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From: Ben W. <za...@ec...> - 2002-09-08 10:47:24
|
Hello Before you get a responce from Steve I would just like to give you a quick answer. First, the OpenGL standard is that GL and GLU should be found in /usr. The libraries are in /usr/lib and the headers are in /usr/include/GL. As far as glut, its not part of OpenGL, its a seperate library. But it should also be found in the same directories. Ben ps. You sould send a message to Mandrake and tell them to follow the OpenGL ARB. In case you don't know *.so and *.a files are libraries, and *.h are header files. ----- Original Message ----- From: "Kieran O'Callaghan" <ki...@ti...> To: <pli...@li...> Sent: Sunday, September 08, 2002 4:48 AM Subject: [Plib-users] Fw: "Could not find working GLU library" when compiling, > I am not actually having this problem anymore. I figured it out. The > instructions on downloading and installing PLIB on the PLIB site > helped point me in the right direction. It always bothers me, > however, when someone writes to simply create a symbolic link in > one directory to the library file for X in another directory without > giving the slightest hint what the files themselves may be named. > Sure, I can figure out, but it's much easier to find out from someone > who already knows. Anyway, one of the places I checked for help > on this was the mailing list archive. I could not find anything, but > maybe my search was not as complete as it could have been. In > any case, I am putting the entry I made into my own system log > here, so that it might possibly help someone out in future. I > probably will not post to this list again, so signing up for the list may > be slight overkill. I suppose I could have asked someone on the list > to post it for me, but that would have required that I know someone > on the list, which probably requires me to already be on the list.... > Anyway... > > When trying to run the .configure script for PLIB 1.6.0 on my system > running Linux Mandrake 8.2, the script got to an error: > Could not find working GLU library > > In order to get PLIB 1.6.0 to compile correctly, had to create some symbolic > links for several library files: > cd /usr/lib > ln -s /usr/X11R6/lib/libGLU.so.1 libGLU.so.1 > ln -s libGLU.so.1 libGLU.so > ln -s /usr/X11R6/lib/libglut.so.3 libglut.so.3 > ln -s libglut.so.3 libglut.so > That took care of most of the problems with the .configure script of PLIB, > but it also complained about glut.h. It is supposed to be in > /usr/include/GL, but it is not there. It is also not in > /usr/X11R6/include/GL, which is where I hoped to find it. Discovered that > the missing file is in the libMesaglut3-devel.rpm, which was not installed. > Installed it, it required libMesaGLU1-devel-4.0.1-4mdk.rpm to be installed > as a dependency. Installed that as well. > > After installing that, the .configure script worked. Possibly all those > manual symbolic links I made would have been completely unneccessary if > I had installed those RPMS to begin with. In any case, it works now. > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: Kieran O'C. <ki...@ti...> - 2002-09-08 07:42:08
|
I am not actually having this problem anymore. I figured it out. The instructions on downloading and installing PLIB on the PLIB site helped point me in the right direction. It always bothers me, however, when someone writes to simply create a symbolic link in one directory to the library file for X in another directory without giving the slightest hint what the files themselves may be named. Sure, I can figure out, but it's much easier to find out from someone who already knows. Anyway, one of the places I checked for help on this was the mailing list archive. I could not find anything, but maybe my search was not as complete as it could have been. In any case, I am putting the entry I made into my own system log here, so that it might possibly help someone out in future. I probably will not post to this list again, so signing up for the list may be slight overkill. I suppose I could have asked someone on the list to post it for me, but that would have required that I know someone on the list, which probably requires me to already be on the