plib-users Mailing List for PLIB (Page 58)
Brought to you by:
sjbaker
You can subscribe to this list here.
2000 |
Jan
|
Feb
(24) |
Mar
(54) |
Apr
(29) |
May
(58) |
Jun
(29) |
Jul
(675) |
Aug
(46) |
Sep
(40) |
Oct
(102) |
Nov
(39) |
Dec
(40) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(45) |
Feb
(23) |
Mar
(30) |
Apr
(64) |
May
(28) |
Jun
(61) |
Jul
(55) |
Aug
(35) |
Sep
(24) |
Oct
(23) |
Nov
(21) |
Dec
(67) |
2002 |
Jan
(98) |
Feb
(23) |
Mar
(13) |
Apr
(23) |
May
(43) |
Jun
(45) |
Jul
(54) |
Aug
(5) |
Sep
(56) |
Oct
(17) |
Nov
(53) |
Dec
(26) |
2003 |
Jan
(67) |
Feb
(36) |
Mar
(22) |
Apr
(35) |
May
(26) |
Jun
(35) |
Jul
(10) |
Aug
(49) |
Sep
(17) |
Oct
(3) |
Nov
(30) |
Dec
(10) |
2004 |
Jan
(12) |
Feb
(18) |
Mar
(52) |
Apr
(50) |
May
(22) |
Jun
(13) |
Jul
(16) |
Aug
(23) |
Sep
(21) |
Oct
(29) |
Nov
(6) |
Dec
(26) |
2005 |
Jan
(9) |
Feb
(19) |
Mar
(13) |
Apr
(19) |
May
(12) |
Jun
(8) |
Jul
(6) |
Aug
(10) |
Sep
(22) |
Oct
(3) |
Nov
(6) |
Dec
(17) |
2006 |
Jan
(10) |
Feb
(8) |
Mar
(5) |
Apr
(5) |
May
(6) |
Jun
(8) |
Jul
(8) |
Aug
(13) |
Sep
(2) |
Oct
(1) |
Nov
(9) |
Dec
(6) |
2007 |
Jan
(3) |
Feb
(4) |
Mar
(12) |
Apr
(2) |
May
(6) |
Jun
|
Jul
(22) |
Aug
|
Sep
(9) |
Oct
(13) |
Nov
|
Dec
|
2008 |
Jan
(1) |
Feb
(6) |
Mar
(2) |
Apr
(4) |
May
(15) |
Jun
(28) |
Jul
(8) |
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
2009 |
Jan
(5) |
Feb
(5) |
Mar
|
Apr
|
May
(3) |
Jun
|
Jul
(1) |
Aug
(1) |
Sep
|
Oct
|
Nov
|
Dec
|
2010 |
Jan
|
Feb
|
Mar
(2) |
Apr
(7) |
May
(4) |
Jun
(2) |
Jul
(5) |
Aug
|
Sep
|
Oct
(3) |
Nov
|
Dec
|
2011 |
Jan
(7) |
Feb
(2) |
Mar
(1) |
Apr
|
May
(4) |
Jun
|
Jul
|
Aug
|
Sep
(3) |
Oct
(1) |
Nov
(4) |
Dec
|
2015 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(4) |
Nov
|
Dec
|
2016 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
2017 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2019 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2024 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: McEvoy, N. <nic...@ds...> - 2002-01-23 23:50:23
|
Sorry I just had another head slapping moment !!! :-) I think I have solved my ssgIsect problem (but I have been known to be wrong). If I comment out the part where I set the inverse matrix (invmat) to my player position and change the sphere to be my player position then the returned ssgHit plane (h->plane) equation is correct !!!! And my ODE physics engine works fantastic ... my sphere tumbles down the mountain side, coming to a rest at the bottom (before it bounced off the screen). sgMat4 invmat; sgMakeIdentMat4(invmat); sgSphere sphere; //invmat[3][0] = -player_pos[SG_X]; //invmat[3][1] = -player_pos[SG_Y]; //invmat[3][2] = -player_pos[SG_Z]; //sphere.setCenter(0.0, 0.0, 0.0); sphere.setCenter(player_pos[SG_X], player_pos[SG_Y], player_pos[SG_Z]); sphere.setRadius(10.0); ssgHit *results ; int num_hits = ssgIsect(&mWorld, &sphere, invmat, &results); for (int i = 0; i < num_hits; i++) { ssgHit *h = &results[i]; printf("pos <%.1f:%.1f:%.1f> plane <%.1f:%.1f:%.1f:%.1f>\n", player_pos[0], player_pos[1], player_pos[2], h->plane[0], h->plane[1], h->plane[2], h->plane[3]); } Is the PLIB documentation misleading on the use of ssgIsect where it states: "In each case, the search for a collision starts at 'root', and the database is transformed by the matrix 'm' before the test is evaluated - hence, 'm' is usually the inverse of the matrix describing the test object's location." In my case 'm' was not "the inverse matrix describing the test object's location", 'm' was the identity matrix and the sphere described the test object's location. Any comments ? Nick http://members.ozemail.com.au/~ndmcevoy/ |
From: McEvoy, N. <nic...@ds...> - 2002-01-23 05:50:20
|
