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From: Sami P. <sam...@sa...> - 2002-03-29 14:56:03
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----- Original Message ----- From: "Steve Baker" <sjb...@ai...> > I think the only problem is that we aren't looking in the direction of > the triangle you are drawing - or perhaps the triangle is being backface > culled. Hi, now I've been tried to get that thing work in several "days" and I'm just sure that this way is not correct way to try that thing. I did even half shorter version, which redraw is 100% identical with my raw opengl version, which works fine. I think that problem is this gcc in linux, or something like that, because plib objects works normally. Anyway, latest "triangle" version found from here, and seems that it don't even go to redraw routine or at least it don't run that swapbuffers line. http://www.saunalahti.fi/~saparti/samitest.cpp If there is any source code example which use raw opengl too, it would be a welcome. I really would be a happy from any example. Now I've been done lot of work with simple triangle without any results. This VCR algorithm should be 100 times harder job, and it works already. Sami |
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From: Steve B. <sjb...@ai...> - 2002-03-26 00:33:12
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sa...@sa... wrote: > > I tried to parse everything out, except that triangle. It still didn't > work. Here is code from that parsed version > http://www.saunalahti.fi/~saparti/samitest.cpp Well, let's look at the 'redraw' routine. I have a few comments: * No need to issue a scale command if the scales are all '1' glScalef(1,1,1); * You already cleared the screen once - no need to do it again! glClear( GL_COLOR_BUFFER_BIT ); I think the only problem is that we aren't looking in the direction of the triangle you are drawing - or perhaps the triangle is being backface culled. ----------------------------- 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 |
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From: Steve B. <sjb...@ai...> - 2002-03-25 13:17:30
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sa...@sa... wrote: > I tried to parse everything out, except that triangle. It still didn't > work. Here is code from that parsed version > http://www.saunalahti.fi/~saparti/samitest.cpp OK - I'll take a look at it. > I still wonder, what would be a correct order when I have those ships > and other things in there too. > > Example: > void redraw (){ > update_motion () ; > glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; > ssgCullAndDraw ( scene ) ; > glutPostRedisplay () ; > glutSwapBuffers () ; > } > > Should I put those raw opengl things between ssgCullAndDraw line and > glutPostRedisplay line? Yes. > Is that glutSwapBuffers that command, which throw those raw opengl > things to the screen? These might be some newbie guestions, but from > somewhere everyone should start :) The screen is a chunk of memory holding the pixels and the Z values - right? Well, in OpenGL there are TWO chunks of pixel memory - one for the screen that you are looking at on the CRT and the other for the one that you are drawing into. When you have completely finished drawing, the picture you were drawing is swapped with the one you *were* looking at so now you are looking at the new one and the old one is 'recycled' to be used as the next place to draw into. (That's an oversimplification - but not in any respect that matters) ----------------------------- 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 |
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From: <sa...@sa...> - 2002-03-25 12:30:37