list.... Anyway... When trying to run the .configure script for PLIB 1.6.0 on my system running Linux Mandrake 8.2, the script got to an error: Could not find working GLU library In order to get PLIB 1.6.0 to compile correctly, had to create some symbolic links for several library files: cd /usr/lib ln -s /usr/X11R6/lib/libGLU.so.1 libGLU.so.1 ln -s libGLU.so.1 libGLU.so ln -s /usr/X11R6/lib/libglut.so.3 libglut.so.3 ln -s libglut.so.3 libglut.so That took care of most of the problems with the .configure script of PLIB, but it also complained about glut.h. It is supposed to be in /usr/include/GL, but it is not there. It is also not in /usr/X11R6/include/GL, which is where I hoped to find it. Discovered that the missing file is in the libMesaglut3-devel.rpm, which was not installed. Installed it, it required libMesaGLU1-devel-4.0.1-4mdk.rpm to be installed as a dependency. Installed that as well. After installing that, the .configure script worked. Possibly all those manual symbolic links I made would have been completely unneccessary if I had installed those RPMS to begin with. In any case, it works now. |
From: Sebastian U. <ud...@ha...> - 2002-09-04 20:53:40
|
On Wed, 4 Sep 2002, ed...@ce... (Ed Peddycoart) wrote: > Date: Wed, 4 Sep 2002 15:42:17 -0500 > To: pli...@li... > From: ed...@ce... (Ed Peddycoart) > Reply-To: pli...@li... > Subject: [Plib-users] Dialog Example > > I have a dll I have written which uses a third party OpenGL scene > graph api. I need to add some dialogs to the dll acquire user input > (spin/zoom/pan among other tasks). This dll will be used by Win32 > applications. Can I use PUI to create my dialogs? Even if my > application and dll is not GLUT based? The first app which will use this > dll will be MFC based. It is generally possible to render PUI widgets in Windows that have not been created using GLUT if you can live with a few limitations. Please download plib-1.6.0 (released Monday) for that and refer to the file "README.GLUT" in the top-level directory. If you have any further questions, don't hesistate to ask. - Sebastian |
From: Steve B. <sjb...@ai...> - 2002-09-04 20:52:56
|
Ed Peddycoart wrote: > I have a dll I have written which uses a third party OpenGL scene > graph api. I need to add some dialogs to the dll acquire user input > (spin/zoom/pan among other tasks). This dll will be used by Win32 > applications. Can I use PUI to create my dialogs? Even if my application > and dll is not GLUT based? Yes - you can. You have to explicitly build PLIB that way though. By default it required GLUT. Check out 'README.GLUT' in the top level directory of the PLIB release. > The first app which will use this dll > will be MFC based. > > Does anyone have an example of doing this? Not that I'm aware of. However, you only have to add one line of code (see the 'README.GLUT') and refrain from using GLUT's fonts - and it should all be OK. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Ed P. <ed...@ce...> - 2002-09-04 20:43:26
|
I have a dll I have written which uses a third party OpenGL scene graph api. I need to add some dialogs to the dll acquire user input (spin/zoom/pan among other tasks). This dll will be used by Win32 applications. Can I use PUI to create my dialogs? Even if my application and dll is not GLUT based? The first app which will use this dll will be MFC based. Does anyone have an example of doing this? Ed |
From: Ben W. <be...@ec...> - 2002-08-12 17:08:47
|
If I run ssgStriptify before all the other kids are added, then the pengu= ins=20 go missing.. They are not added.. I can't find any docs regarding this=20 function..=20 Ben |
From: Ben W. <be...@ec...> - 2002-08-12 15:21:41
|
