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From: Tony P. <ap...@ea...> - 2003-01-26 21:51:51
|
On Sun, 2003-01-26 at 13:35, Curtis L. Olson wrote: > Steve Baker writes: > > I suspect an annoying (but growing) trend with distro makers that > > they have TWO versions of every RPM that relates to libraries - one > > is the "Development Version" - which comes with headers and > > binaries, the other contains *just* the binaries. > > > > I've seen this with the latest version of SuSE and it's *INCREDIBLY* > > annoying. > > Debian has done this for quite some time. > > The regular part comes with just the .so's, the ; the -dev portion includes > the headers and the .a's in case any developers would want to > statically link. I learned about it on RH 4.something, rpm distros have been doing it for quite sometime. One thing that may hide it is choosing the development option in the initial install so that the installer automatically installs the -devel rpms and the user may well be none the wiser. > > > The header files take up very little space - and if they install the > > library without the headers then it can only be used by binary-only > > applications. When you try to install a source-code based project, > > it *looks* like the library is installed when you ask RPM about it - > > but in fact it's only halfway installed. > > Without touching on what *should* be done, I believe the intention is > exactly what you allude to ... install the minimum possible portion of > the library to allow binaries to run. Remember packaging for most > people is all about pre-compiled binaries. > > There are some benefits to this approach. It minimizes download times > and hard drive consumption (don't forget that the -dev versions of the > lib package also include the .a's.) It gives *most* people exactly > what they want. > > It's been this way on Debian ever since I can remember so I'm used to > it and don't think twice about apt-get'ing the -dev portion. > > But, to be fair, there is a downside to this approach (which touches > on some of the down sides to package management in general.) > > I'll make you a deal: As soon as you come up with a scheme that does > exactly what *everyone* wants 100% of the time, I'll invest my life > savings in your company, or vote for you, or do what ever is > appropriate for your particular scheme. :-) > > Curt. -- Tony Peden <ap...@ea...> |
From: Curtis L. O. <cu...@fl...> - 2003-01-26 21:36:50
|
Steve Baker writes: > I suspect an annoying (but growing) trend with distro makers that > they have TWO versions of every RPM that relates to libraries - one > is the "Development Version" - which comes with headers and > binaries, the other contains *just* the binaries. > > I've seen this with the latest version of SuSE and it's *INCREDIBLY* > annoying. Debian has done this for quite some time. The regular part comes with just the .so's, the ; the -dev portion includes the headers and the .a's in case any developers would want to statically link. > The header files take up very little space - and if they install the > library without the headers then it can only be used by binary-only > applications. When you try to install a source-code based project, > it *looks* like the library is installed when you ask RPM about it - > but in fact it's only halfway installed. Without touching on what *should* be done, I believe the intention is exactly what you allude to ... install the minimum possible portion of the library to allow binaries to run. Remember packaging for most people is all about pre-compiled binaries. There are some benefits to this approach. It minimizes download times and hard drive consumption (don't forget that the -dev versions of the lib package also include the .a's.) It gives *most* people exactly what they want. It's been this way on Debian ever since I can remember so I'm used to it and don't think twice about apt-get'ing the -dev portion. But, to be fair, there is a downside to this approach (which touches on some of the down sides to package management in general.) I'll make you a deal: As soon as you come up with a scheme that does exactly what *everyone* wants 100% of the time, I'll invest my life savings in your company, or vote for you, or do what ever is appropriate for your particular scheme. :-) 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: Steve B. <sjb...@ai...> - 2003-01-26 21:22:32
|
