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From: Paolo L. <p.l...@ci...> - 2003-02-19 15:43:33
|
Since of too many badly oriented surfaces in a (3DS) dataset I tried to get help by ssgOverrideCullface, which I expected to override the backface culling mechanism - i.e. I expected to look at back faces too. It seems not to work. Yet the test on ssgGetCurrentContext()->cullfaceOverridden()); reflects the different status set through the call to ssgOverrideCullface. Ok, then I tried this w/o knowing deeply ist meaning ssgGetCurrentContext()->setCullface( 0 or 1 ); and the test on ssgGetCurrentContext()->cullfaceIsEnabled()); always return 1 (true). Can anybody explain why? and how to force disabling back face culling? Thanks && greetings - Paolo ------------------------------------------------------------------------- Paolo Leoncini phone: +39 (0823) 623134 Visualization & Virtual Reality fax: +39 (0823) 623126 CIRA - Italian Center for Aerospace Researches mailto:p.l...@ci... Via Maiorise - 81043 Capua (CE) Italy http://www.cira.it |
From: Steve B. <sjb...@ai...> - 2003-02-19 01:33:33
|
Ben Woodhead wrote: > I think this question would be better left to the people at FlightGear to > answer. Long and short is that plib is used as a base library to flightgear > but plib only support rgb image format (last I checked). It also supports BMP and the version in CVS supports TGA. ---------------------------- 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 |
From: Curtis L. O. <cu...@fl...> - 2003-02-18 19:32:56
|
Michael Reilly writes: > I was curious as to what drawing formats can be imported into a program > like Flight Gear. Thanks, Mike If you are refering to texture formats, then yes, we can import .rgb and that's about it ... although it's not hard to link in libpng or libjpeg to add support for those formats. If you are referring to 3d file formats, then FlightGear supports any of the 3d formats that plib supports. The definitive list is here: http://plib.sourceforge.net/ssg/non_class.html At time or writing, there are MANY loaders for SSG: * ssgLoadSSG - for '.ssg' files - the 'native' SSG format. * ssgLoadAC - for '.ac' files - a somewhat obscure format produced by the 'AC3D' modelling tool - reasonably well tried and tested. * ssgLoad3ds - for '.3ds' files as produced by 3DStudio. * ssgLoadASE - 3DSMAX ASCII EXPORT Version 2.00, well tested * ssgLoadDXF - AutoCADs famous DXF format. well tested * ssgLoadFLT - OpenFlight. Works for OpenFlight files generated by recent versions of MultiGen - but not for those generated by some other tools such as Designers' Workbench. * ssgLoadMD2 - Quake MD2 * ssgLoadOBJ - Wavefront, works well * ssgLoadTRI - simple Tri format from "Andy Colbournes Editor". * ssgLoadX - Microsofts DirectX-Format. Most features work. * ssgLoadOFF - Geomview's OFF * ssgLoadM - ??? * ssgLoadATG - Ascii TerraGear. Used by Flight Gear Flight Sim. * ssgLoadVRML1 - VRML1 format, only partially implemented. * ssgLoadIV - Inventor format, only partially implemented. * ssgLoadStrip - The format of a stripifier. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities cu...@me... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Ben W. <za...@ec...> - 2003-02-18 18:55:46
|
Hello Michael I think this question would be better left to the people at FlightGear to answer. Long and short is that plib is used as a base library to flightgear but plib only support rgb image format (last I checked). But I think flightgear can also use other formats but its something they added on their end. Ben ----- Original Message ----- From: "Michael Reilly" <mr...@ui...> To: <pli...@li...> Sent: Tuesday, February 18, 2003 1:22 PM Subject: [Plib-users] import drawings, etc > I was curious as to what drawing formats can be imported into a program > like Flight Gear. Thanks, Mike > > |
From: Michael R. <mr...@ui...> - 2003-02-18 18:23:09
|
I was curious as to what drawing formats can be imported into a program like Flight Gear. Thanks, Mike |
From: SkyFlash <sky...@ch...> - 2003-02-17 03:08:29
|