Hello Everybody.. I have run into a little problem, and I have not been able to resolve it.= =2E You=20 can find the complete program at http://ben.echotech.ca/plib/game-0.3.tar= =2Egz The problem is that if I load the pedestal model (pedestal->loadModel())=20 before I load all the penguins, the penguins go missing but if I load the= =20 model after then I have no problem. I tried to duplicate this problem wit= h=20 tux_example.cxx and I was not able to, so I know its a problem with my co= de..=20 Can anybody see what I did wrong. Ben void myLevel::loadLevel(int levelNum) { ssgModelPath ( this->dataPath[0] ) ; ssgTexturePath ( this->texturePath[0] ) ; // Setup the pedestal myObject *pedestal =3D new myObject ; // This does not work.. Penguins go missing. // pedestal->loadModel ( "pedestal.ac" ); // Setup the penguins myPenguin *penguin =3D new myPenguin ; penguin -> setLocation ( 0.0f,0.0f,0.0f ); penguin -> setScript ( 0 ); pedestal -> addKid ( penguin ) ; spriteList->appendNode ( penguin ) ; penguin =3D new myPenguin ; penguin -> setLocation ( 0.0f,0.0f,0.0f ); penguin -> setScript ( 1 ); pedestal -> addKid ( penguin ) ; spriteList->appendNode ( penguin ) ; // This works.. Penguins are there.. pedestal->loadModel ( "pedestal.ac" ); =20 // Add to the scene scene -> addKid ( pedestal ) ; } |
From: Sebastian U. <ud...@ha...> - 2002-08-11 22:37:44
|
On Sun, 11 Aug 2002, Rol...@t-... (Rolf Jakob) wrote: > Date: Sun, 11 Aug 2002 23:25:00 +0200 > To: pli...@li... > From: Rol...@t-... (Rolf Jakob) > Subject: [Plib-users] Re: [Plib-devel] Release? > > pu.h line 1639- > > > setColourScheme ( 0.8f, 0.7f, 0.7f ) ; /* Yeukky Pink */ > setColour ( PUCOL_MISC, 0.1f, 0.1f, 1.0f ) ; /* Colour of 'I' bar > cursor > */ > > Could we please remove these lines ? > It forces a quite ugly pink on puInput() and disregards the setting with > a setDefaultColourScheme() Having seen pink puInputs all day for months, non-pink puInputs would look scary to me :). But seriously: I have no idea who added the code that makes all puInputs pink by default and why, but that must have been long ago. Perhaps Steve knows ... - Sebastian |
From: <Rol...@t-...> - 2002-08-11 22:00:56
|
pu.h line 1639- setColourScheme ( 0.8f, 0.7f, 0.7f ) ; /* Yeukky Pink */ setColour ( PUCOL_MISC, 0.1f, 0.1f, 1.0f ) ; /* Colour of 'I' bar cursor */ Could we please remove these lines ? It forces a quite ugly pink on puInput() and disregards the setting with a setDefaultColourScheme() Rolf -- Rolf Jakob at home (rj...@du...) WWW : http://www.franken.de/users/duffy1/rjakob (KDE-Utils and CCS) |
From: <Rol...@t-...> - 2002-08-11 13:37:37
|
On Saturday 20 July 2002 16:27, Steve Baker wrote: > Rolf Jakob wrote: > > Is there an optimization to kill nearby vertexes ? > > Yes - I think someone must have added something like that. > > I just created a very tiny cube in AC3D - and when I load it into PPE (a > PLIB-based modeller), it comes out as a flat rectangle. > > > I have quite small characters (~0.61 in height) and after some changes to > > the model one hand shows up as only two lines when loaded into plib. In > > the modeller (AC3D) it's ok. Also a two sided mesh partly disappears > > depending on the camera angle. > > > > Is there an absolute threshold I should consider when drawing small > > things ? > > Evidently. > > Does anyone want to confess to making this change? If so, the threshold > needs to be **MUCH** smaller. Could someone point me to where to lower this threshold ? The alternative to scale everything up scares me as I have several absolute positions in a database which would be invalid after scaling the scene. Maybe my problem with ssgLOS is also related to that ? Thanks, Rolf -- Rolf Jakob at home (rj...@du...) WWW : http://www.franken.de/users/duffy1/rjakob (KDE-Utils and CCS) |
From: <Rol...@t-...> - 2002-07-28 18:38:42
|
On Sunday 28 July 2002 19:37, Majel deMaya wrote: > myButton->setRenderCallback(customCallback); The render callback is the suggested way. As I wanted to have textured buttons, I derived from puButton and replaced the draw function. What I did there should also be possible in the render callback. puImageButton.h: #include "puImageButton.h" #include <iostream.h> #ifndef INCL_PUIMAGEBUTTON_H #define INCL_PUIMAGEBUTTON_H #include <plib/pu.h> #include <plib/ssg.h> class puImageButton : public puButton { public: puImageButton(int,int,int,int,const char *); void draw(int dx,int dy); protected: ssgTexture *texture; }; #endif puImageButton.cpp: puImageButton::puImageButton(int minx,int miny,int maxx,int maxy,const char *image) : puButton(minx,miny,maxx,maxy) { texture=new ssgTexture(image); //cerr << "texture handle : " << texture->getHandle() << endl; } void puImageButton::draw(int dx,int dy) { if (!visible || (window!