KSt...@ne... wrote: > but I don't know what to do to get things right. Specifically, I don't have a /usr/include/GL/glut.h header file. I installed glut-3.7-8 via > rpm at RH8 ,so, libglut.so.3.7 appeared in /usr/lib (but no .h file at /usr/include/GL). Any ideas how to work around this problem? Thanks in advance. I suspect an annoying (but growing) trend with distro makers that they have TWO versions of every RPM that relates to libraries - one is the "Development Version" - which comes with headers and binaries, the other contains *just* the binaries. I've seen this with the latest version of SuSE and it's *INCREDIBLY* annoying. The header files take up very little space - and if they install the library without the headers then it can only be used by binary-only applications. When you try to install a source-code based project, it *looks* like the library is installed when you ask RPM about it - but in fact it's only halfway installed. We never used to get this kind of complaint - but now I see them all the time. So, look for a RedHat RPM with "Development" or "Developer" somewhere in it's title - and you'll have what you need. Failing that, you can download GLUT and you can either install it yourself - or (if you prefer not to screw up the existing RPM install) just copy the header files into /usr/include/GL/ GLUT is to be found on www.opengl.org and on www.mesa3d.org - as a part of the Mesa install. You need 'glut.h'...that's all I think. ---------------------------- 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: Bernie B. <bb...@bi...> - 2003-01-26 20:53:34
|
On Sun, 26 Jan 2003 14:19:32 -0500 KSt...@ne... wrote: > > Hi all you guys! I am new to this list. You know, I am facing the same > problem with our friend Andrew here: > > > Andrew Karpenko wrote: > > > checking for glutGetModifiers in -lglut... no > > > configure: error: could not find working GLUT library > > I understand the source of my problem > > > ...pretty much what it says - you don't have GLUT installed properly. > > You should have /usr/include/GL/glut.h and /usr/lib/libglut.a or > > libglut.so > > but I don't know what to do to get things right. Specifically, I don't have > a /usr/include/GL/glut.h header file. I installed glut-3.7-8 via rpm at RH8 > ,so, libglut.so.3.7 appeared in /usr/lib (but no .h file at > /usr/include/GL). Any ideas how to work around this problem? Thanks in > advance. You also need to install the -devel rpm. I don't use RedHat but on my Mandrake 9.0 machine I have libMesaglut3-4.0.3-6mdk as well as libMesaglut3-devel-4.0.3-6mdk. Bernie |
From: <KSt...@ne...> - 2003-01-26 19:19:49
|
Hi all you guys! I am new to this list. You know, I am facing the same problem with our friend Andrew here: > Andrew Karpenko wrote: > > checking for glutGetModifiers in -lglut... no > > configure: error: could not find working GLUT library I understand the source of my problem > ...pretty much what it says - you don't have GLUT installed properly. > You should have /usr/include/GL/glut.h and /usr/lib/libglut.a or > libglut.so but I don't know what to do to get things right. Specifically, I don't have a /usr/include/GL/glut.h header file. I installed glut-3.7-8 via rpm at RH8 ,so, libglut.so.3.7 appeared in /usr/lib (but no .h file at /usr/include/GL). Any ideas how to work around this problem? Thanks in advance. 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/ |
From: SkyFlash <sky...@ch...> - 2003-01-25 03:53:27
|
> As to your animation questions, we are building seperate .ase > files for > each frame and loading them into a ssgSelector. It is > certainly not the > only way to do it (and may not be the best). I did the same but loaded it into a timedselector.... But it doesnt work. I did everything mentioned on the website, like setting duration, adding kids, and starting the animation. Basicly it sits on the first frame and doesnt move. I added the model frames from 3ds and added them as kids to the timedselector node. What am I doing wrong? Or is it broke somehow? Do I need to make an additional call to update the animations? Does anyone have a code example showing how to actually use a timedselector node? There seems to be something magic about it .. :) Ralf Pietersz |
From: <ha...@sl...> - 2003-01-24 19:27:48
|
I hadn't thought much about it. It depends on whether we start using exposer for creating animations and such. -- Brian >Actually, thats exactly what I was going to do... I thought maybe there >is a better way to do it, especially cause those .ase files may become >quite large.. Also, are you afterwards saving it as an ssg file? Or do >you just keep it as .ase? > >Ralf Pietersz > > > >------------------------------------------------------- >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 > -- Brian Hayward |
From: SkyFlash <sky...@ch...> - 2003-01-24 19:12:11
|
