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From: Walter A. <wa...@wr...> - 2004-03-08 14:26:44
|
How would I use the mouse pointer to pick on item in the scene graph? Do I have to use ssgLOS? Sorry if this has been answered before, I'm a newbeeeee. |
From: Paolo L. <p.l...@ci...> - 2004-03-08 11:48:56
|
Peter, on my opinion you just missed to set up a camera for looking at scene objects. It can be done this way: #include <plib/sg.h> sgCoord camera; SGfloat pos_x, pos_y, pos_z, yaw, pitch, roll; // set pos_x, pos_y, pos_z, yaw, pitch and roll to some suitable values // then, before ssgCullAndDraw, actually set the SSG camera sgSetCoord( camera, pos_x, pos_y, pos_z, yaw, pitch, roll ); ssgSetCamera( &camera ); SG is the prefix for the Plib math/geometry library stuffs. Finding a plausible position for the init view (given a scene, in general, you could not know its extent along the three axes) it's a question of taste - I could suggest this: sgSphere *sp = scene->getBSphere(); SGfloat radius = sp->getRadius(); SGfloat EyeDist = float( radius * 1.f / tan( float( fov_x/2 * SG_DEGREES_TO_RADIANS ) ) ); SGfloat Ex, Ey, Ez; pos_x = sp->getCenter()[0]; pos_y = sp->getCenter()[1] + EyeDist; pos_z = sp->getCenter()[2]; Then, moving in 3D above or around the scene is a matter of changing those six parameters to the sgSetCoord/ssgSetCamera (yaw is compass heading, pitch rotates around the screen x-axis, roll around the axis norma to the screen). Hoping you'll also love Plib for its simplicity not payed with completness - Paolo > -----Messaggio originale----- > Da: pli...@li... > [mailto:pli...@li...] Per conto di > Peter Poulsen > Inviato: domenica 7 marzo 2004 18.18 > A: pli...@li... > Oggetto: Re: [Plib-users] Drawing a simple triangle > > > Steve Baker <sjb...@ai...> writes: > > > Peter Poulsen wrote: > > > I have tried the program below, but it only shows a black screen. > > > Can anybody explain why? The program works if I make > direct gl-calls > > > (just comment out the first line). > > > > SSG uses the 'Z-is-up' convention - so I guess your polygon is > > edge-on. Also, SSG defaults to perspective rendering - so it'll be > > near-plane clipped. > > Thanks. I have now tried to modify the program, but it still > does not work :-) I'm sorry for bothering you with this > trivil matter, but if I cannot get that to work, I probably > cannot get a "real" program to work. > > --- ssg_triangle.cc --- > > #define USE_SSG 1 > > #include <GL/gl.h> > #include <GL/glu.h> > > #include <plib/ssg.h> > #include <SDL/SDL.h> > #include <iostream> > > using namespace std; > > ssgRoot* scene; > #define SCREEN_WIDTH 320 > #define SCREEN_HEIGHT 240 > #define SCREEN_BPP 24 > > void init() > { > int videoFlags; > SDL_Surface* surface; > > if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { > fprintf( stderr, "Video initialization failed: > %s\n", SDL_GetError( ) ); > exit(0); > } > > videoFlags = SDL_OPENGL; > videoFlags |= SDL_GL_DOUBLEBUFFER; > videoFlags |= SDL_HWPALETTE; > videoFlags |= SDL_HWSURFACE; > surface = SDL_SetVideoMode( SCREEN_WIDTH, > SCREEN_HEIGHT, SCREEN_BPP, videoFlags ); > > if ( !surface ) { > fprintf( stderr, "Video mode set failed: > %s\n", SDL_GetError( ) ); > exit(0); > } > > #ifdef USE_SSG > ssgInit(); > > glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ) ; > glEnable ( GL_DEPTH_TEST ) ; > ssgGetCurrentContext()->setFOV (60.0f, 0.0f); // New > ssgGetCurrentContext()->setNearFar(0.1f, 70.0f); // New > > ssgVertexArray* vertices = new ssgVertexArray; > sgVec3 x = { 0.5f, 0.5f , -0.25f}; // Changed > sgVec3 y = { -0.5f, 0.5f , -0.25f }; // Changed > sgVec3 z = { 0.0f, 0.5f , 0.75f }; // Changed > vertices->add(x); > vertices->add(y); > vertices->add(z); > > sgVec4 white = { 1.0f, 1.0f, 1.0f, 0.5f }; > ssgColourArray* colours = new ssgColourArray; > colours->add(white); > colours->add(white); > colours->add(white); > ssgNormalArray* normals = new ssgNormalArray(3); > sgVec3 normal = { 0, -1.0f, 0 }; // Changed > normals->add(normal); > normals->add(normal); > normals->add(normal); > ssgTexCoordArray* texs = new ssgTexCoordArray(3); > sgVec2 tex_vec = {0,0}; > texs->add(tex_vec); > texs->add(tex_vec); > texs->add(tex_vec); > > ssgVtxTable* n = new ssgVtxTable(GL_TRIANGLES, > vertices, normals, texs, colours); > ssgTransform* trans = new ssgTransform; > trans->addKid(n); > > scene = new ssgRoot; > scene->addKid(trans); > #else > glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ) ; > glEnable ( GL_DEPTH_TEST ) ; > #endif > } > > void update() > { > glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ; > > #ifdef USE_SSG > ssgCullAndDraw(scene); > > #else > glLoadIdentity(); > > glColor3f(1.0f, 1.0f, 1.0f); > glBegin(GL_TRIANGLES); > glVertex2f(0.5f, -0.25f); > glVertex2f(-0.5f, -0.25f); > glVertex2f(0.0f, 0.75f); > glEnd(); > #endif > SDL_GL_SwapBuffers( ); > } > > int main(int argc, char *argv[]) > { > init(); > for(unsigned int i = 0; i < 1000; i++) { > update(); > } > return 0; > } > > -- > Yours > Peter Poulsen > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President > and CEO of GenToo technologies. Learn everything from > fundamentals to system > administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/p> lib-users > |
From: Peter G. P. <pe...@cs...> - 2004-03-08 06:32:41
|
The command to compile the program is: g++ ssg_triangle.cc -o ssg_triangle `sdl-config --libs --cflags` -lplibssg -lplibsg -lplibul -lGL -lGLU I hope this makes it easier for people to help me. (It really bugs me not being able to make is show a simple triangle :-() --- Yours Peter Poulsen |
From: Peter P. <pet...@st...> - 2004-03-07 17:26:28
|
Steve Baker <sjb...@ai...> writes: > Peter Poulsen wrote: > > I have tried the program below, but it only shows a black screen. Can > > anybody explain why? The program works if I make direct gl-calls (just > > comment out the first line). > > SSG uses the 'Z-is-up' convention - so I guess your polygon is edge-on. > Also, SSG defaults to perspective rendering - so it'll be near-plane > clipped. Thanks. I have now tried to modify the program, but it still does not work :-) I'm sorry for bothering you with this trivil matter, but if I cannot get that to work, I probably cannot get a "real" program to work. --- ssg_triangle.cc --- #define USE_SSG 1 #include <GL/gl.h> #include <GL/glu.h> #include <plib/ssg.h> #include <SDL/SDL.h> #include <iostream> using namespace std; ssgRoot* scene; #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 240 #define SCREEN_BPP 24 void init() { int videoFlags; SDL_Surface* surface; if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { fprintf( stderr, "Video initialization failed: %s\n", SDL_GetError( ) ); exit(0); } videoFlags = SDL_OPENGL; videoFlags |= SDL_GL_DOUBLEBUFFER; videoFlags |= SDL_HWPALETTE; videoFlags |= SDL_HWSURFACE; surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, videoFlags ); if ( !surface ) { fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) ); exit(0); } #ifdef USE_SSG ssgInit(); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ) ; glEnable ( GL_DEPTH_TEST ) ; ssgGetCurrentContext()->setFOV (60.0f, 0.0f); // New ssgGetCurrentContext()->setNearFar(0.1f, 70.0f); // New ssgVertexArray* vertices = new ssgVertexArray; sgVec3 x = { 0.5f, 0.5f , -0.25f}; // Changed sgVec3 y = { -0.5f, 0.5f , -0.25f }; // Changed sgVec3 z = { 0.0f, 0.5f , 0.75f }; // Changed vertices->add(x); vertices->add(y); vertices->add(z); sgVec4 white = { 1.0f, 1.0f, 1.0f, 0.5f }; ssgColourArray* colours = new ssgColourArray; colours->add(white); colours->add(white); colours->add(white); ssgNormalArray* normals = new ssgNormalArray(3); sgVec3 normal = { 0, -1.0f, 0 }; // Changed normals->add(normal); normals->add(normal); normals->add(normal); ssgTexCoordArray* texs = new