=puGetWindow())) return; puButton::draw(dx,dy); int m=4; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture->getHandle()); glColor4f(1.0,1.0,1.0,1.0); glBegin(GL_QUADS); glTexCoord2f(0.0,0.0); glVertex2i(dx+abox.min[0]+m,dy+abox.min[1]+m); glTexCoord2f(0.0,1.0); glVertex2i(dx+abox.min[0]+m,dy+abox.max[1]-m); glTexCoord2f(1.0,1.0); glVertex2i(dx+abox.max[0]-m,dy+abox.max[1]-m); glTexCoord2f(1.0,0.0); glVertex2i(dx+abox.max[0]-m,dy+abox.min[1]+m); glEnd(); glDisable(GL_TEXTURE_2D); } Try to put something like that in the above draw function into your callback (without the first two lines), it should work. Rolf -- Rolf Jakob at home (rj...@du...) WWW : http://www.franken.de/users/duffy1/rjakob (KDE-Utils and CCS) |
From: Majel d. <in...@em...> - 2002-07-28 17:37:40
|
Another question... I want to change the look of defined PUI widgets, so as was pointed out to me, I would use renderCallback(). Where however do I supply the new 'look' for the widget. Is it in the renderCallback function? And is it possible to use OpenGL drawing commands like glVertex etc to create the new look? For instance if I had the following code: void customCallback(puObject * ob, int x, int y, void *){ //what goes here??? } void main(){ ... puOneShot * myButton = new puOneShot(10, 200, 210, 240) myButton->setStyle(PUSTYLE_NONE) //turn off any style so that nothing is //drawn myButton->setRenderCallback(customCallback); ... } I've tried variations of the above code but nothing shows up. What am I doing wrong? Thanks again. _____________________________________________________________ A free email account your friends will never forget! Get YOU...@Em... at http://www.emailaccount.com/ _____________________________________________________________ Promote your group and strengthen ties to your members with em...@yo... by Everyone.net http://www.everyone.net/?btn=tag |
From: Wolfram K. <w_...@rz...> - 2002-07-28 12:42:14
|
Hi Per, >According to lib3ds, 15678 (0x3D3E) is MESH_VERSION, 16736 (0x4160) is >MESH_MATRIX and 16662 (0x4116) is not used by lib3ds. My guess is that = the >last one holds the colour information, or that we have a bug in the = loader. or that the problematic chunk is in the "etc" from my post :-). I sent you the mesh. >Regards, >Per Liedman Bye bye, Wolfram. |
From: Per L. <li...@ho...> - 2002-07-28 10:43:56
|
> When I debug in PPE, I see that the file contains many chunks of types > PLIB does not know: 15678, 16736, 16662 etc.It could well be that one > of them is a colour. According to lib3ds, 15678 (0x3D3E) is MESH_VERSION, 16736 (0x4160) is MESH_MATRIX and 16662 (0x4116) is not used by lib3ds. My guess is that the last one holds the colour information, or that we have a bug in the loader. Regards, Per Liedman |
From: Wolfram K. <w_...@rz...> - 2002-07-28 09:16:03
|
Per wrote: >Yes, I'm here!=20 Ah, Hi :). >It's definitely not a good thing if the loader does not know >of the chunks. I could have a look at it if you (or Allen Yang) send me= the >model. That would indeed be best, although even (an old version of) 3D Exploration ignored the colours, so the chunks may be quite exoctic. Maybe have a look at Lib3DS whether they support these chunks. Bye bye, Wolfram. |
From: Per L. <li...@ho...> - 2002-07-28 08:39:33
|
> PPE and 3D Exploration display it in white, their default colours. > When I debug in PPE, I see that the file contains many chunks of types > PLIB does not know: 15678, 16736, 16662 etc.It could well be that one > of them is a colour. BTW, is Per Liedman listening? Yes, I'm here! It's definitely not a good thing if the loader does not know of the chunks. I could have a look at it if you (or Allen Yang) send me the model. > The possibilities for Allen are: > - Create the 3DS with a colour chunk that the loader recognizes, I am > pretty sure there is such a thing, but do not know how to convince > your 3D program to output it. Maybe use anothert program or a > converter. That would be the quickest solution, of course. However, if we can fix the loader, it's the right way to go, I think. Regards, Per Liedman |
From: Steve B. <sjb...@ai...> - 2002-07-28 04:42:53
|