> >On a sidenote, does anyone have a anim importer for 3ds or a way to > >convert 3ds animated models into the .ssg format?? > > Why not convert .3ds to .ase with 3D Studio Max and use the > .ase's? Thats > the way we do it. > > As to your animation questions, we are building seperate .ase > files for > each frame and loading them into a ssgSelector. It is > certainly not the > only way to do it (and may not be the best). Actually, thats exactly what I was going to do... I thought maybe there is a better way to do it, especially cause those .ase files may become quite large.. Also, are you afterwards saving it as an ssg file? Or do you just keep it as .ase? Ralf Pietersz |
From: <ha...@sl...> - 2003-01-24 14:10:42
|
>On a sidenote, does anyone have a anim importer for 3ds or a way to >convert 3ds animated models into the .ssg format?? Why not convert .3ds to .ase with 3D Studio Max and use the .ase's? Thats the way we do it. As to your animation questions, we are building seperate .ase files for each frame and loading them into a ssgSelector. It is certainly not the only way to do it (and may not be the best). -- Brian Hayward |
From: SkyFlash <sky...@ch...> - 2003-01-24 07:08:35
|
I still have no luck importing my models animated... How does the modeler have to export the model to be of any use for importing into PLIB? Only formats that can load animations seem to be .ase and .ssg. The second is unavailable so the only one working seems to be the .ase format. But how do we need to save the model? With keyframes? Without? And how do we load the animations from .ase into PLIB and convert them to the .ssg format? On a sidenote, does anyone have a anim importer for 3ds or a way to convert 3ds animated models into the .ssg format?? Ralf Pietersz |
From: Steve B. <sjb...@ai...> - 2003-01-24 02:13:53
|
torcs wrote: > I had some problems in the past from PLIB version numbering. > For all the projects except the kernel, bigger version > number means "better" or at least newer version. In the case of PLIB, the Kernel and *many* other projects, the second number in the version is odd for a development version, even for stable. So, 1.4.2 was not exactly "better" than 1.5.0 - it was more adequately tested - and more stable - but had less features than the development/unstable version. > I was facing a lot of support requests due to the use > of the 1.5.0 version (which was the same as 1.4.0 IIRC) > instead of the 1.4.2 which had more features. We make it quite clear that 1.5.0 is unstable - and that you should only use it if you are a developer. 1.4.x was stable and should be used by preference. > As the releases are not frequent for the stable branch > and even less frequent for the unstable branch, it would > be a good thing to go back to only one stable branch with > increasing version numbers. That's certainly arguable. ---------------------------- 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: torcs <to...@fr...> - 2003-01-23 20:43:28
|
Hi All, I'm using PLIB for TORCS as it is *really* a great library by the features and by the "P" for portability. I had some problems in the past from PLIB version numbering. For all the projects except the kernel, bigger version number means "better" or at least newer version. I was facing a lot of support requests due to the use of the 1.5.0 version (which was the same as 1.4.0 IIRC) instead of the 1.4.2 which had more features. As the releases are not frequent for the stable branch and even less frequent for the unstable branch, it would be a good thing to go back to only one stable branch with increasing version numbers. I know in advance that the 1.6.x vs 1.7.x versions will generate confusion in the users mind as some distro (like Debian) propose the 2 versions of PLIB. Thanks to all for your efforts in providing such a useful code to the others. Bye, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
From: David M. <da...@me...> - 2003-01-23 12:34:17
|
SkyFlash writes: > Can anyone point me to a good source of information on how to get 3D > animations into PLIB and run them? > What I tried yet didnt work at all.... For FlightGear, we built animations as a separate layer on top of plib rather than trying to do anything inside plib. You specify animations using XML wrapper files, referencing objects inside a model by name (that wrapper files can also import submodels into the model); FlightGear adds a callback and userdata to the scene graph so that the animation will update automatically when the named branch is traversed. Here's an example from the XML wrapper for a Cessna 172P, to rotate the rudder: <animation> <type>rotate</type> <object-name>Rudder</object-name> <property>/surface-positions/rudder-pos-norm</property> <factor>17.5</factor> <center> <x-m>4.84</x-m> <y-m>0.0</y-m> <z-m>-.16</z-m> </center> <axis> <x>0.25</x> <y>0.0</y> <z>1.0</z> </axis> </animation> "/surface-positions/rudder-pos-norm" refers to an internal property in FlightGear -- FlightGear publishes all of its state through a property tree that can be loaded from or saved to XML, or accessed through a GUI or over the network via HTTP or FTP. All the best, David p.s. Please turn off HTML formatting in your e-mail client -- it adds a lot of display garbage to your postings. -- David Megginson, da...@me..., http://www.megginson.com/ |