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Hi Steve, thanks from quick answer. >. >. > Well, that *could* be it - but it's hard to know without > seeing the entire program. I tried to parse everything out, except that triangle. It still didn't work. Here is code from that parsed version http://www.saunalahti.fi/~saparti/samitest.cpp I still wonder, what would be a correct order when I have those ships and other things in there too. Example: void redraw (){ update_motion () ; glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; ssgCullAndDraw ( scene ) ; glutPostRedisplay () ; glutSwapBuffers () ; } Should I put those raw opengl things between ssgCullAndDraw line and glutPostRedisplay line? Is that glutSwapBuffers that command, which throw those raw opengl things to the screen? These might be some newbie guestions, but from somewhere everyone should start :) > Can you post more of the program - or (preferably) put it > onto a web site somewhere where we could download the > sources and look at them? I wish that those mistakes are in that parsed version which is upper to this message. > If I had to guess, I'd say that disabling backface culling > and texturing would fix your problem...but it's hard to > diagnose this without seeing more code. Seems that this time I didn't use 2 sided polygons :/ might be that one, but could be a problems with perspective. Now in that code could be very weird look settings, I just tried so many rotations and translates. Sami |
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From: Steve B. <sjb...@ai...> - 2002-03-24 23:52:05
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Sami Partinen wrote: > My problem is that, that I have a "space thing", where is two > ship. They shoot themselfs all the time. So, I need to > draw laser triangles thousand times in few seconds. For > some reason, this didn't work: > > glBegin(GL_TRIANGLES); // GL_TRIANGLES piirtää kolmioita > > glColor3f(1.0, 0.0, 0.0); > glVertex3f(0.0, 0.0, 0.0); > glColor3f(1.0, 1.0, 0.0); > glVertex3f(0.0, 20.0, 0.0); > glColor3f(1.0, 0.0, 1.0); > glVertex3f(20.0, 0.0, 0.0); > glEnd(); There could be many reasons for this. That code may be OK - but perhaps your triangles are being back-face culled? Perhaps you haven't disabled texture mapping and the last polygon that was drawn before this had a transparency texture. Perhaps you have the wrong matrix on the stack so those polygons are being drawn off the edge of the screen or closer than the near-clip plane. Perhaps there is a glMaterial loaded with the alpha set to zero and glColorMaterial is disabled. Perhaps you have a glScissor or a user-defined clip plane in the way? Perhaps these are being drawn behind a previously rendered translucent polygon and are being Z-culled. ...you see there are too many options for us to diagnose your problem without a lot more information. > and propabbly reason is that, that those things don't > go in correct buffer, and glutSwapB.... can't > draw it? Well, that *could* be it - but it's hard to know without seeing the entire program. > Other way is create object everytime when ship shoot > another ship, but it doesnt sound very good idea to > greate "ten thousand" new object in one session? I agree. Transitory special effects like that are often better drawn using raw OpenGL - SSG is better for things that don't change much like spaceships, planets and little green men. > Anyway, ship show and move smoothly, so > that side works well. Just need to draw those > lasers with some way. Can you post more of the program - or (preferably) put it onto a web site somewhere where we could download the sources and look at them? If I had to guess, I'd say that disabling backface culling and texturing would fix your problem...but it's hard to diagnose this without seeing more code. ----------------------------- 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 |
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From: Sami P. <sam...@sa...> - 2002-03-24 19:22:05
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Hi all,
I'm new in this list, and allmost that new with plib too.
My problem is that, that I have a "space thing", where is two
ship. They shoot themselfs all the time. So, I need to
draw laser triangles thousand times in few seconds. For
some reason, this didn't work:
glBegin(GL_TRIANGLES); // GL_TRIANGLES piirtää kolmioita
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glColor3f(1.0, 1.0, 0.0);
glVertex3f(0.0, 20.0, 0.0);
glColor3f(1.0, 0.0, 1.0);
glVertex3f(20.0, 0.0, 0.0);
glEnd();
and propabbly reason is that, that those things don't
go in correct buffer, and glutSwapB.... can't
draw it?
Other way is create object everytime when ship shoot
another ship, but it doesnt sound very good idea to
greate "ten thousand" new object in one session?
Anyway, ship show and move smoothly, so
that side works well. Just need to draw those
lasers with some way.