Anyway... Id REALLY like to get my PLIB client going here, but I spent like 3 weeks just to get the animations working, and the current way I do it looks like a workaround to me... Now, I have bad crashes happening on a regular bases, and I know it has to do with refcount. Basicly, I call a removeKid in my Objects destructor (cause the object has an ssgSelector node attached to it) and I get a crash. Here it is: _free_dbg_lk(void * 0x05dfc300, int 1) line 1066 + 60 bytes _free_dbg(void * 0x05dfc300, int 1) line 1001 + 13 bytes free(void * 0x05dfc300) line 956 + 11 bytes operator delete(void * 0x05dfc300) line 7 + 9 bytes 3DCLIENTD! ssgSelector::~ssgSelector(void) + 78 bytes 3DCLIENTD! ssgSelector::`vector deleting destructor'(unsigned int) + 22 bytes 3DCLIENTD! ssgDeRefDelete(class ssgBase *) + 89 bytes 3DCLIENTD! ssgKidList::removeEntity(unsigned int) + 84 bytes 3DCLIENTD! ssgKidList::removeEntity(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeKid(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeAllKids(void) + 54 bytes 3DCLIENTD! ssgBranch::~ssgBranch(void) + 59 bytes 3DCLIENTD! ssgBranch::`vector deleting destructor'(unsigned int) + 22 bytes 3DCLIENTD! ssgDeRefDelete(class ssgBase *) + 89 bytes 3DCLIENTD! ssgKidList::removeEntity(unsigned int) + 84 bytes 3DCLIENTD! ssgKidList::removeEntity(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeKid(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeAllKids(void) + 54 bytes 3DCLIENTD! ssgBranch::~ssgBranch(void) + 59 bytes 3DCLIENTD! ssgSelector::~ssgSelector(void) + 96 bytes 3DCLIENTD! ssgSelector::`vector deleting destructor'(unsigned int) + 22 bytes 3DCLIENTD! ssgDeRefDelete(class ssgBase *) + 89 bytes 3DCLIENTD! ssgKidList::removeEntity(unsigned int) + 84 bytes 3DCLIENTD! ssgKidList::removeEntity(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeKid(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeAllKids(void) + 54 bytes 3DCLIENTD! ssgBranch::~ssgBranch(void) + 59 bytes 3DCLIENTD! ssgBaseTransform::~ssgBaseTransform(void) + 31 bytes 3DCLIENTD! ssgTransform::~ssgTransform(void) + 31 bytes 3DCLIENTD! ssgTransform::`scalar deleting destructor'(unsigned int) + 22 bytes 3DCLIENTD! ssgDeRefDelete(class ssgBase *) + 89 bytes 3DCLIENTD! ssgKidList::removeEntity(unsigned int) + 84 bytes 3DCLIENTD! ssgKidList::removeEntity(class ssgEntity *) + 41 bytes 3DCLIENTD! ssgBranch::removeKid(class ssgEntity *) + 41 bytes PLibObject::~PLibObject() line 108 The code for the destructor: if (m_Anim) renderer->scene->removeKid (m_Anim); scene is valid, m_Anim is valid. I see no reason for it to crash, anyway. Also, I dont get why its starting to delete stuff down the row. On loading the model I ref() every object one time so it doesnt get deleted, and then I finally clone the ssgSelector that I get from the ASE loader. Somehow, the cloning seems to be a real problem child. I did already fix a few bugs in my code, where cloning just didnt work. And as the documentation for PLIB is virtually non existant, I am having real problems finding solutions on my own.... If anyone can tell, I am a little bit in a bad mood right now, having spent another 5 hours of my life inside the PLIB source code, not finding what I was looking for anyway. :) Anyway, the fire particle system also doesnt work. I copied it straight over to my code, and it doesnt work in the best case, and in the worst case it crashes instantly. I have no clue why this could happen, or what I could be doing wrong, and I didnt find any API or docs about it either... HELP! Ralf Pietersz |
From: ovrundr <ov...@ya...> - 2003-02-12 23:37:54
|
I'm having a little trouble with getting the 3d demos working. Can anyone here give any insight? The openGL 3D demos all work and I'm running Mandrake 9.0 with a NVIDIA GeForce4 Ti 4200 When I try to run ttt3d I get the following error: X Error of failed request: GLXBadRenderRequest Major opcode of failed request: 143 (GLX) Minor opcode of failed request: 1 (X_GLXRender) Serial number of failed request: 36 Current serial number in output stream: 37 Thanks in advance Rick ===== __________________________________________________ Do you Yahoo!? Yahoo! Shopping - Send Flowers for Valentine's Day http://shopping.yahoo.com |