What's up with ssgIsect (ie. how does it work) ??? YES, I have read the PLIB documentation. I want to find the distance between my player's center and the plane I hit. I use a sphere radius 10 at 0,0,0 as per the code below. When my player is at (0,0,9.68326) and the ground (or plane) is on the X-Y plane with normal (0,0,1) I use ssgIsect to return info about the ground below me that I wish to 'rest' on, ssgHit has plane (0.00,0.00,1.00,9.68326). Why is plane[3] = 9.68326 ? According to the equation of a plane D would be zero in my case cause my plane is X-Y (ie. all point on plane have z=0) (ref: http://astronomy.swin.edu.au/pbourke/geometry/planeeq/) Ax = By + Cz + D = 0 A = y1 (z2 - z3) + y2 (z3 - z1) + y3 (z1 - z2) B = z1 (x2 - x3) + z2 (x3 - x1) + z3 (x1 - x2) C = x1 (y2 - y3) + x2 (y3 - y1) + x3 (y1 - y2) - D = x1 (y2 z3 - y3 z2) + x2 (y3 z1 - y1 z3) + x3 (y1 z2 - y2 z1) Say O is my player (& sphere with radius 10 for isect test). +Z +Y | / | / O/ .------+X Now I hope I don't confuse the issue (by bringing ODE into the equation) ... but ... The problem is that when I pass the plane to a physics engine (ODE) it works out the depth of penetration by: #define dDOT(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2]) dReal k = dDOT(pos,plane); dReal depth = -plane[3] - k + sphere->radius; ie. depth = -9.68326 -9.68326 + 10 = -9.36652 The incorrect depth result causes my sphere to 'bounce' due to the large depth in penetration. Note I get same depth calculation result with PLIB: float dist = sgDistToPlaneVec3(h->plane, player_pos); float depth = sphere.getRadius() - dist; Is it something to do with the invmat[3][2] or setting the sphere at 0,0,0 ??? Do I need to raise the sphere or invmat[3][2] ? I'm quite not sure how PLIB works backwards to get the ssgHit. Believe me I have traced the code !!! Any ideas ??? -------------------------------------------------- sgMat4 invmat; sgMakeIdentMat4(invmat); sgSphere sphere; invmat[3][0] = -player_pos[SG_X]; invmat[3][1] = -player_pos[SG_Y]; invmat[3][2] = -player_pos[SG_Z]; { ... sphere.setCenter(0.0, 0.0, 0.0); sphere.setRadius(10.0); ssgHit *results ; int num_hits = ssgIsect(&mWorld, &sphere, invmat, &results); for (int i = 0; i < num_hits; i++) { ssgHit *h = &results[i]; printf("pos <%.1f:%.1f:%.1f> plane <%.1f:%.1f:%.1f:%.1f>\n", player_pos[0], player_pos[1], player_pos[2], h->plane[0], h->plane[1], h->plane[2], h->plane[3]); } ... } -------------------------------------------------- pos <0.00:0.00:9.68326> plane <0.00:0.00:1.00:9.68326> ...etc -------------------------------------------------- Nick http://members.ozemail.com.au/~ndmcevoy/ |
From: Sebastian U. <ud...@ha...> - 2002-01-20 11:24:17
|
On Sat, 19 Jan 2002, da...@mi... (dave) wrote: > Date: Sat, 19 Jan 2002 18:05:58 -0600 > To: plib-users <pli...@li...> > From: da...@mi... (dave) > Subject: [Plib-users] Floating Group with Frame > > Q1. > I was able to make a nice translucent group by creating a class that > inherits from puGroup. I set the floating flag, and was able to drag the > group around. In order to be able to see the group's abox I added a > Frame as the first widget and made it the same size as the group. This > is great, now I don't have to hunt and peck to find the group to do a > click. But, alas, with the new frame now I am unable to grab the group > to drag it. I had a discussion on this issue with John recently. The "floating" stuff has not been used for years and definately does not work correctly in some situations. However, since nobody seems to need it at the moment, nobody has fixed it :). > I suspect the Frame gets the hit before the group does, ie, the group is > behind the Frame. What do I do to get the hit passed on to the Group? No. Let's assume that group you created is not stacked in another group created by you, that's what happens: - Hit goes to the PUI live interface group - PUI live interface group passes the hit to your group - Your group passes the hit to the widget(s) Is your problem that the frame gets in front of the other widgets when you click upon the group ? If yes, than that's because of that puMoveToLast () stuff. We had long discussions about this issue, too. In the end, we realized that we need to do it for certain reasons, even if it can be nerve-killing in some situations. > Q2. Maybe I am going about this wrong. Maybe it