Sami
|
|
From: Steve B. <sjb...@ai...> - 2002-03-24 06:13:07
|
Mike Stoddart wrote: > You made a very interesting point, regarding PLIB supporting terrain > rendering. I have played around with the majik demo, and I was impressed. That's a very quick hack just to show that it's possible. If you really want to be impressed, take a trip to www.flightgear.org and look at their screenshots. > Have you tried incorporating the Demeter engine into PLIB? No, I havn't. ----------------------------- 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 |
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From: Mike S. <st...@sh...> - 2002-03-24 05:50:46
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Steve, thanks for your very interesting reply. You made a very interesting point, regarding PLIB supporting terrain rendering. I have played around with the majik demo, and I was impressed. Have you tried incorporating the Demeter engine into PLIB? The beauty of Demeter for me is that it's essentially a "load-and-forget" library, taking just a few lines of code to load in and display terrain. Thanks again Mike On Friday 29 March 2002 9:50 am, Steve Baker wrote: > mi...@st... wrote: > > I'm looking for a scene graph library to use with the Demeter terrain > > engine. One option is plib, using either its simple scene graph (ssg), or > > something like Open Scene Graph. > > > > How would these all work together? I'm sure I read somewhere that they > > could work together, with plib providing the OpenGL basics (i.e. window) > > and mouse and keyboard input, but how would I use ssg to insert and > > manipulate 3d modules? > > PLIB doesn't cover window opening/resizing/whatever and it doesn't support > mouse/keyboard input - most PLIB users use GLUT (or something similar) to > do that. However, I think SSG would be a good library to help out with > rendering whatever your terrain engine generates. > > SSG handles the nastiness of culling to the view frustum and optimising > state changes - it also makes it easy to do things like adding man-made > structures like buildings, bridges, etc by loading them from one of a > dozen or so external file formats. > > Open Scene Graph is another reasonable choice for that - it has similar > functionality to SSG but with a slightly different slant. SSG is focussed > on realtime performance and also allows you fairly free access to OpenGL > functionality. OpenSG is driven by a very strict view of 'correctness' > and (as I'm told) doesn't perform as quickly as a result. It also doesn't > allow you access to OpenGL with things like callback functions. If OpenSG > doesn't provide everything you need, you are screwed - with SSG, it's > usually possible to work around any limitations with callback functions or > by deriving new classes from those that SSG provides. > > SSG is currently used by the FlightGear flight simulator - so you know it > can render terrain nicely. Also, I come from a flight simulation > background, so you can expect that my design for SSG is well suited to > terrain rendering. OpenSG's main thrust has been towards the rendering of > CAD models for the car industry and other similar applications. > > So, I believe that SSG would be a better choice than OpenSG. But of course > I'm biassed. This is the wonderful world of OpenSource where projects like > OpenSG and PLIB can co-exist and not feel the need to compete! There may > well be specific features of OpenSG that you may need for your application > that would make it a better choice than SSG. > > ----------------------------- 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 > > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users |
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From: Steve B. <sjb...@ai...> - 2002-03-23 16:30:29
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mi...@st... wrote: > > I'm looking for a scene graph library to use with the Demeter terrain engine. One > option is plib, using either its simple scene graph (ssg), or something like Open > Scene Graph. > > How would these all work together? I'm sure I read somewhere that they could work > together, with plib providing the OpenGL basics (i.e. window) and mouse and > keyboard input, but how would I use ssg to insert and manipulate 3d modules? PLIB doesn't cover window opening/resizing/whatever and it doesn't support mouse/keyboard input - most PLIB users use GLUT (or something similar) to do that. However, I think SSG would be a good library to help out with rendering whatever your terrain engine generates. SSG handles the nastiness of culling to the view frustum and optimising state changes - it also makes it easy to do things like adding man-made structures like buildings, bridges, etc by loading them from one of a dozen or so external file formats. Open Scene Graph is another reasonable choice for that - it has similar functionality to SSG but with a slightly different slant. SSG is focussed on realtime performance and also allows you fairly free access to OpenGL functionality. OpenSG is driven by a very strict view of 'correctness' and (as I'm told) doesn't perform as quickly as a result. It also doesn't allow you access to OpenGL with things like callback functions. If OpenSG doesn't provide everything you need, you are screwed - with SSG, it's usually possible to work around any limitations with callback functions or by deriving new classes from those that SSG provides. SSG is currently used by the FlightGear flight simulator - so you know it can render terrain nicely. Also, I come from a flight simulation background, so you can expect that my design for SSG is well suited to terrain rendering. OpenSG's main thrust has been towards the rendering of CAD models for the car industry and other similar applications. So, I believe that SSG would be a better choice than OpenSG. But of course I'm biassed. This is the wonderful world of OpenSource where projects like OpenSG and PLIB can co-exist and not feel the need to compete! There may well be specific features of OpenSG that you may need for your application that would make it a better choice than SSG. ----------------------------- 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 |
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From: <mi...@st...> - 2002-03-23 03:58:35
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I'm looking for a scene graph library to use with the Demeter terrain engine. One option is plib, using either its simple scene graph (ssg), or something like Open Scene Graph. How would these all work together? I'm sure I read somewhere that they could work together, with plib providing the OpenGL basics (i.e. window) and mouse and keyboard input, but how would I use ssg to insert and manipulate 3d modules? Thanks Mike <a href=http://www.stodge.net>stodge.net</a> - the powerhouse in personal commentary |
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From: <br...@tb...> - 2002-03-14 20:37:54
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On Thu, 14 Mar 2002, peter n squire wrote: > My name is Peter Squire and I am senior computer science major at > Mary Washington College in Fredericksburg, VA. No way! I used to live in Fredericksburg as a kid. Visited MWC's library millions of times. That's a fun place to live... > problem is that I would like to run one of the examples(posted on the > website) such as simple, but when I try to use either go or complie > the file I receive linking errors(17 to be precise of the similar > nature "simple.obj: error LNK2001 unresolved external symbol "some > command call"). I am running windows 2000 OS, and have the 3.7 opengl > glut library. If any one could please help, I would greatly appreciate > it. Thanks, The link errors are probably because you aren't including all the necessary PLIB libraries in the project (the function name listed in the error will tell you which one). Once you've figured out which library is missing open the project settings (Alt+F7), click on the Link tab, and under the Categories choose Input. Then add that library (e.g. ssg.lib) to the list in "Object/library modules". In the "Additional library path" box add in the directory where those libraries live. In addition to PLIB's libraries you probably need the OpenGL and GLUT libraries listed (I just checked and for 'simple' I have the following libraries added to what MSVC++ already had: pui.lib fnt.lib sg.lib ul.lib opengl32.lib glu32.lib glut32.lib) It doesn't hurt to include more libraries than you need, so just to get you going you could go ahead and list all of PLIB's libraries in your project (and remove the unneeded ones later). If you still have problems after this, include in your next post the full list of error messages you got when you tried to build. HTH, Dave |
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From: peter n s. <psq...@mw...> - 2002-03-14 17:31:30
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My name is Peter Squire and I am senior computer science major at Mary = Washington College in Fredericksburg, VA. I am trying to install the plib = library so that I can use PUI. I am using Visual C++ and when I build the = plib everything compiles fine expect a single warning(failed to build or = don't know how build js.lib). The main problem is that I would like to run = one of the examples(posted on the website) such as simple, but when I try = to use either go or complie the file I receive linking errors(17 to be = precise of the similar nature "simple.obj: error LNK2001 unresolved = external symbol "some command call"). I am running windows 2000 OS, and = have the 3.7 opengl glut library. If any one could please help, I would = greatly appreciate it. Thanks,=20 Peter =20 |
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From: Jari J. <jar...@mo...> - 2002-02-27 10:37:06
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Hi, How to change blend mode in PLIB, I would like to use GL_ONE, GL_ONE for flares, laserbolts etc.. ? Examples please, if it needs to use "advanced" PLIP features. Hmm.. reminds me about this: Simplestate: when exactly to use this to change, lets say "myobject1" state?? State: I have no glue how to use this,.. would it be then possible to controls opengl states more freely? I know pretty much about opengl but PLIB confuces my mind in some areas. (Othervice PLIB is just great!) Thanks, JJ |
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From: josh e. <jje...@st...> - 2002-02-26 15:10:50