Majel deMaya wrote: > How do I create custom widgets. Is it related to the discussion of the renderCallback() > in the documentation. Any help would be appreciated. Example code would be great too. Thanks The renderCallback only allows you to change the *look* of a widget type that PUI already knows about. So, if you wanted round buttons with textured borders that still functioned exactly like a standard PUI button - that would be the way to go. However, if you want a totally different kind of widget (perhaps a colour chooser or something) then you have to derive a new C++ class from whichever PUI widget is closest to what you want. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Majel d. <in...@em...> - 2002-07-28 00:26:04
|
Hi, How do I create custom widgets. Is it related to the discussion of the renderCallback() in the documentation. Any help would be appreciated. Example code would be great too. Thanks Kris _____________________________________________________________ A free email account your friends will never forget! Get YOU...@Em... at http://www.emailaccount.com/ _____________________________________________________________ Promote your group and strengthen ties to your members with em...@yo... by Everyone.net http://www.everyone.net/?btn=tag |
From: Wolfram K. <w_...@rz...> - 2002-07-27 20:39:26
|
I looked a tad deeper and the problem is this: According to Allen Yang there is colour information in the 3DS and 3D Canvas displays it coloured. Allen says it has on colour, 3D Canvas displays it in 3 or 4 colours, I do not know why. PPE and 3D Exploration display it in white, their default colours. When I debug in PPE, I see that the file contains many chunks of types PLIB does not know: 15678, 16736, 16662 etc.It could well be that one of them is a colour. BTW, is Per Liedman listening? The possibilities for Allen are: - Create the 3DS with a colour chunk that the loader recognizes, I am pretty sure there is such a thing, but do not know how to convince your 3D program to output it. Maybe use anothert program or a converter. - Texture the model - Use another format - Colour it in code. Bye bye, Wolfram. |
From: Felix <fx...@gm...> - 2002-07-27 18:53:15
|
Hmm, looks like I should clarify this ... On Sat, 27 Jul 2002 13:17:15 -0500 Steve Baker <sjb...@ai...> wrote: > Felix Kühling wrote: > > > The cause turned out to be that plib writes more data to the > > (non-blocking) sound device with the default safety_margin than it can > > take. The attached patch fixes this problem for linux, both Tuxkart and > > Flightgear work fine :) and it doesn't break Torcs which was ok before. > > But PLIB asks the OSS API how many bytes are free in the input buffer and > always writes that number. I think there must be something wrong with > the slDSP::secondsRemaining function for this device. Maybe we are talking about different versions, I was talking about the latest stable version 1.4.2. In slScheduler::realUpdate audio data is written in fragments using slDSP::play. The fragment size was determined in slScheduler::initBuffers. However, realUpdate keeps writing to the audio device while ( secondsUsed() <= safety_margin ). slScheduler::safety_margin is not related to the buffer memory available in the audio device. It is initialized to 1 second by default. Torcs which sets this value to 0.128 works fine. BTW, slDSP::secondsRemaining is never called in slDSP.cxx and slScheduler.cxx. > > However, it introduces a new function slDSP::fragmentsRemaining which > > would have to be implemented (as dummy?) for other platforms. > > But that's exactly what 'secondsRemaining' is doing (except that it's > supposed to be implemented on every platform and it doesn't export the > concept of 'fragments' which isn't meaningful at this level. I tried some magic with secondsRemaining first but I never got it to work reliably. Also this approach would require a new function like secondsFragment in order to be sure that there is enough buffer memory left for an entire fragment. > > I don't think this is the correct patch for whatever your problem is. I think the fact that other people don't have the problem (like me on my other computer with a real OSS driver ;) is that there is usually enough buffer available for the default safety margin of 1 sec. The patch works for me. Maybe the problem does not exist in the latest unstable version but this is not a solution for me since I don't want to recompile all the programmes and I'm not even sure that they would work with plib 1.5.x. Regards, Felix Kühling __\|/__ ___ ___ ___ __Tschüß_______\_6 6_/___/__ \___/__ \___/___\___You can do anything,___ _____Felix_______\Ä/\ \_____\ \_____\ \______U___just not everything____ fx...@gm... >o<__/ \___/ \___/ at the same time! |