From: Ben W. <za...@ec...> - 2003-01-23 05:20:11
|
Hello=20 I while back I was working on something using plib and someone was = helping me. He created animated models for my engine. If you want to = have a look at it. You can find the engine(called emotion engine, I = think release 1.2 was the last one) at = http://sourceforge.net/projects/emotion Hope that helps Ben ----- Original Message -----=20 From: SkyFlash=20 To: PLIB List=20 Sent: Thursday, January 23, 2003 12:13 AM Subject: [Plib-users] Animations again.... Can anyone point me to a good source of information on how to get 3D = animations into PLIB and run them? What I tried yet didnt work at all.... =20 Normally I have my 3d modelers create the anims in 3d studio and then = export them to the engine, but that obviously doesnt work. And with .ac, = how do I create animations using the .ac file? I got myself ac3d to = create a few testmodels but I didnt find yet a way to actually = animate... I am a total 3d artist newbie though, so that may not be a = real surprise.... =20 I would really appreciate if someone had like a step by step tutorial = or a demo where a model is actually displayed animated, with source code = if possible... is there something like that? =20 SkyFlash |
From: SkyFlash <sky...@ch...> - 2003-01-23 05:13:01
|
Can anyone point me to a good source of information on how to get 3D animations into PLIB and run them? What I tried yet didnt work at all.... Normally I have my 3d modelers create the anims in 3d studio and then export them to the engine, but that obviously doesnt work. And with .ac, how do I create animations using the .ac file? I got myself ac3d to create a few testmodels but I didnt find yet a way to actually animate... I am a total 3d artist newbie though, so that may not be a real surprise.... I would really appreciate if someone had like a step by step tutorial or a demo where a model is actually displayed animated, with source code if possible... is there something like that? SkyFlash |
From: SkyFlash <sky...@ch...> - 2003-01-21 04:52:28
|
>That's quite suprising - once the OpenGL rendering context is created, >it shouldn't matter who/what created it. >Probably SDL is opening the window in a different graphics mode >(eg 24 bits per pixel instead of 16 - or vice-versa) and your graphics >card runs less efficiently in that mode. >Another possibility is that SDL created an "indirect" rendering >context instead of a "direct" one. I didnt find out yet. Its doing something wrong, but I didnt find it yet. I spent hours in the #sdl chatroom... but didnt help yet. >The problem is that not many file formats have really good support for >animations that PLIB can latch onto. >I generally use AC3D (because it's cheap and runs under Linux) - so AC3D >is pretty well supported. Ok so I will try that.. what exactly is the problem with 3ds animation loading? Is it hard? Or just not feasible? >That's not a good sign. Can you post one of the models that crashed it >to a website somewhere so someone here could download it and try to find >out what went wrong? Yes, its an orc model. It loads into my testapp fine, but on exposer loading it crashes. But maybe I just dont get exposer.. hehe. Anyway, here is the link: http://www.arianne.info/files/orc.zip What happens is that exposer just quits. No error message, just the app stops silently. >The term "animation" is a little vague. >Are you talking about Skin & Bones deformation, model-switched animation, >moving joint animation? All are possible under SSG. I just mean, can I have a model with a walk and a attack animation in one file, and then decide which one to show? If yes, with which format would that be possible? Or do I need different model files with different animations, like orcwalk.ase orcattack.ase? I understand model-switch animation is like having 2D pictures shown fast after one another, like an animation movie? The skin and bones animation from exposer looks a little bit unreal, and moving joint animation, I dont even know how that works. :) Did I say yet, I am not a 3D programmer... lol.... But I am ready for a small lection in different animations. Ok, basicly I need to know, what looks the best, and what can be used to create good looking game characters, and how do I get my 3D artists to create models that are animated and can be loaded into PLIB? For example, can they create an animation inside 3d studio and then export it via ASE and load it into PLIB? Or are there other limitations they need to know? Other than that huge ass table I found on the website...And what do I need to do in PLIB to play the animation? > And, can I load all 3d models into my app and later attach a single > object to more than one node? Ok, that was a stupid question... :P I got it the second time I read the website docs... lol. I got carried away with ref counting and had multiple crashes until I finally understood it. :P SkyFlash |
