved=EC 26 agosto 2004 10.09 > A: pli...@li... > Oggetto: [Plib-users] Grrr.... I only get a black screen >=20 >=20 > I have been playing around with wxWindow and ssg and I simply=20 > cannot get it=20 > working properly. >=20 > My program can be found here:=20 > http://rafb.net/paste/results/TcxCwP78.html=20 > It shows to=20 > windows. One is drawn using ssg and _should_ show a white=20 > rectangle, but only shows a black screen. The other window is=20 > drawn using=20 > direct opengl calls, and shows (and should show) a spinning=20 > red rectangle. >=20 > It can be compiled with this command: > g++ wxssg.cc -o wxssg `wx-config --cxxflags --libs --gl-libs`=20 > -lplibssg > -lplibul -lplibsg >=20 > Can anybody explain to me why only the red rectangle works? >=20 > PS. considering that it works with direct opengl calls, I=20 > don't think the=20 > problem is in wxWindow. >=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 > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users >=20 |
From: Peter P. <pet...@st...> - 2004-08-26 09:09:00
|
I have been playing around with wxWindow and ssg and I simply cannot get it working properly. My program can be found here: http://rafb.net/paste/results/TcxCwP78.html It shows to windows. One is drawn using ssg and _should_ show a white rectangle, but only shows a black screen. The other window is drawn using direct opengl calls, and shows (and should show) a spinning red rectangle. It can be compiled with this command: g++ wxssg.cc -o wxssg `wx-config --cxxflags --libs --gl-libs` -lplibssg -lplibul -lplibsg Can anybody explain to me why only the red rectangle works? PS. considering that it works with direct opengl calls, I don't think the problem is in wxWindow. -- 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: Peter P. <pet...@st...> - 2004-08-24 13:19:03
|
Peter Poulsen wrote: > Peter Poulsen wrote: > >> I have installed plib via gentoo's portage system, and several apps >> are compiling fine, just not mine :-( >> >> This is my app: >> #include <plib/ssg.h> >> >> int main() >> { >> ssgRoot* r = new ssgRoot; >> delete r; >> return 0; >> } >> >> Here is my compile command: >> g++ ssg.cc -o ssg_test -lplibsg -lplibssg -lplibul >> >> And here is some of the output: >> >> /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x4): >> In function `glIsValidContext()': >> : undefined reference to `glXGetCurrentContext' >> /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x69f): >> In function `ssgCullAndPick(ssgRoot*, float*, float*)': >> : undefined reference to `glGetIntegerv' >> /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x71e): >> In function `ssgCull >> ... >> >> : undefined reference to `glDisable' >> /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssgLeaf.o)(.text+0x2b0): >> In function `ssgLeaf::makeDList()': >> : undefined reference to `glEndList' >> collect2: ld returned 1 exit status >> >> >> What am I doing wrong? >> > Ups. If I change my compile command to: > g++ ssg.cc -o ssg_test -lplibsg -lplibssg -lplibul -lGL > > I get the following error instead: > /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x71e): > In function `ssgCullAndPick(ssgRoot*, float*, float*)': > : undefined reference to `sgMakePickMatrix(float (*) [4], float, float, > float, float, float*)' > ... > /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssgSaveATG.o)(.text+0x590): > In function `ssgSaveATG(char const*, ssgEntity*)': > : undefined reference to `sgMakeNormal(float*, float const*, float > const*, float const*)' > collect2: ld returned 1 exit status > I think I nail it. For some reason -lplibsg works best if it is last. -- 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: Peter P. <pet...@st...> - 2004-08-24 09:51:06
|
Peter Poulsen wrote: > I have installed plib via gentoo's portage system, and several apps are > compiling fine, just not mine :-( > > This is my app: > #include <plib/ssg.h> > > int main() > { > ssgRoot* r = new ssgRoot; > delete r; > > return 0; > } > > Here is my compile command: > g++ ssg.cc -o ssg_test -lplibsg -lplibssg -lplibul > > And here is some of the output: > > /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x4): > In function `glIsValidContext()': > : undefined reference to `glXGetCurrentContext' > /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x69f): > In function `ssgCullAndPick(ssgRoot*, float*, float*)': > : undefined reference to `glGetIntegerv' > /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x71e): > In function `ssgCull > ... > > : undefined reference to `glDisable' > /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssgLeaf.o)(.text+0x2b0): > In function `ssgLeaf::makeDList()': > : undefined reference to `glEndList' > collect2: ld returned 1 exit status > > > What am I doing wrong? > Ups. If I change my compile command to: g++ ssg.cc -o ssg_test -lplibsg -lplibssg -lplibul -lGL I get the following error instead: /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x71e): In function `ssgCullAndPick(ssgRoot*, float*, float*)': : undefined reference to `sgMakePickMatrix(float (*) [4], float, float, float, float, float*)' ... /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssgSaveATG.o)(.text+0x590): In function `ssgSaveATG(char const*, ssgEntity*)': : undefined reference to `sgMakeNormal(float*, float const*, float const*, float const*)' collect2: ld returned 1 exit status -- 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: Peter P. <pet...@st...> - 2004-08-24 08:40:10
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I have installed plib via gentoo's portage system, and several apps are compiling fine, just not mine :-( This is my app: #include <plib/ssg.h> int main() { ssgRoot* r = new ssgRoot; delete r; return 0; } Here is my compile command: g++ ssg.cc -o ssg_test -lplibsg -lplibssg -lplibul And here is some of the output: /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x4): In function `glIsValidContext()': : undefined reference to `glXGetCurrentContext' /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x69f): In function `ssgCullAndPick(ssgRoot*, float*, float*)': : undefined reference to `glGetIntegerv' /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssg.o)(.text+0x71e): In function `ssgCull ... : undefined reference to `glDisable' /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.2/../../../libplibssg.a(ssgLeaf.o)(.text+0x2b0): In function `ssgLeaf::makeDList()': : undefined reference to `glEndList' collect2: ld returned 1 exit status What am I doing wrong? -- 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: Clay, B. <bc...@ba...> - 2004-08-23 23:25:19
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I use the following code to initialize a combo box =20 mObjectCombo =3D new puComboBox(20, 20, 280, 60, mObjectList, TRUE); =20 mObjectCombo->setLabel("Select Object"); mObjectCombo->setCurrentItem(0); mObjectCombo->setCallback(SelectObjectCB); mObjectCombo->makeReturnDefault(FALSE); mObjectCombo->setColour (PUCOL_LABEL, 0.0, 0.0, 0.0, 1.0); mObjectCombo->setChildColourScheme(1, 0.3f, 0.4f, 0.6f, 1.0f, TRUE); mObjectCombo->setChildColour(1, PUCOL_LEGEND, 0.0f, 0.0f, 0.0f, 1.0f, TRUE); mObjectCombo->setChildStyle ( PUCLASS_ARROW, PUARROW_DOWN ) ; =20 The problem I have is the arrow always points up no matter how many items are on the list so some are not displayed when the list is full. Also there is no scroll bar as most combo boxes have for larger lists. =20 Am I invoking the combo box wrong? =20 Is the direction only set at time of initial menu creation or any time the combo box is used? =20 Is there a way get a scroll bar to handle larger lists as is done in the file picker? =20 =20 Bruce bclay at ball.com =20 =20 |
From: Steve B. <sjb...@ai...> - 2004-08-20 00:03:07
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Peter Poulsen wrote: > I want to make an application that can show multiple 3D models at the > same time. To do that I have created a model_view class that have a > ssgRoot and a OpenGL display (I'm using wxWindow so its a wxGLCanvas, if > anybody cares). I'm experience behavior where I cannot redraw my model. > I'm not sure if it is OpenGL, wxWindow or plib thats giving me trouble > so I'm fishing. But, to get to the point, I'm wondering if I'm asking > for trouble by having several ssgRoot's in play at the same time? One > for each model I have loaded. That shouldn't be a problem - I've done that a few times without difficulty (although not with wxWindow). ---------------------------- 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: <el...@fl...> - 2004-08-19 22:40:46