would be better to give > the group itself a simple outside border without using a Frame but leave > the middle transparent? Hmmm. But isnt a Frame the way to do this > anyway? Then the same problem would occur. The group's abox is not drawn - but nobody prevents you from drawing it. Derive your own "draw" routine and have it look like this: void myGroup::draw ( int dx, dy ) { abox.draw ( dx, dy, style, colour, FALSE, border_thickness ) ; puGroup::draw ( dx, dy ) ; } This way the frame will always be behind tehe widgets. > Q3. What I really want to do is have the Group or Frame look like a > clear sheet of glass. Mostly only the edge of the sheet would be > visible. Maybe a striated reflection would delineate the surface of the > sheet much like a real glass sheet is detectable. I assume all this is > possible? If you see the movie Mission To Mars all the computer > terminals in the ship are essentially sheets of glass - thats the idea > here. Any tips on how to do this? As Steve said, that's impossible to do with PUI's styles. Derive your own draw routine and place some OpenGL code there. - Sebastian |
From: Steve B. <sjb...@ai...> - 2002-01-20 01:03:16
|
dave wrote: > > Q1. > I was able to make a nice translucent group by creating a class that > inherits from puGroup. I set the floating flag, and was able to drag the > group around. In order to be able to see the group's abox I added a > Frame as the first widget and made it the same size as the group. This > is great, now I don't have to hunt and peck to find the group to do a > click. But, alas, with the new frame now I am unable to grab the group > to drag it. > > I suspect the Frame gets the hit before the group does, ie, the group is > behind the Frame. What do I do to get the hit passed on to the Group? I don't think you should make new widgets by *combining* others in layers. There is a lot more to a PUI widget than just it's graphic. > Q2. Maybe I am going about this wrong. Maybe it would be better to give > the group itself a simple outside border without using a Frame but leave > the middle transparent? Hmmm. But isnt a Frame the way to do this > anyway? Then the same problem would occur. Just make you midget render the way you want it to. If you are deriving a class from a standard widget anyway - why not just write your own draw() method and have it look however you like? > Q3. What I really want to do is have the Group or Frame look like a > clear sheet of glass. Mostly only the edge of the sheet would be > visible. Maybe a striated reflection would delineate the surface of the > sheet much like a real glass sheet is detectable. I assume all this is > possible? Certainly. > If you see the movie Mission To Mars all the computer > terminals in the ship are essentially sheets of glass - thats the idea > here. Any tips on how to do this? Well, I don't think any of the built-in 'draw' methods are adapted to this rendering style...so writing your own makes a lot of sense. ----------------------------- 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: dave <da...@mi...> - 2002-01-20 00:13:15
|
Q1. I was able to make a nice translucent group by creating a class that inherits from puGroup. I set the floating flag, and was able to drag the group around. In order to be able to see the group's abox I added a Frame as the first widget and made it the same size as the group. This is great, now I don't have to hunt and peck to find the group to do a click. But, alas, with the new frame now I am unable to grab the group to drag it. I suspect the Frame gets the hit before the group does, ie, the group is behind the Frame. What do I do to get the hit passed on to the Group? Q2. Maybe I am going about this wrong. Maybe it would be better to give the group itself a simple outside border without using a Frame but leave the middle transparent? Hmmm. But isnt a Frame the way to do this anyway? Then the same problem would occur. Q3. What I really want to do is have the Group or Frame look like a clear sheet of glass. Mostly only the edge of the sheet would be visible. Maybe a striated reflection would delineate the surface of the sheet much like a real glass sheet is detectable. I assume all this is possible? If you see the movie Mission To Mars all the computer terminals in the ship are essentially sheets of glass - thats the idea here. Any tips on how to do this? Thanks ahead of time, da...@mi... |