From: Steve B. <sjb...@ai...> - 2002-07-27 01:07:29
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Rolf Jakob wrote: > Hello, > > I would like to draw a puButton with a texture on it. Somehow it reflects the > color of the texture, i.e. if I use a dark blue marble image the button has a > flat dark blue surface, but I cannot see the texture itself. > > What am I doing wrong ? It sounds like the U,V texture coordinates on the corners of the polygons are either all the same or are very large numbers - so you are either getting just one texel stretched over the entire polygon - or it's all dropping to the lowest level of detail. You should probably make sure your glTexCoord's are in the range 0..1 ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Steve B. <sjb...@ai...> - 2002-07-27 01:07:29
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Wolfram Kuss wrote: > I do not understand whether > a) your model has colour or texture, but this is lost during loading > or > b) the model does not have colour / texture and you want to add colour > from the program. > > Do you get any error messages while loading the 3DS file? This sounds like a glColorMaterial kind of a problem. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Steve B. <sjb...@ai...> - 2002-07-27 00:10:04
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Felix Kühling wrote: > The cause turned out to be that plib writes more data to the > (non-blocking) sound device with the default safety_margin than it can > take. The attached patch fixes this problem for linux, both Tuxkart and > Flightgear work fine :) and it doesn't break Torcs which was ok before. But PLIB asks the OSS API how many bytes are free in the input buffer and always writes that number. I think there must be something wrong with the slDSP::secondsRemaining function for this device. > However, it introduces a new function slDSP::fragmentsRemaining which > would have to be implemented (as dummy?) for other platforms. But that's exactly what 'secondsRemaining' is doing (except that it's supposed to be implemented on every platform and it doesn't export the concept of 'fragments' which isn't meaningful at this level. I don't think this is the correct patch for whatever your problem is. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://www.sjbaker.org http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net http://lodestone.sf.net |
From: Felix <fx...@gm...> - 2002-07-25 22:48:58
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Hi, I had trouble using plib with alsa oss emulation using the intel8x0 alsa driver on a SiS7012 onboard sound device. Tuxkart and Flightgear both gave me error messages about the sound device being temporarily unavailable. At the same time the sound was scrambled and the programmes seemed to be hanging otherwise. The cause turned out to be that plib writes more data to the (non-blocking) sound device with the default safety_margin than it can take. The attached patch fixes this problem for linux, both Tuxkart and Flightgear work fine :) and it doesn't break Torcs which was ok before. However, it introduces a new function slDSP::fragmentsRemaining which would have to be implemented (as dummy?) for other platforms. Regards, Felix Kühling __\|/__ ___ ___ ___ __Tschüß_______\_6 6_/___/__ \___/__ \___/___\___You can do anything,___ _____Felix_______\Ä/\ \_____\ \_____\ \______U___just not everything____ fx...@gm... >o<__/ \___/ \___/ at the same time! |
From: Norman V. <nh...@ca...> - 2002-07-25 21:15:59
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Underwood Sean Cody writes: > > ><<PLIB also has "LookAt" etc routines.>> > >I'll be buggered if I can figure out where they are. . . I'm >not seeing anything in SSG or SG. sg.h extern void sgMakeLookAtMat4 ( sgMat4 dst, const sgVec3 eye, const sgVec3 center, const sgVec3 up ) ; |