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hi, i'm using a USB Gravis Eliminator AfterShock. of course i tested the controllers configuration with its calibration software; all buttons and axes reported OK when testing with its calibration software. so the controller is good. axes[4] reports the min value and never changes. i commented out one of the other axis assignment in rawRead(), and it reproduced the error for that particular axis. so my conclusion is that somehow the axes[4] is not getting data from the controller. how/why this is happening, i couldn't figure it out? with jstest, i switched one of the control pads, that worked on axes[1] and axes[2], to axes[4] and axes[5]... same results--axes[4] didn't report its values. so, i'm convinced its not my controller. josh At 03:35 PM 2/27/2002 -0600, Steve Baker wrote: >"Joshua J. Eliason" wrote: > > > on win32, i cannot get the js class to report anything for axes[4]; it's as > > if js.dwUpos contains nothing. axes[5] works though. > >I can't help you with this one (because I don't use Windoze) - but it might >help other people on this list if you could tell us what joystick you have, >how it's connected into the PC (eg Sound Card, USB, etc) and what the jstest >program shows up. > >----------------------------- 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 |
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From: Steve B. <sjb...@ai...> - 2002-02-26 06:59:00
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"Joshua J. Eliason" wrote: > on win32, i cannot get the js class to report anything for axes[4]; it's as > if js.dwUpos contains nothing. axes[5] works though. I can't help you with this one (because I don't use Windoze) - but it might help other people on this list if you could tell us what joystick you have, how it's connected into the PC (eg Sound Card, USB, etc) and what the jstest program shows up. ----------------------------- 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 |
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From: Joshua J. E. <jje...@st...> - 2002-02-26 05:08:30
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hi, on win32, i cannot get the js class to report anything for axes[4]; it's as if js.dwUpos contains nothing. axes[5] works though. thanks, josh |
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From: Steve B. <sjb...@ai...> - 2002-02-17 21:58:46
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m6...@ma... wrote: > I am a new to 3D programming. Basically I wanted to use a library to create my > own world. I managed to load a 3ds object file thanx to plib engine. It > was fantastic. > Until I came to the rotation problems which do not make any sense to me. > I need > to say here that I would like to notify, that documentation is not so > good...It > leaves functions to be guessed on how a man can use them. Anyway, with the aid > of the tutorials (which were something more like stand-alone apps :) > rather than > simple tutorials ) Yes - we kinda start with the assumption that you know a little 3D graphics already. > Please, if you have the time, tell me what I do wrong here... > What I WANT to do and not what OpenGL wants ;) is to rotate the object around > its own axis, and not around the X,Y,Z axis of the "3D - world". After days of > examination this was the closest solution I could find. May I suggest that you look at my FAQ: http://www.sjbaker.org/steve/omniv ...click on "Matrices can be your friends". ----------------------------- 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 |
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From: Jonathan P. <eq_...@ma...> - 2002-02-16 22:54:52
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I was looking through the plib utility library (ul.h) and noticed that there are no conversion routines for 64-bit values, specifically for doubles. Would it be possible to add a routine for sending doubles over the network? I can provide such a routine, if needed. I know that not all platforms support 64-bit integers (long long), nor do many have htond() or htonq(), but I really need a portable way of converting 64-bit floats. Thanks, Jonathan Polley |
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From: <m6...@ma...> - 2002-02-16 19:02:28
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Hello,
I am a new to 3D programming. Basically I wanted to use a library to create my
own world. I managed to load a 3ds object file thanx to plib engine. It
was fantastic.
Until I came to the rotation problems which do not make any sense to me.
I need
to say here that I would like to notify, that documentation is not so
good...It
leaves functions to be guessed on how a man can use them. Anyway, with the aid
of the tutorials (which were something more like stand-alone apps :)
rather than
simple tutorials ) came to this conclusion to use:
if ( ( k == 'o' ) || ( k == 'O' ) )
{
//Matrices
static float theta = 0.1f;
sgMat4 rx =
{
{cos( theta ), -sin( theta ), 0.0f, 0.0f},
{sin( theta ), cos( theta ), 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}
};
//This do the rotation
sgMat4 finalTRANSFORM;
sgMat4 3DSMat4;
sgMakeCoordMat4( 3DSMat4, 3DSpos.xyz, 3DSpos.hpr );
sgMultMat4( finalTRANSFORM, rx, 3DSMat4 );
sgSetCoord( &3DSpos, finalTRANSFORM );
3DS_object->setTransform( &3DSpos );
}
Please, if you have the time, tell me what I do wrong here...
