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From: Steve B. <sjb...@ai...> - 2004-02-04 13:05:17
|
Paolo Gilardetti wrote: > Hi, > I tried to modify viewer.cxx, now it opens a new window with two sliders when an user press 's' buttom. I simply copy the code from complex.cxx and put it into viewer.cxx. This stuff doesn't work: the fonts in "slider window" aren't readable and the rendering in the first window appears to be "cutted" (please see figure in attachment). > > Could anyone give me an hint about the causes of these problems? Probably: Textures aren't being shared across rendering contexts and the Z-near clip plane is what's cutting off the model. ---------------------------- 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: Paolo G. <p.g...@li...> - 2004-02-04 03:45:21
|
Hi, I tried to modify viewer.cxx, now it opens a new window with two sliders when an user press 's' buttom. I simply copy the code from complex.cxx and put it into viewer.cxx. This stuff doesn't work: the fonts in "slider window" aren't readable and the rendering in the first window appears to be "cutted" (please see figure in attachment). Could anyone give me an hint about the causes of these problems? Thanks a lot, Paolo |
From: Wolfram K. <w_...@rz...> - 2004-01-19 17:50:53
|
Yes, it is a really strange problem and happens with all sort of 2D formats and obviously with different 3D formats as well (I have it with *.MDL). "good" objects are reproducably good and bad reproducably bad, so it has to be in the 3D model file or the texture file. For me it happened with *.pcx textures. I am seriously considering to have a PPE feature to invert the display so a user can easily check for this problem after loading an object, but of course it only cures a symptom and only helps a few people. Bye bye, Wolfram. |
From: Karl M. H. <Kar...@gm...> - 2004-01-19 12:40:09
|
Hi, I implemented a puPopupMenu, which works fine for me, the only thing that I didn't manage to get working was highlighting menu items on mouse over (They are highlighted when the right mouse button is pressed). Is there any way to get this highlighting to work for mouseover as well? I call puMouse from my glutMotion function, but that didn't seem to change anything. Karl Moritz |
From: Luca M. <luc...@li...> - 2004-01-16 09:09:35
|
I use the RGB format, but I don't know if there's a flag like in the BMP = format. I know only that after putting the textures in 3ds,when I render= the object it looks good. Instead, when I launch FlightGear, I've to fli= p ALL (and all on the same line) the textures to make them look right. =0D = I've tried to use the flipped ones in 3ds but they have the same problem = that has FlightGear. If I play with the new textures to make them look ri= ght, the problem moves (another time ...) from 3ds to FlightGear. Maybe t= here's a flag like BMP images (but I've read the image specification form= at and I don't find it). Hi, Luca |
From: Steve B. <sjb...@ai...> - 2004-01-16 00:13:27
|
Luca Masera wrote: > Hi, > > Due to what do you have write, I think that the problem is in the exporter of 3dsMAX, or inside 3ds. However flipping the texture I solve all the problems. Are you sure it isn't the actual texture? One problem we know about is that there is a flag in BMP format images that says which way up they are. There is a problem that some tools ignore that flag and some don't. This can make for very ugly situations of exactly the kind we are seeing here. There isn't a good fix for it because there is a lot of inconsistancy in the way BMP's are handled. ---------------------------- 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...> - 2004-01-15 10:19:11
|
Hi, Due to what do you have write, I think that the problem is in the = exporter of 3dsMAX, or inside 3ds. However flipping the texture I solve a= ll the problems. Tanks, Luca |
From: Per L. <li...@ho...> - 2004-01-14 10:17:56
|
Hi, I don't have a definitive answer to this, but I seem to remember from when I wrote the 3DS loader for PLIB that 3D Studio seems to have weird conventions for handling texture coordinate. Textures from *some* image formats were flipped upside down, while others were not. For example, you can find this kludge in the ssgLoad3ds.cxx: /* flip textures y-coord if texture is a BMP */ char *texture_extension = material->tex_name + strlen(material->tex_name) - 3; flip_texture_y = ulStrEqual( texture_extension, "BMP" ); ...so it seems 3D Studio does *something* weird to texture coordinates. (In the case of BMP, it might have to do with the fact that the image data is actually stored "bottom row first" in the file as a default... dunno if the people who wrote 3D Studio just missed that fact, causing all models using BMP textures to be flipped?). I seem to recall that someone reported nasty stuff such as *some* BMP-textured 3DS objects STILL turned up with the textures upside down, meaning 3D Studio doesn't always store the coordinates the same way. Ugh. I don't want to think about that... ;-) Anyway, I don't know what the correct solution to this is, but perhaps this is yet another special case that should be handled in the ASE-loader, since 3D Studio does weird stuff? Regards, Per Liedman ----- Original Message ----- From: "Luca Masera" <luc...