From: Steve B. <sjb...@ai...> - 2002-01-18 05:40:58
|
"McEvoy, Nick" wrote: > ...now HOT calculation (which starts *inside* the player object) hits my > player ssgEntity object ... giving me my height above my players feet > (actually its a space-craft so it doesn't have feet ... but I do digress) > !!! Yep - that's another one of those "I wish I had a dollar for every time I've done that" things. What sometimes happens is that the object gently rises up into the air as each frame it stands on top of it's own roof. ----------------------------- 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: McEvoy, N. <nic...@ds...> - 2002-01-18 05:09:41
|
Duh ... stupid me ... When I'm in 1st person view my player ssgEntity is not in the scene ...HOT calculation works fine When I switch to external view I add my player ssgEntity to the scene ...now HOT calculation (which starts *inside* the player object) hits my player ssgEntity object ... giving me my height above my players feet (actually its a space-craft so it doesn't have feet ... but I do digress) !!! My solution is obviously to clear the traversal mask bits when I load my player !!! pPlayerObject->clrTraversalMaskBits(SSGTRAV_ISECT|SSGTRAV_HOT); Now I get the correct Height of Terrain ... in both views !!! So that weird problem was just me after all ... now I'll just slink away and hide :-) Nick http://members.ozemail.com.au/~ndmcevoy/ |
From: McEvoy, N. <nic...@ds...> - 2002-01-18 04:29:40
|
"Steve Baker" wrote: >That's very weird - but I don't see anything like that in either TuxAQFH, >TuxKart, EvilOverlord or any of the 'quick hack' programs I have that use >it. mmmm, yes I know ... they work fine ... I'll have to do some more investigation. I must be doing something wrong elsewhere then !? >OTOH, your code is nearly identical to the TuxAQFH code (Your program had >better be under GPL or the Baker Enterprises crack legal team will be on >your tail)...so I don't see why you could be having a problem and not me. Where do you think my best 3D code ideas come from ... not out of my brain :-) I learn from the best by example (... and rest assured all my code is under GPL ... tell those crack legal guys to holster their pens and put the safety catch on ... I'm now putting my keyboard down and stepping away ... very slowly ... my PLIB game development is just a hobby ... and is out there for all to see) :-) mmmm ... back to the code ... very weird ... Nick http://members.ozemail.com.au/~ndmcevoy/ |
From: Steve B. <sjb...@ai...> - 2002-01-18 03:38:19
|
"McEvoy, Nick" wrote: > > Can anyone tell me why ssgHOT() returns different results depending on my > camera position (ie. 1st person view and external view) ? In 1st person > view I get the correct HOT, when I change to an external view the HOT is > incorrect. I get 2 hits when in 1st view (looking out over my terrain) and > 4 hits when in external view (looking at my player which is sitting just > above the terrain). That's very weird - but I don't see anything like that in either TuxAQFH, TuxKart, EvilOverlord or any of the 'quick hack' programs I have that use it. OTOH, your code is nearly identical to the TuxAQFH code (Your program had better be under GPL or the Baker Enterprises crack legal team will be on your tail)...so I don't see why you could be having a problem and not me. Weird. ----------------------------- 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...> - 2002-01-18 03:17:55
|