ssgTexCoordArray(3); sgVec2 tex_vec = {0,0}; texs->add(tex_vec); texs->add(tex_vec); texs->add(tex_vec); ssgVtxTable* n = new ssgVtxTable(GL_TRIANGLES, vertices, normals, texs, colours); ssgTransform* trans = new ssgTransform; trans->addKid(n); scene = new ssgRoot; scene->addKid(trans); #else glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ) ; glEnable ( GL_DEPTH_TEST ) ; #endif } void update() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ; #ifdef USE_SSG ssgCullAndDraw(scene); #else glLoadIdentity(); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glVertex2f(0.5f, -0.25f); glVertex2f(-0.5f, -0.25f); glVertex2f(0.0f, 0.75f); glEnd(); #endif SDL_GL_SwapBuffers( ); } int main(int argc, char *argv[]) { init(); for(unsigned int i = 0; i < 1000; i++) { update(); } return 0; } -- Yours Peter Poulsen |
From: Steve B. <sjb...@ai...> - 2004-03-07 17:08:38
|
Peter Poulsen wrote: > I have tried the program below, but it only shows a black screen. Can > anybody explain why? The program works if I make direct gl-calls (just > comment out the first line). SSG uses the 'Z-is-up' convention - so I guess your polygon is edge-on. Also, SSG defaults to perspective rendering - so it'll be near-plane clipped. ---------------------------- 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...> - 2004-03-07 16:42:34
|
I have tried the program below, but it only shows a black screen. Can anybody explain why? The program works if I make direct gl-calls (just comment out the first line). ---- ssg_triangle.cc --- #define USE_SSG 1 #include <GL/gl.h> #include <GL/glu.h> #include <plib/ssg.h> #include <SDL/SDL.h> #include <iostream> using namespace std; ssgRoot* _root; #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 240 #define SCREEN_BPP 24 void init() { int videoFlags; SDL_Surface* surface; const SDL_VideoInfo *videoInfo; if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { fprintf( stderr, "Video initialization failed: %s\n", SDL_GetError( ) ); exit(0); } videoFlags = SDL_OPENGL; videoFlags |= SDL_GL_DOUBLEBUFFER; videoFlags |= SDL_HWPALETTE; videoFlags |= SDL_HWSURFACE; surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, videoFlags ); if ( !surface ) { fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) ); exit(0); } #ifdef USE_SSG ssgInit(); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ) ; glEnable ( GL_DEPTH_TEST ) ; ssgVertexArray* vertices = new ssgVertexArray; sgVec3 x = { 0.5f, -0.25f, 0.0f }; sgVec3 y = { -0.5f, -0.25f, 0.0f }; sgVec3 z = { 0.0f, 0.75f, 0.0f }; vertices->add(x); vertices->add(y); vertices->add(z); sgVec4 white = { 1.0f, 1.0f, 1.0f, 0.5f }; ssgColourArray* colours = new ssgColourArray; colours->add(white); colours->add(white); colours->add(white); ssgNormalArray* normals = new ssgNormalArray(3); sgVec3 normal = { 0, 0, 1 }; normals->add(normal); normals->add(normal); normals->add(normal); ssgTexCoordArray* texs = new ssgTexCoordArray(3); sgVec2 tex_vec = {0,0}; texs->add(tex_vec); texs->add(tex_vec); texs->add(tex_vec); ssgVtxTable* n = new ssgVtxTable(GL_TRIANGLES, vertices, normals, texs, colours); ssgTransform* trans = new ssgTransform; trans->addKid(n); _root = new ssgRoot; _root->addKid(trans); #endif } void update() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ; #ifdef USE_SSG ssgCullAndDraw(_root); #else glLoadIdentity(); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glVertex2f(0.5f, -0.25f); glVertex2f(-0.5f, -0.25f); glVertex2f(0.0f, 0.75f); glEnd(); #endif SDL_GL_SwapBuffers( ); } int main(int argc, char *argv[]) { init(); for(unsigned int i = 0; i < 1000; i++) { update(); } return 0; } -- Yours Peter Poulsen |
From: Steve B. <sjb...@ai...> - 2004-03-07 15:48:38
|