@li...> To: "plib-users" <pli...@li...> Sent: Wednesday, January 14, 2004 9:51 AM Subject: [Plib-users] Texture coords > Rotated 180 degrees or mirrored? Excuse me, they are vertically mirrored (not rotated). However, after putting them on the airplane in 3DS and exporting the object in the .ASE format, before launching FlightGear I open all the texture files and I mirror them. In this way they look ok in the program. Could be the cause the fact that 3DS opens the files and "reads from left to right", instead the library "reads from right to left" (It's only a personal congetture...)? Bye, Luca ------------------------------------------------------- This SF.net email is sponsored by: Perforce Software. Perforce is the Fast Software Configuration Management System offering advanced branching capabilities and atomic changes on 50+ platforms. Free Eval! http://www.perforce.com/perforce/loadprog.html _______________________________________________ plib-users mailing list pli...@li... https://lists.sourceforge.net/lists/listinfo/plib-users |
From: Luca M. <luc...@li...> - 2004-01-14 08:51:19
|
> Rotated 180 degrees or mirrored? Excuse me, they are vertically mirr= ored (not rotated). However, after putting them on the airplane in 3DS an= d exporting the object in the .ASE format, before launching FlightGear I = open all the texture files and I mirror them. In this way they look ok in= the program. Could be the cause the fact that 3DS opens the files and "r= eads from left to right", instead the library "reads from right to left" = (It's only a personal congetture...)? Bye, Luca |
From: Wolfram K. <w_...@rz...> - 2004-01-13 11:39:33
|
Hi, >(they look correct in 3DSMAX while they appear rotated of 180 degrees in= FlightGear)=20 Rotated 180 degrees or mirrored? >I think that's a bug about the textures coordinates of .ASE files. Well, it's trivial to mirror the texture coordinates, but the question is WHEN (IOW, under which circumstances) do you mirror them ? If you always mirror, then in the cases that now work, it will be wrong. It would certainly be interesting and helpful to know the root cause. I know that Innes simply mirrors the textures in a paint proggie (like Gimp) when a problem arises. >Thanks, > >Luca Bye bye, Wolfram. |
From: Luca M. <luc...@li...> - 2004-01-13 10:50:36
|
I solved the problem about the incorrect textures loading of .ASE files (= they look correct in 3DSMAX while they appear rotated of 180 degrees in F= lightGear) rotating them before launching the program. I think that's a b= ug about the textures coordinates of .ASE files. Thanks, Luca |
From: Karl M. H. <Kar...@gm...> - 2004-01-12 18:36:58
|
It's me again. I think I sent this to the wrong list first, moving it to plib-devel now. Since nobody answered to my problem, if had to solve it myself :-) I solve my problem using gluUnproject and ssgLOS with some matrix transformations first. The result is a function getScreenIsect (int x, int y) ; which returns a list of ssgLOS hit results. I'm not a very professional programmer, so the code is probably ugly and slow, but if anyone wants it, just contact me. I still think this should be a plib core feature, and would be happy to commit my function to plib (someone should have a look at it first, though). Karl Moritz On Wednesday 31 December 2003 11:29 am, Karl Moritz Hermann wrote: > Hello, > > I'm new to this list, sorry if I repeat anything. I was searching > the sourceforge archive on this topic, and found one thread, but > the matter wasn't resolved in there. > > I'm using the mouse routine to start some pathfinding algorithm, > and need to find out, which point on the ssgRoot the mouse points > to. > To do this, I would need to intersect a vector (direction of campos, > starting at mouse coordinates) with the scene. > I tried using ssgLOS, but looking in the sourcecode of plib, it seems > that ssgLOS is only intersecting a vector (0,0,0) + x (s), and I don't > see how to intersect a vector not starting at (0,0,0). > > Are there any solutions for this problem in plib (I'm using the CVS > version), or do I need to write a function for that from scratch? > I think such a vector intersection function would be quite useful for many > applications (Basically for all applications using the mouse for more than > clicking on buttons or stirring some vehicle). I'd be happy to implement > such a function into ssg if there isn't already some functionality covering > that problem. > > A happy new year, > > Karl Moritz > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users |