From: Norman V. <nh...@ca...> - 2003-02-11 00:01:54
|
Sebastian Heymann writes: > > We are currently working on a project that uses plib and some other libs > glued together with python. (We made the wrapping with SWIG. If > someone likes to see the interfaces, just mail me.) I can take a look at your bindings to see if there is something in them that causes your texture problem Please email me off list about this Cheers Norman nh...@ca... |
From: Sebastian H. <hei...@gm...> - 2003-02-10 23:36:33
|
Hi there. We are currently working on a project that uses plib and some other libs glued together with python. (We made the wrapping with SWIG. If someone likes to see the interfaces, just mail me.) The problem is: I build the tux_example from the plib_examples in python. It works fine and all objects are textured. The load_database() func here is called before the glutMainLoop() call. But our project, we want to add objects to the scenegraph at runtime. That's where the problem is. The geometry-loader works good, but the objects are not textured. Could it be some context problem do I have to do some kind of a subload? I can load the objects at whatever part of a programm in c++ and they are textured but not with our wrappers. Does anyone have a clue about whats happening and how I could possibly fix this? Thank you, Sebastian -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ NEU: Mit GMX ins Internet. Rund um die Uhr für 1 ct/ Min. surfen! |
From: SkyFlash <sky...@ch...> - 2003-02-04 03:35:46
|
Despite my other problems, the meshs look real crappy cause mesh smoothing doesnt seem to be enabled, what do I need to do to enable it? My ASE files do have it included, but it doesnt seem to be enabled on loading them... Ralf Pietersz |
From: SkyFlash <sky...@ch...> - 2003-02-04 02:32:55
|
I am still having severe problems loading anims.... I have an ASE file here with an Orc. The orc has three sub-meshes inside each with its own texture, and 32 frames. When I load it I expect to end up with something like this: ssgSelector, 32 kids present | Kid 1: 3 kids | Kid 2: 3 kids .. .. So basicly I can clone the ssgSelector using no argument and then select the frames for every one of my characters seperately. What I ended up with was some weird structure like this: ssgSelector, 3 kids present | Kid 1: submesh 1 | Kid 2: submesh 2 I still dont know where the frames are located, but it looks like every submesh has around 8 kids, which totally makes no sense to me. To play the anim I now have to recursively advance frames somewhere down below, and if I clone the structure, everything slows down to a halt and I get multiple "shadows" of the mesh displayed. Also lots of frames seem to be missing. And the cloning doesnt seem to work at all. Now, what is up with that loader, or what do I need to do? Why is the structure so weird? And, why is it not using a timedselector? Ralf Pietersz |
From: Ed <pl...@ce...> - 2003-01-31 22:12:27
|
Doh!... I meant to say, non-GLUT Win32 based OpenGL... Sorry for the confusion.... Ed At Friday, 31 January 2003, Steve Baker <sjb...@ai...> wrote: >Ed wrote: >> Does anyone have a simple example of using PUI with a Win32 based >> OpenGL application? > >PLIB is intended for portable programs. Hence, all the examples run >under Win32 with OpenGL. > >Check out the 'examples' download. > >---------------------------- 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 > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >plib-users mailing list >pli...@li... >https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Norman V. <nh...@ca...> - 2003-01-31 22:05:58
|
Ed writes: > Does anyone have a simple example of using PUI with a Win32 based > OpenGL application? PUI is cross platform hence all of the example programs are examples of PUI working in a Win32 based program too :-) See the PLIB download page for a link to the examples HTH Norman |
From: Steve B. <sjb...@ai...> - 2003-01-31 22:02:42
|