Peter Poulsen wrote: > Does anybody have (or could construct) a _very_ simple example using > SSG. I cannot make show even a simple white triangle :-(. There are many examples in the PLIB example programs tarball. > I'm using SDL which should be initialized correctly as I can show a > triangle using OpenGL calls. None of the sample programs use SDL - but it should be easy to rip out the GLUT calls and replace them with SDL - it won't affect any of the important stuff. ---------------------------- 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...> - 2004-03-07 15:26:35
|
Hi Does anybody have (or could construct) a _very_ simple example using SSG. I cannot make show even a simple white triangle :-(. I'm using SDL which should be initialized correctly as I can show a triangle using OpenGL calls. -- Yours Peter Poulsen |
From: Daniel T K. <dan...@dy...> - 2004-03-01 19:55:30
|
how do I make a puOneShot &/or puButton look like a 'Radio' or circle Button? Danny |
From: Steve B. <sjb...@ai...> - 2004-02-27 22:28:40
|
Daniel T Konkle wrote: > At 12:44 PM 2/27/2004, you wrote: > >>> It's for Plib not the examples. >> >> >> OK - then there will not be a problem with the next release. >> >> We've devised a cunning way to avoid having to use GLUT with PLIB >> and yet remain compatible with existing GLUT programs that use PLIB. >> You'll also be able to use PLIB with SDL and FLTK windowing libraries >> (and perhaps others by the time we get to release). >> >> PLIB will also come with it's own minimal windowing library ('PW') - so >> for applications that only need GLUT to open a single window and only >> need >> mouse/keyboard events, you'll be able to drop your dependancy on GLUT >> altogether with just a few lines of code to change. > > > When will this next release be available? We havn't really decided that - but you can grab a copy right now out of CVS, it seems pretty stable. ---------------------------- 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: Daniel T K. <dan...@dy...> - 2004-02-27 19:44:20
|
At 12:44 PM 2/27/2004, you wrote: >>It's for Plib not the examples. > >OK - then there will not be a problem with the next release. > >We've devised a cunning way to avoid having to use GLUT with PLIB >and yet remain compatible with existing GLUT programs that use PLIB. >You'll also be able to use PLIB with SDL and FLTK windowing libraries >(and perhaps others by the time we get to release). > >PLIB will also come with it's own minimal windowing library ('PW') - so >for applications that only need GLUT to open a single window and only need >mouse/keyboard events, you'll be able to drop your dependancy on GLUT >altogether with just a few lines of code to change. When will this next release be available? |
From: Steve B. <sjb...@ai...> - 2004-02-27 18:47:25
|
Daniel T Konkle wrote: > It's for Plib not the examples. OK - then there will not be a problem with the next release. We've devised a cunning way to avoid having to use GLUT with PLIB and yet remain compatible with existing GLUT programs that use PLIB. You'll also be able to use PLIB with SDL and FLTK windowing libraries (and perhaps others by the time we get to release). PLIB will also come with it's own minimal windowing library ('PW') - so for applications that only need GLUT to open a single window and only need mouse/keyboard events, you'll be able to drop your dependancy on GLUT altogether with just a few lines of code to change. ---------------------------- 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: Daniel T K. <dan...@dy...> - 2004-02-27 18:33:22
|
At 11:24 AM 2/27/2004, you wrote: >Daniel T Konkle wrote: > >>I was trying to compile and install the plib library and ran into a road >>block that may need to be fixed. >>I specified on the command line addition values for CFLAGS and CXXFLAGS >>that included additional directories for compilation and linking. These >>directories were the location I have for the glut libraries. >>Unfortunately, these flags aren't used in the testing phase of configure >>because the libraries and headers weren't found. > >Is this in PLIB itself - or in the examples/demos? > >If it's for PLIB itself, our next release will not require GLUT to even >be installed in order for PLIB to build - so this issue "goes away". > >If it's the examples and/or demo's then we do need to do something. It's for Plib not the examples. |