From: Luca M. <luc...@li...> - 2004-01-12 17:33:49
|
Hi everyone, there's someone that could help me to correcty configure,= create... the .ASE files so they could be load in FlightGear? I've a pro= blem about the textures. In 3DSMax they look ok, but, when I launch Fligh= tGear they appear rotated of 180 degrees. Anyone knows where is the probl= em? I've made several attempts (rotating the texture in 3DS, rotating the= texture itself, etc...) but I wasn't able to solve the problem. Thank= s Luca |
From: Lars C. <la...@be...> - 2004-01-11 00:38:17
|
Hi, I have a problem with FlightGear and other plib applications (even the plib example programs). The audio isn't working correctly. It does make a lot of noise, but it sounds like the driver and the application doesn't agree on the format, e.g. signedness or sample size. strace reveals that the sound driver isn't set up right: open("/dev/dsp", O_WRONLY|O_NONBLOCK) = 12 ioctl(12, SNDCTL_DSP_SETFRAGMENT, 0xbffff6a8) = 0 ioctl(12, SOUND_PCM_READ_CHANNELS, 0xbffff6a4) = 0 ioctl(12, SNDCTL_DSP_SETFMT, 0xbffff6a0) = 0 ioctl(12, SOUND_PCM_READ_RATE, 0xbffff69c) = 0 I.e. number of channels and sample rate is set for READ, not WRITE. I do not have these problems with any other software (sox, mplayer, mikmod etc.), and it seem to be common to plib programs (tried FlightGear and plib example programs). Any ideas? Regards, Lars |
From: Karl M. H. <Kar...@gm...> - 2003-12-31 11:29:20
|
Hello, I'm new to this list, sorry if I repeat anything. I was searching the sourceforge archive on this topic, and found one thread, but the matter wasn't resolved in there. I'm using the mouse routine to start some pathfinding algorithm, and need to find out, which point on the ssgRoot the mouse points to. To do this, I would need to intersect a vector (direction of campos, starting at mouse coordinates) with the scene. I tried using ssgLOS, but looking in the sourcecode of plib, it seems that ssgLOS is only intersecting a vector (0,0,0) + x (s), and I don't see how to intersect a vector not starting at (0,0,0). Are there any solutions for this problem in plib (I'm using the CVS version), or do I need to write a function for that from scratch? I think such a vector intersection function would be quite useful for many applications (Basically for all applications using the mouse for more than clicking on buttons or stirring some vehicle). I'd be happy to implement such a function into ssg if there isn't already some functionality covering that problem. A happy new year, Karl Moritz |
From: Simon <sim...@ho...> - 2003-12-25 20:08:21
|
Hi, you were right about type casting. That was a big part of getting = ssg to work with Builder. Now I'm working on the theory side of things. I = want to recreate this test scene I found a while ago. It involves dice = falling onto some stairs and then bouncing down them, colliding with each other also. I've kind of merged the save and load demo with the dynamics demo = and I was hoping that someone could clear some things up for me. =20 Currently I'm using a single dice with a stair model. These are both declared as ssgTransform's. I then declare a couple more objects as ssgParticles. I link the two particle objects with a spring dampener = and then update the dice and stair objects using updateSMD(). Basically it works the same as the dynamics demo except I've set it to work with a = single dice and not an array of 10. =20 At the moment the dice just falls and bounces near the top of the = stairs, where does the spring reside? Is it applied from the top most point of = the object or does it surround the whole object. Do I even need a spring to = get the dice to fall down the stairs, I thought originally that I would test face collisions and then work out bounce vectors from that.=20 =20 I've read the online ssg documentation and plowed through all the demos. = I think my brain is just having trouble grasping some basic principles = here, can someone please give me an overview of where I should look to achieve = my test scene. =20 Thanks -simon=20 |
From: Simon <sim...@ho...> - 2003-12-23 22:55:05
|