Ed wrote: > Does anyone have a simple example of using PUI with a Win32 based > OpenGL application? PLIB is intended for portable programs. Hence, all the examples run under Win32 with OpenGL. Check out the 'examples' download. ---------------------------- 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 |
From: Ed <pl...@ce...> - 2003-01-31 19:11:34
|
Does anyone have a simple example of using PUI with a Win32 based OpenGL application? Ed At Friday, 31 January 2003, Ed <pl...@ce...> wrote: >I read the following in readme.glut: >"Though PUI depends on GLUT or freeglut by default, it is possible to >build a GLUT-free PUI library by passing --without-glut to the configure >script if you can live with a couple of limitations:" > >If I am using windoze and MSVC, will I run the configure script? >I assume not.... > >So...If I want to build PLIB (an PUI, SG and UL etc.) without GLUT, >using MSVC++, should I undef GLUT_IS_PRESENT, found in Preprocessor >definitions in the C/C++ Tab of project settings? > >Ed > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >plib-users mailing list >pli...@li... >https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Ed <pl...@ce...> - 2003-01-31 18:54:50
|
I read the following in readme.glut: "Though PUI depends on GLUT or freeglut by default, it is possible to build a GLUT-free PUI library by passing --without-glut to the configure script if you can live with a couple of limitations:" If I am using windoze and MSVC, will I run the configure script? I assume not.... So...If I want to build PLIB (an PUI, SG and UL etc.) without GLUT, using MSVC++, should I undef GLUT_IS_PRESENT, found in Preprocessor definitions in the C/C++ Tab of project settings? Ed |
From: P.GILARDETTI <p.g...@li...> - 2003-01-31 15:34:51
|
Hi, I'm a newbie, I have a problem because I load a dxf model that is black and hasn't a texture. I want to associate some settings about material to this model and I don't know how to do. I load the model with the code: scene = new ssgRoot(); model = new ssgTransform(); ssgEntity *obj = ssgLoad ( filename ); model -> addKid(obj); scene -> addKid(model); Then I set the state of the model with: state = new ssgSimpleState(); state -> setShadeModel(GL_SMOOTH); state -> enable(GL_CULL_FACE); state -> enable(GL_BLEND); state -> enable(GL_LIGHTING); state -> setColourMaterial(GL_AMBIENT_AND_DIFFUSE); state -> setMaterial(GL_EMISSION, 0, 0, 0, 1); state -> setMaterial(GL_SPECULAR, 1, 1, 1, 1); state -> setShininess(4); Then I would illuminate the 3d model, should I specify the normal for each vertex of the model or can I only use the following statement? sgVec3 sunpos; sgSetVec3(sunpos, 10.0f, 10.0f, 10.0f); ssgGetLight(0) -> setPosition(sunpos); Thanks, Paolo Gilardetti |
From: Chambard O <oli...@li...> - 2003-01-31 13:37:50
|
Thank you for for your reply, I going to openal Olivier Steve Baker wrote: > Chambard O wrote: > >> Hello, >> I would like if it is possible to do that with plib, before >> investigating more >> file1.wav -> speaker left >> file2.wav -> speaker right > > > No. > > The sound library only supports stereo at the very lowest > level of the code - and even then, the samples for the > two channels have to be interleaved. > > Check out OpenAL http://www.openal.org > > I'm pretty sure it'll do what you want. > ---------------------------- 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 > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > > |
From: Steve B. <sjb...@ai...> - 2003-01-31 12:03:47
|
Chambard O wrote: > Hello, > I would like if it is possible to do that with plib, before > investigating more > file1.wav -> speaker left > file2.wav -> speaker right No. The sound library only supports stereo at the very lowest level of the code - and even then, the samples for the two channels have to be interleaved. Check out OpenAL http://www.openal.org I'm pretty sure it'll do what you want. ---------------------------- 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 |
From: Chambard O <oli...@li...> - 2003-01-31 07:57:36
|
Hello, I would like if it is possible to do that with plib, before investigating more file1.wav -> speaker left file2.wav -> speaker right |
From: Steve B. <sjb...@ai...> - 2003-01-30 00:09:32
|