From: Steve B. <sjb...@ai...> - 2004-02-27 17:27:06
|
Daniel T Konkle wrote: > I was trying to compile and install the plib library and ran into a road > block that may need to be fixed. > > I specified on the command line addition values for CFLAGS and CXXFLAGS > that included additional directories for compilation and linking. These > directories were the location I have for the glut libraries. > Unfortunately, these flags aren't used in the testing phase of configure > because the libraries and headers weren't found. Is this in PLIB itself - or in the examples/demos? If it's for PLIB itself, our next release will not require GLUT to even be installed in order for PLIB to build - so this issue "goes away". If it's the examples and/or demo's then we do need to do 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: Daniel T K. <dan...@dy...> - 2004-02-27 17:13:33
|
I was trying to compile and install the plib library and ran into a road block that may need to be fixed. I specified on the command line addition values for CFLAGS and CXXFLAGS that included additional directories for compilation and linking. These directories were the location I have for the glut libraries. Unfortunately, these flags aren't used in the testing phase of configure because the libraries and headers weren't found. I ended up cheating and taking out the tests and plib compiled find. If I knew more about configure I'd fix it but I don't so I can only point out my problem. Danny |
From: Steve B. <sjb...@ai...> - 2004-02-20 13:06:13
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neu...@su... wrote: > I want to load tweened.ssg files from Exposer to my scene. > > My idee: > > i want to modify the tween_test example > > I make a ssgRoot > I make a ssgTweenController > Then i want to load the tweened.ssg file and add it as a kid to the ssgTweenController. > > My question: > > What kind of typ are the tweened.ssg ??? > Who can i add it to the ssgTweenControler ?? > What is the best way to play the animation ?? > > Have you an example code ??? plib/examples/src/ssg/tween_test ...should answer all your questions. ---------------------------- 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...> - 2004-02-20 11:05:58
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Hi, I'm modelling a new airplane for FlightGear. I'm using 3dsMax an= d I export the model in the ASE format. Now i'm trying to add the light= s to the model (in FlightGear the lights are objects, created with AC3D= , where the emissive colour field is setted to some value so they don't= really make light ...). The ony field in 3dsMax that seems the same as= emissive is "selfillumination" but the every change I made it's not re= cognized by FlightGear (I set selfillumination colour to red but when t= he night falls the object becomes black). I can't use AC3D due to the f= act that AC3D and 3dsMAX are compatible only throught 3ds file format, = which, during the export operation, creates problems with the surface= s (a lot of normals will be reversed, and it's a problem reverse the no= rmals of an object with 3000 faces ...). If I create the objects with A= C3D and load them as separate entitys in FlightGear, they cause problem= s in the objects with trasparency, even if they are culled by some othe= r objects. So, there's a way to add the emissive field in the ASE for= mat? Tanks, Luca |
From: <neu...@su...> - 2004-02-20 07:40:41