Hi, I did it, I got the ssg dynamics demo to build under Borland C++ Builder 6. I almost cried! There was quite a lot to do to get things to work. Once I realised that things could actually just be wrong and needed fixing it was easy. I'll write up the process if anybody is interested. |
From: Wolfram K. <w_...@rz...> - 2003-12-23 21:09:46
|
Interesting text. Bye bye, Wolfram. |
From: Wolfram K. <w_...@rz...> - 2003-12-23 21:09:25
|
Did you try a cast? Bye bye, Wolfram. |
From: Wolfram K. <w_...@rz...> - 2003-12-23 21:08:12
|
Hi, > I keep receiving this error:=20 > >ssgLoaderWriterStuff.h : declaration terminated incorrectly=20 > >and it points to this line near the top of the ssgListOfLists class: > >ssgListOfLists( int init =3D 3 ) : ssgSimpleList(sizeof(class = ssgSimpleList*), >init ) {} > >I don't understand why it isn't working. I've tried all my tricks that = I >used to get pui working and nothing seems to work. I'm using >ssgLoaderWriterStuff.h v 1.22. 1.22 is the newest. I suggest you remove one thing from that line after the other to see where the problem is. Once that is known, we can think of a workaround.=20 =46or example, replace the sizeof with a hardcoded number, remove the "=3D 3", replace ther "init" with something simpler etc. Bye bye, Wolfram. |
From: Simon <sim...@ho...> - 2003-12-23 20:51:46
|
Hi all, ok I think I'm making progress but I've hit a bump. This is = really a general programming question, throughout ssg you use strrchr. This returns in several forms. The area I'm stuck on now is: =20 return strchr( string, c ); =20 in the mystrchr() method, within ssgParser. The error is to do with converting a const char* to a char*. I've read up on what might be = causing the problem and I think I found it. In the Borland strchr help documentation it specifies the different formats for the command. I extracted the following: =20 char *strchr(const char *s, int c); /* C only */ const char *strchr(const char *s, int c); // C++ only char *strchr( char *s, int c); // C++ only =20 It looks like the usage you've used in ssg is the "c only" one. Is this some funny limitation of the windows version? How can I get around = this? I think once I've fixed this then ssg will compile under Borland. =20 Thanks in advance -simon |
From: Simon <sim...@ho...> - 2003-12-18 17:54:57
|
Hi all, it's been a while since I used plib. I used to use pui all the time. Now I'm trying to get to grips with ssg. I've tried several = times now and each time I give up. I use Borland Builder 6 on Windows XP. = I'm trying to get the ssg dynamics example to build. I'm using the same procedure as I did for pui but I keep receiving this error: =20 ssgLoaderWriterStuff.h : declaration terminated incorrectly =20 and it points to this line near the top of the ssgListOfLists class: =20 ssgListOfLists( int init =3D 3 ) : ssgSimpleList(sizeof(class = ssgSimpleList*), init ) {} =20 I don't understand why it isn't working. I've tried all my tricks that = I used to get pui working and nothing seems to work. I'm using ssgLoaderWriterStuff.h v 1.22. =20 Thanks in advance, and I'll thank you again later |
From: Steve B. <sjb...@ai...> - 2003-12-15 12:28:07
|
Eric Lavigne wrote: > According to the SSG docs, the only model formats which can be > "animated" in PLIB are the native SSG format and 3ds's ASE files. Many > other formats can be imported, but not animated. That's all the standard loaders let you do - but it's quite easy to label a node in the scene graph with a 'comment' string (in modellers like AC3D that support that) - and have the application replace those nodes with animation nodes. ---------------------------- 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: Eric L. <la...@uf...> - 2003-12-15 00:17:28
|
According to the SSG docs, the only model formats which can be "animated" in PLIB are the native SSG format and 3ds's ASE files. Many other formats can be imported, but not animated. Two questions: Can other formats be animated in PLIB (maybe the doc is outdated)? Is there a free or cheap tool for converting other formats into ASE or SSG (milkshape exports a 3ds file, but I think that is .max rather than .ase)? Any feedback is appreciated. Eric |
From: Simon <sim...@ho...> - 2003-11-30 23:48:18
|
Hi, I wrote this a while ago as part of my final year project. It's a short tutorial on installing and using PLIB in Borland Builder 6 on Windows 2000 and XP. The guide uses the pui "complex" example. http://www.millington.no-ip.org <http://www.millington.no-ip.org/> under "tutorials". Hope this helps -DM ps - the section called tedium (on the flash site) wasn't aimed at plib its just a way of life with builder! |