From: David M. <da...@me...> - 2003-01-21 02:24:02
|
Steve Baker writes: > > I have recently downloaded FlightGear which makes use of plib. I have > > downloaded plib-1.6.0.tar.gz and installed it on Red Hat Linux as per > > instructions in plib. When building flightgear it looks for <plib/psl.h> > > which is nowhere present in my machine. Is this a flightgear problem or > > a plib has not been installed properly. > > PSL is new with the latest development version of PLIB. I don't think > it is in any of the releases yet. You'll need to grab the development > code from CVS. If the original poster does a CVS update, configure will autodetect whether PSL is present; he must be using CVS code from a few days ago. All the best, David -- David Megginson, da...@me..., http://www.megginson.com/ |
From: Steve B. <sjb...@ai...> - 2003-01-21 01:57:43
|
SkyFlash wrote: > I read you can use PLIB with SDL.... anyone ever did that? The only place where PLIB cares what system opened the OpenGL window is in PUI where we ask for the size of the window using GLUT calls. Even that can be turned off with a compile time option. > The problem is that my app already uses SDL and SDL_Net and there is no > way to get it out of it, > > and I cant seem to get both GLUT AND SDL working together peacefully. > Which I actually didnt even expect. No - don't try to mix GLUT and SDL - that certianly won't work. > So, how can I use ssg and draw in the SDL screen? Just make sure you have the SDL window open and able to accept OpenGL calls when you call ssgInit() - and then it should work just fine. ---------------------------- 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: Steve B. <sjb...@ai...> - 2003-01-21 01:56:31
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SkyFlash wrote: > I finally figured out how to use SDL with PLIB and i got to say it works > great. Its a little bit slower though as GLUT. That's quite suprising - once the OpenGL rendering context is created, it shouldn't matter who/what created it. Probably SDL is opening the window in a different graphics mode (eg 24 bits per pixel instead of 16 - or vice-versa) and your graphics card runs less efficiently in that mode. Another possibility is that SDL created an "indirect" rendering context instead of a "direct" one. > What is the prefered method to display animated 3d models in PLIB? The problem is that not many file formats have really good support for animations that PLIB can latch onto. > I would also be interested in discussions about speed or usefulness of > the formats that are possible.... I generally use AC3D (because it's cheap and runs under Linux) - so AC3D is pretty well supported. > I tried exposer, but couldnt really get it to work. It crashed on most > formats I tried to load, like .3ds for example. That's not a good sign. Can you post one of the models that crashed it to a website somewhere so someone here could download it and try to find out what went wrong? > On the same topic, how do I switch between different animations? The term "animation" is a little vague. Are you talking about Skin & Bones deformation, model-switched animation, moving joint animation? All are possible under SSG. > And, can I load all 3d models into my app and later attach a single > object to more than one node? Yes. ---------------------------- 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: Steve B. <sjb...@ai...> - 2003-01-21 01:44:05
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Gopal Mor wrote: > I have recently downloaded FlightGear which makes use of plib. I have > downloaded plib-1.6.0.tar.gz and installed it on Red Hat Linux as per > instructions in plib. When building flightgear it looks for <plib/psl.h> > which is nowhere present in my machine. Is this a flightgear problem or > a plib has not been installed properly. PSL is new with the latest development version of PLIB. I don't think it is in any of the releases yet. You'll need to grab the development code from CVS. psl.h should be in /usr/include/plib/psl.h ---------------------------- 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: Gopal M. <mor...@ya...> - 2003-01-20 16:11:05