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Hi, I'm totaly new to Plib. I've been playing around with the examples and was trying to play a MD2 animation instead of tux in the tux example, so far with no success. Can sombody give me a hint or so? Looking at the source of ssgloadmd2.cpp I've wrote these lines: static ssgTransform *penguin = NULL ; // load md2 object ssgEntity *tux_obj = ssgLoadMD2( "weapon.md2"); ssgTimedSelector *ts1 = (ssgTimedSelector *)tsmain -> getKid ( 0 ); tsmain->selectStep ( SSG_MD2_STAND ); penguin -> addKid ( ts1 ) ; scene -> addKid ( penguin ) ; Well the object is shown alright, but it is not animated. I checked the md2 file, it has the whole animation sequences. Thanks for any help, Eli |
From: Peter P. <pet...@st...> - 2004-08-19 19:17:09
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I want to make an application that can show multiple 3D models at the same time. To do that I have created a model_view class that have a ssgRoot and a OpenGL display (I'm using wxWindow so its a wxGLCanvas, if anybody cares). I'm experience behavior where I cannot redraw my model. I'm not sure if it is OpenGL, wxWindow or plib thats giving me trouble so I'm fishing. But, to get to the point, I'm wondering if I'm asking for trouble by having several ssgRoot's in play at the same time? One for each model I have loaded. -- 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: Justin G. Z. <jz...@ca...> - 2004-08-18 00:44:34
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Just a thought, it might be benificial to remove most/all of the following projects from the from page of plib.st.net. Majik3D - http://www.majik3d.org/ Dead Project (?) PrettyPoly Editor - http://prettypoly.sourceforge.net/ Dead Project (?): Can't compile the code with latest plib TuxFleet - http://tuxfleet.sf.net/ Dead Project (?) : last release was on 27 Jul 2001 Minigolf Maniacs - http://www.minigolfmaniacs.com/ Dead Project : Site opens a lot of popups & has nothing to do with a game or plib MOTE - http://mote-project.org/ Dead Project : Empty Directory listing Spacething - http://www.spacething.org/ Dead Project : Blank white page You could add the following as they look active. Cosmos of Methos - http://methos.sourceforge.net/ SimGear - http://www.simgear.org/ |
From: <wa...@wr...> - 2004-08-12 19:17:23
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Why doesn't the _ssgCurrentContext get deleted on it's own when I delete the Scene Root during my deconstruction? I have to manually call delete _ssgCurrentContext; in order to prevent a memory leak. Am I doing something wrong or is this the way it is supposed to be? Is there a function I can call that cleans up what ssgInit() does? Just curious, -Jason |
From: Steve B. <sjb...@ai...> - 2004-08-11 11:30:04
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Justin Geo Zaun wrote: > I was wondering (with so many plib apps out there) has anyone else > created aditional ssga shapes? I know there is the box, sphere, > cylider, sky and particles, but has I'm looking for other basic shapes: > pyramid, ramp, etc. Probably, if anyone on this mailing list had done so, they'd have contributed the new shape to the library - so in all likelyhood, what there is there right now is all that there is. We'd certainly welcome new additions to the ssgAux shapes library though. Suggestions: If you do a pyramid class, make it so you can set the number of sides for the regular polygon at the base. Then you can set that number really high and you'll have made a cone as well as a pyramid. It would also be nice to have 'makeCapped' and 'isCapped' (as in ssgaCylinder) to determine whether the code generates the base of the pyramid or not. Very often, you'd like your pyramid to sit on the ground - in which case the polygons at the base are never visible and it's a waste of time and space to generate 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: Justin G. Z. <jz...@ca...> - 2004-08-11 01:39:12
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Steve Baker wrote: >Well, the code for the cube is in plib/src/ssgAux/ssgaShapes.{cxx,h} > >There is an example of the use of an ssgaCube in >plib/examples/src/ssg/water/water.cxx I'll look at the ssgaShapes.[cxx,h] files again. I'm using the ssgaCube now and no issues with it at all. The library in itself is very easy to use :-) I'm learning openGL and 3D programming as I go so I though I double check before I began a pyramid class. I was wondering (with so many plib apps out there) has anyone else created aditional ssga shapes? I know there is the box, sphere, cylider, sky and particles, but has I'm looking for other basic shapes: pyramid, ramp, etc. Justin |