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I want to load tweened.ssg files from Exposer to my scene. My idee: i want to modify the tween_test example I make a ssgRoot I make a ssgTweenController Then i want to load the tweened.ssg file and add it as a kid to the ssgTw= eenController. My question: What kind of typ are the tweened.ssg ??? Who can i add it to the ssgTweenControler ?? What is the best way to play the animation ?? Have you an example code ??? Thank You Harry __________________________________________________________________ Turbospeed zum Turbopreis! Surfen Sie doch auch mit der DSL-Flatrate von Tiscali. Nur 15,90 EUR im Monat. Basiert auf T-DSL. Weitere Kosten Nicht =FCberall verf=FCgbar. 6 Monate Mindestvertragslaufzeit. Und falls Sie wider Erwarten im ersten Monat nicht zufrieden sein sollten= , gew=E4hrt Tiscali Ihnen ein sofortiges K=FCndigungsrecht und Sie erhalten= Ihr Geld zur=FCck. Klicken Sie hier: http://registrierung.tiscali.de/produkte/1342_dslflatrate.php?akkcode=3D1= 0253 |
From: Steve B. <sjb...@ai...> - 2004-02-13 07:28:50
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neu...@su... wrote: > I have a tree of objects in my scene. I want the absolut position of the > Object x in the three in world coordinates. > > Can I use the > > void getTransform ( sgMat4 xform ) > > function ?? No - it doesn't give you the absolute position - only the position relative to it's parent object. In fact, you cannot ever know the absolute position of an object in SSG because objects are allowed to have multiple parents. If you imagine a game where there is a forest containing a hundred thousand trees, each with several levels of detail - you wouldn't want 100,000 copies of that complicated structure in memory. However, you could build a set of branch nodes that point to a small number of unique tree models. That way, 100,000 pointers to 10 tree models would create your forest in a very reasonable amount of memory. However, each tree model would appear in the scene ten thousand times - each at a different 3D position. To ask one of those tree models "Where are you?" is ridiculous because that model appears in 10,000 different places in the 3D world. This process is called 'instancing' and it's very common in 3D graphics. If you know your object is in a unique location, you can walk the scene graph upwards from the object to the top of the tree using "getParent" and concatenating all of the transforms along the way yourself. ---------------------------- 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: <neu...@su...> - 2004-02-12 15:27:20
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I have a tree of objects in my scene. I want the absolut position of the Object x in the three in world coordinates. Can I use the void getTransform ( sgMat4 xform ) function ?? Harald Krippel :-) __________________________________________________________________ Turbospeed zum Turbopreis! Surfen Sie doch auch mit der DSL-Flatrate von Tiscali. Nur 15,90 EUR im Monat. Basiert auf T-DSL. Weitere Kosten Nicht =FCberall verf=FCgbar. 6 Monate Mindestvertragslaufzeit. Und falls Sie wider Erwarten im ersten Monat nicht zufrieden sein sollten= , gew=E4hrt Tiscali Ihnen ein sofortiges K=FCndigungsrecht und Sie erhalten= Ihr Geld zur=FCck. Klicken Sie hier: http://registrierung.tiscali.de/produkte/1342_dslflatrate.php?akkcode=3D1= 0253 |
From: Steve B. <sjb...@ai...> - 2004-02-05 23:03:02
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Karl Moritz Hermann wrote: > Umm, > sorry for asking this question, but the PSL manual didn't > really help me solving my problem: I have a PSL script, > which is used in combination with various entites of a class, > now each entity should create a new program of that script, > passing it along a variable "id" when creating it, so that > the script can use this variable in it's extension function. > I suppose setUserData would be the appropriate function to > use, but couldn't figure out, how to. I generally pass parameters into scripts by having the script call a pair of extension functions: 'getArgc()' and 'getArgv(n)'. ---------------------------- 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: Walter A. <wa...@wr...> - 2004-02-05 16:33:04