What I WANT to do and not what OpenGL wants ;) is to rotate the object around
its own axis, and not around the X,Y,Z axis of the "3D - world". After days of
examination this was the closest solution I could find.
I would appreciate very much any help I could take. As the reason which I
use the
plib is the fact that I want to learn and create rather than utilizing a
library that
would do anything on it's own. One...more: When I change hpr of the
object I do
not take anything as responce.On the other hand teasing the xyz just moves the
object. Is that also -at least- correct way to move the object?
Thanx in advance...
-------------------------------------------------------------
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|
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From: Steve B. <sjb...@ai...> - 2002-02-13 23:22:30
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jo...@kj... wrote: > > Is I-Force driver compatability not yet implemented in PLIB? I didn't know that there was Linux kernel support for that stuff yet. > js_demo doesn't detect any joystick when my WingMan Force 3D joystick > is connected. The Linux USB subsystem has detected it and connected it > to the I-Force driver. PLIB reads /dev/input/js0 for joystick zero...if it can't find that, it looks in /dev/js0. We use the standard joystick API for reading it. I guess if that doesn't work then either your joystick isn't correctly installed - or perhaps they changed the API for joysticks with I-Force capability without providing a fallback to the older protocol. I'd be suprised if they did the latter. I have interfaced USB joysticks to PLIB before - so I know that works... but those were not force-feedback devices. > Will generic joystick capability for joysticks using I-Fore be > implemented into PLIB? (Or is it already?) There certainly isn't any force-feedback code in PLIB (although if it now works under both Windoze and Linux, then that's a good case for us investigating it. Does anyone out there have a stick like this and would like to investigate? ----------------------------- 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 |
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From: <jo...@kj...> - 2002-02-13 18:57:04
|
Is I-Force driver compatability not yet implemented in PLIB? js_demo doesn't detect any joystick when my WingMan Force 3D joystick is connected. The Linux USB subsystem has detected it and connected it to the I-Force driver. Will generic joystick capability for joysticks using I-Fore be implemented into PLIB? (Or is it already?) -- Get your firstname@lastname email at http://Nameplanet.com/?su |
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From: Jon A. <jan...@on...> - 2002-02-11 14:13:36
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On Sunday 10 February 2002 11:12 am, Michael Wessels wrote: > It runs well with connecting to 'www.opengl.org' and getting the file > 'index.html'. I changed the programm with the line > > new HTTPClient( "www.flight-dynamic-simulator.de","/index.html" ); > Is your website virtual hosted? If so you might need to specify the entire URI rather than just the file, I.E. new HTTPClient( "www.flight-dynamic-simulator.de","http://www.flight-dynamic-simulator.de/index.html" ); You can trouble shoot text protocols like HTTP, SMTP, or POP really easy with a telnet client. For problems like this, just telnet into port 80 of the server, and issue GET commands manually: $ telnet www.flight-dynamic-simulator.de Trying 212.227.118.102... Connected to www.flight-dynamic-simulator.de. Escape character is '^]'. GET http://www.flight-dynamic-simulator.de/index.html If you are just getting started with networking, I highly recommend starting with a text protocol for communication. All you need to do is telnet to your server, and you can essentially interactively debug it. Anything the server sends will show up in the telnet terminal, and anything you type will get sent back. Jon |
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From: Michael W. <michael.wessels@z.zgs.de> - 2002-02-10 17:12:00