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Hi Friends, I have recently downloaded FlightGear which makes use of plib. I have downloaded plib-1.6.0.tar.gz and installed it on Red Hat Linux as per instructions in plib. When building flightgear it looks for <plib/psl.h> which is nowhere present in my machine. Is this a flightgear problem or a plib has not been installed properly. Any answer ? Thanks Gopal Mor --------------------------------- Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now |
From: McEvoy, N. <nic...@ds...> - 2003-01-20 11:08:58
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I'm currently having some trouble with ref() counters in my PLIB game. My game contains a bunch of manager classes: - MaterialManager: creates/destroys materials (ie. ssgSimpleState) - ModelManager: creates/destroys models (ie. ssgEntity) - EntityManager: creates/destroys game entities (ie. ssgBranch) Each manager class calls ref() for each PLIB object it creates and ssgDeRefDelete() when it destroys the object. These classes are created & destroyed on loading and exiting levels in the game. The problem comes in my MaterialManager class that has a list of ssgSimpleState. The MaterialManager sets a ssgSetAppStateCallback() and thus supplies ssgSimpleState on loading AC3D Models. My problem is that I get an exception after loading and exiting different levels a few times ... it seems to be in ssgLoaderOptions::createLeaf() ... their seems to be shared_states with 'invalid' pointers (actually to be truthful I might be deleting the states when their ref() counters are not zero :-( ... before you say "well that's your problem" ... there is a reason for this ... I don't actually want the ssgSimpleState objects to hang around ... I know what I'm doing is wrong ... but I'm not quite sure what ssgLoaderOptions is doing ... why is it keeping the shared_states ? can I clear it ? or is my game logic all wrong ?). What should I do ? Should I really create/destroy my materials each level ... or should I load them ONCE only for the whole game ? Each level uses quite different materials ... so I would like to destroy them ... but I'm not quite sure what ssgLoaderOptions is doing hanging onto the states ? Any ideas ? Nick |
From: SkyFlash <sky...@ch...> - 2003-01-20 04:28:01
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I finally figured out how to use SDL with PLIB and i got to say it works great. Its a little bit slower though as GLUT. Anyway... My next step is to add animations to my Objects. What is the prefered method to display animated 3d models in PLIB? I read somewhere the 3ds format is not supported for animations, so which format do I need to have my modelers create models in? I would also be interested in discussions about speed or usefulness of the formats that are possible.... I tried exposer, but couldnt really get it to work. It crashed on most formats I tried to load, like .3ds for example. Also I dont think its a good idea to make my 3D artists use it, as they are probably way better using 3d studio or whatever else they are using. On the same topic, how do I switch between different animations? And, can I load all 3d models into my app and later attach a single object to more than one node? Thx for any help.... Ralf Pietersz |
From: <ha...@sl...> - 2003-01-19 19:10:17
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My app uses SDL_Net for network communications, it works fine. I haven't done anything with using SDL for graphics, however. I converted my entire graphics code to plib/pui. I just add -lSDL_net to my linker line and I can use the SDL_Net functions just fine. -- Brian On Sat, 18 Jan 2003, SkyFlash wrote: >I read you can use PLIB with SDL.... anyone ever did that? > >The problem is that my app already uses SDL and SDL_Net and there is no >way to get it out of it, >and I cant seem to get both GLUT AND SDL working together peacefully. >Which I actually didnt even expect. > >So, how can I use ssg and draw in the SDL screen? Are there any other >things I need to do / need to think of? >Is there maybe a tutorial page somewhere from someone that did something >daring like that? Lol > >SkyFlash > -- Brian Hayward |
From: SkyFlash <sky...@ch...> - 2003-01-19 08:03:02
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I am just wondering whether my questions arrived in the list... I didnt get any replys yet, and whats worse, I didnt even receive my own emails.... Anyway, in case this here reaches the list.... I am having a REAL bad time integrating PLIB with SDL. I tried a few things, but by removing GLUT I usually seem to remove the capability to display anything. :P Now, how can I make the ssg calls draw to the SDL window I created? And what happens if my SDL code does produce a window but not using OpenGL? Will the ssg code recognize that? Crash? Really, there is no way I can remove SDL and move to GLUT, so I have no choice.... sigh. PLEASE any help is appreciated. :) SkyFlash |