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Every entity that loads a 3ds image has a memory leak in my program. Usually I removeallkids from the root and everything is fine. DevPartner Error Detection found this leak at: void ssgBase::setName ( const char *nm ) { delete [] name ; if ( nm == NULL ) name = NULL ; else { name = new char [ strlen ( nm ) + 1 ] ; strcpy ( name, nm ) ; } } This leaks originates from : RedRange_obj = ssgLoad3ds( "REDRANGEPOST.3ds" ) ; RedRange_obj is a child in m_pShipRoot, my deconstructor has the following: m_pShipRoot->removeAllKids(); delete m_pShipRoot; Still the leak is present. Any suggestions on how to properly delete a ssgload3ds entity? Thanks- Jason Altice |
From: Karl M. H. <Kar...@gm...> - 2004-02-05 00:14:50
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Umm, sorry for asking this question, but the PSL manual didn't really help me solving my problem: I have a PSL script, which is used in combination with various entites of a class, now each entity should create a new program of that script, passing it along a variable "id" when creating it, so that the script can use this variable in it's extension function. I suppose setUserData would be the appropriate function to use, but couldn't figure out, how to. Thanks, Karl Moritz |
From: Paolo G. <p.g...@li...> - 2004-02-04 19:57:17
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Steve Baker <sjb...@ai...> wrote: > Probably: Textures aren't being shared across rendering contexts and the Z-near clip plane is what's > cutting off the model. > I simply add this code. I really don't know how to solve the problem. Could you help me, Steve? Bye, Paolo static void keyboard ( unsigned char key, int, int ){ puKeyboard ( key, PU_DOWN ) ; . . switch(key){ . . case 's': if(first){ slider_window = glutCreateWindow ( "Slider Window" ) ; glutPositionWindow ( 20, 100 ) ; glutReshapeWindow ( 150, 200 ) ; glutDisplayFunc ( sliderdisplayfn ) ; glutMouseFunc ( mousefn ) ; glutMotionFunc ( motionfn ) ; //glutIdleFunc ( sliderdisplayfn ) ; puGroup *slider_group = new puGroup ( 0, 0 ) ; rspeedSlider = new puSlider (10,30,150,TRUE); rspeedSlider->setDelta(0.1f); rspeedSlider->setCBMode( PUSLIDER_DELTA ); rspeedSlider->setCallback(sliderCB); rspeedSlider->setLabel ( "Speed" ) ; rspeedSlider->setLabelPlace ( PUPLACE_BOTTOM_LEFT ) ; rspeedSlider->setValue ( 0.8f ) ; directSlider = new puSlider (80,30,150,TRUE); directSlider->setDelta(0.1f); directSlider->setCBMode( PUSLIDER_DELTA ); directSlider->setCallback(sliderCB); directSlider->setLabel ( "Direction" ) ; directSlider->setLabelPlace ( PUPLACE_BOTTOM_LEFT ) ; slider_group -> close () ; first = 0; } break; |
From: Adam C. <ajc...@ho...> - 2004-02-04 16:28:01
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I'm installing PLIB on my AIX 4.3 machine and i gets to this file and then complains: ssgLoadFLT.cxx: In function `void Init()': ssgLoadFLT.cxx:2979: `_swab16' undeclared (first use this function) After further investigationj it looks like on line 196 of ssgLoadFLT.cxx it looks to see if PROBE_ENDIAN is defined, if it is, swab16 etc get compiled. Then at line 329 PROBE_ENDIAN gets defined if the compiler makes it here. Which I believe it does, because at line 2974 it sees that it is, tries to use swab16 and bombs out. I see nowhere prior to line 329 where PROBE_ENDIAN is defined so it's obvious to me why this would fail.... it PROBE_ENDIAN supposed to be defined elsewhere? Thanks for any help, -Adam _________________________________________________________________ There are now three new levels of MSN Hotmail Extra Storage! Learn more. http://join.msn.com/?pgmarket=en-us&page=hotmail/es2&ST=1 |