Allen Yang wrote: > We are working on a 3D product that requires us to use satellite images. > We generated a mesh by using plib library. Now we are having problems to > paste a satellite image on the top of mesh. Since we never do such thing > before, we really come to the dead end. Please give me some hints!! It all depends on how the satellite image is taken. Generally, the first step in processing the image is to "Orthorectify" it. This adjusts the perspective on the image to match that of the mesh you are using. Is your mesh modelled to allow for the curvature of the earth? (Whether that matters or not depends on the area you are covering - for small areas it doesn't matter too much - but for large areas, the curvature of the earth cannot be neglected.) Once you have the satellite image re-mapped, you should be able to simply take the X/Y coordinate at each vertex on the mesh and divide it by the size of the image (in meter or whatever). This maps the entire image onto the entire mesh. Ortho-rectification of images is a deep subject that I can't go into depth on. ---------------------------- 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 |
From: Allen Y. <ay...@wr...> - 2003-01-29 22:42:16
|
Hi, We are working on a 3D product that requires us to use satellite images. We generated a mesh by using plib library. Now we are having problems to paste a satellite image on the top of mesh. Since we never do such thing before, we really come to the dead end. Please give me some hints!! Thank you |
From: SkyFlash <sky...@ch...> - 2003-01-28 13:51:35
|
I am still having problems with animations. What I did first was having my modelers create 20 .3ds frames in 20 files, and i was able to align those in a timed selector and run the anim. More or less, cause I dont understand the speed setting.... I got it set to 1 and its barely running, very slow. Although the whole app is pretty fast. When I set it to 2 its about stopped. What would be a sensible value for the animation speed??? 0 ?? Anyway, now I am trying to get it to work for real, meaning import an .ase file that contains the anim frames and then let it create the selector node itself. Right now, I wasnt able to load a single model with anim frames into PLIB. Every model I try will only load one frame, and not play any anim... I use the viewer program to display my ASE files and play it, but it doesnt work. I read through the load ase source code to see if anything is messed up, but other than it using a ssgSelector node I couldnt find anything. Questions: 1. Does anyone have an .ase file that actually WILL play an anim when loaded into the viewer example? 2. Whats a sensible speed setting for an animation? 3. Why does loadase load it into a selector node and not a timedselector node????? 4. Is there something wrong with loadase, or did anyone ever load an anim with it? Ralf Pietersz |
From: Chambard O <oli...@li...> - 2003-01-28 09:49:09
|
Hello plib users, I just compile my first plib programm, often the more difficult under linux just to play file.wav (16 bits mono) With play file.wav the sound is correct With my plib program the sound is hardly unreadable I tried different things (0.128 0.256 0.032 8000 16000) without success Here mine compiled with gcc s_sound.cc /usr/lib/libplibsl.a /usr/lib/libplibsm.a -lm /usr/local/lib/libstdc++.so.4 -o sound Thanks for help #include "plib/sl.h" #include "plib/sm.h" int main () { slScheduler sched ( 16000 ) ; smMixer mixer ("/dev/mixer"); mixer . setMasterVolume ( 70 ) ; sched . setSafetyMargin ( 0.128 ) ; slSample *s = new slSample ( "../../atis/airport1.wav" , & sched ) ; sched . playSample ( s ); while ( SL_TRUE ) { sched . update () ; } } |
From: <KSt...@ne...> - 2003-01-27 10:42:28
|
Hi again guys! Installing the glut-devel rpm solved the problem indeed. Glut compiled just fine. Thanks! Cheers, Kyriakos __________________________________________________________________ The NEW Netscape 7.0 browser is now available. Upgrade now! http://channels.netscape.com/ns/browsers/download.jsp Get your own FREE, personal Netscape Mail account today at http://webmail.netscape.com/ |