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Hi all, I want to make my Flight-Dynamic-Simulator usable as multiplayer. I am a novice in network programming. Therefore I started with the example 'http_get' in plib/net. It runs well with connecting to 'www.opengl.org' and getting the file 'index.html'. I changed the programm with the line new HTTPClient( "www.flight-dynamic-simulator.de","/index.html" ); Now I got the following on the screen: WSAGetLastError() =3D> 10035 HTTP/1.1 404 Not Found Date: Sun, 10 Feb 2002 16:36:59 GMT Server: Apache/1.3.22 (Unix) Connection: close Content-Type: text/html; charset=3Diso-8859-1 <!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN"> <HTML><HEAD> <TITLE>404 Not Found</TITLE> </HEAD><BODY> >H1>Not Found</H1> The requested URL /index.html was not found on this server.<P> <P>Additionally,a 500 Internal Server Error error was encountered while trying to use an ErrorDocument to handle the request. </BODY></HTML> Who has an idea, what is wrong? Michael P.S. This is the contenet of index.html: <html> <head> <title>Flight Dynamic Simulator</title> <meta name=3D"description" content=3D"FDS is the simulation of the realis= tic dynamic behaviour of an aircraft. FDS includes . calculation of the aerodynamic forces for the aircraft parts (wing, fuselage, rudder, elevator, landing gears, etc.) with analytic equations and parameters from wind tunnel experiments, =B7 calculation of the propeller thrust with analytic equations, =B7 calculation of the jet engine thrust with solving the gas turbine process with/without bypass and with/without afterburner, =B7 calculation of the gear forces as a spring/damper system and of the wheel forces with analytic equations, =B7 configuration of the aircraft parameters in a user friendless GUI (Graphical User Interface) "> <meta name=3D"keywords" content=3D"Flight,Simulation,Air,Race,Aircraft,Design,Scenery,PC,Remote,C= ontrol,Pilot,RC,OpenGL,OpenAL,Plib,A340,HB207Alfa,F16,Ta-152,T6Texan,C172= "> <meta name=3D"author" content=3D"Michael Wessels"> <meta name=3D"DC.Identifier" content=3D"http://www.flight-dynamic-simulator.de/"></head> <frameset rows=3D"22%,*%"> <frame src=3D"headline.html" name=3D"Head"> <frame src=3D"home.html" name=3D"Work"> <!--<frame src=3D"feetline.html" name=3D"Feet">--> </frameset> <noframes> Ihr Browser unterst=FCtzt keine Frames! </noframes> </body> </html> |
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From: Steve B. <sjb...@ai...> - 2002-02-08 04:15:50
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"McEvoy, Nick" wrote: > > I have drawn a sphere in AC3D (a 3D modelling tool) of radius 10 and centred > at 0,0,0 ... I load the sphere model (ssgLoadAC3D) and check its bounding > sphere ... getBSphere(). > > Why does the bounding sphere radius return 17.9544 ??? And the centre is > -1.27190,-0.726630,0.303701 ??? Well, I'm a little puzzled - but one thing I've noticed is that AC3D is rather 'fuzzy' about when it creates a transform node in it's internal scene graph and when it actually transforms the vertices in place. Hence, it's possible that you did something like create the sphere with it's center at -1.27,-0.72,0.30 - and then dragged it so that it was centered over 0,0,0. If that's what happened, then the *vertices* of the sphere would contain numbers that placed the center at -1.27,-0.72,0.3 - but then the SSG loader would generate an ssgTransform above the sphere to move it back to the origin. Hence, the bounding sphere's center could be where you see it. That's a guess though. ----------------------------- 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 |
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From: McEvoy, N. <nic...@ds...> - 2002-02-08 03:37:06
|
I have drawn a sphere in AC3D (a 3D modelling tool) of radius 10 and centred at 0,0,0 ... I load the sphere model (ssgLoadAC3D) and check its bounding sphere ... getBSphere(). Why does the bounding sphere radius return 17.9544 ??? And the centre is -1.27190,-0.726630,0.303701 ??? I thought the result would be radius 10 @ 0,0,0 ??? When I draw the sphere on the screen it is definitely radius 10 @ 0,0,0 !!! Or am I missing something ? Nick http://members.ozemail.com.au/~ndmcevoy/ |