dave wrote: > I'd like to have various groups of widgets that have differing states of > translucence. It isnt obvious to me how to do this. I don't know much > about openGL/Glut, after all, the motivation to use higher level > libraries is partly so I dont have to learn as much low-level details. > > It seems to me that setting up a blend function just before calling > puDisplay is the wrong approach. Setting the defaultColour would apply > to the entire PUI display list would it not? Also, it seems like one > would always want to save/restore the previous defaultColour as well, > and this would be going on a lot. There are really only two mechanisms - set the default colour - or set the colour of each widget individually. > I suspect it is better to derive new translucent PUI classes and put the > blending within each widget. One could then get a group box where the > box's background is in one state of translucence, and the widgets on top > of it can be slightly less translucent, ie, more solid, depending on how > one programs the widgets as one builds the group. That tends to happen that way anyway because if you (say) set the default alpha to 0.5 then the group box obscures 50% of the light coming from behind it and adds in 50% of it's own colour. Then when you render a button or something on top of that, you get 50% of the light from behind it and 50% of the button colour. In total, you get 25% of the ultimate background and 25% of the group box plus 50% of the button. Presuming you choose reasonably harmonious colours for group box and button, the button will *look* more opaque than the rest of the box simply because less of the background is showing through. > It seems to me that each object should have a setColour() and load > color, ie, that these functions should be within the puObject class > instead of being global to PUI. They are within the puObject class. Every widget is derived from puObject - and puObject has member functions: setColour ( which, r, g, b, a ) ; ...where 'which' can be: PUCOL_FOREGROUND PUCOL_BACKGROUND PUCOL_HIGHLIGHT PUCOL_LABEL PUCOL_LEGEND PUCOL_MISC This gives you minute control over every single stoopid little part of every single silly little widget...if you have the patience to choose them all! ...or you can use: setColourScheme ( r, g, b, a ) ; ...where you pick the overall colour and the package 'tastefully' chooses foregrounds and backgrounds that look good. (Usually!) ----------------------------- 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: McEvoy, N. <nic...@ds...> - 2002-01-18 03:04:50
|
Can anyone tell me why ssgHOT() returns different results depending on my camera position (ie. 1st person view and external view) ? In 1st person view I get the correct HOT, when I change to an external view the HOT is incorrect. I get 2 hits when in 1st view (looking out over my terrain) and 4 hits when in external view (looking at my player which is sitting just above the terrain). In the method below getHeightAndNormal() my_position is always the player pos (I'm not passing in the camera by mistake !) Note: the same problem happens with ssgIsect(). What am I missing here ??? Is it something to do with the scene matrix ... causing some difference within the ssgHOT() call ??? float getHeightAndNormal(ssgRoot* scene, sgVec3 my_position, sgVec3 normal) { /* Look for the nearest polygon *beneath* my_position */ ssgHit *results; int num_hits; float hot; /* H.O.T == Height Of Terrain */ sgVec3 HOTvec; sgMat4 invmat; sgMakeIdentMat4(invmat); invmat[3][0] = - my_position [0]; invmat[3][1] = - my_position [1]; invmat[3][2] = 0.0; sgSetVec3(HOTvec, 0.0f, 0.0f, HIGHEST_HEAVEN); num_hits = ssgHOT(scene, HOTvec, invmat, &results); hot = DEEPEST_HELL ; for (int i = 0; i < num_hits; i++) { ssgHit *h = &results[i]; float hgt = - h->plane[3] / h->plane[2]; if (hgt >= hot) { hot = hgt; if (normal != NULL) sgCopyVec3(normal, h->plane); } } return hot; } Nick http://members.ozemail.com.au/~ndmcevoy/ |
From: dave <da...@mi...> - 2002-01-17 23:09:31
|
Sebastian, Well that answers that one. Yes,while you were answering I figured out that I had confused puSetDefaultColourScheme with puObject::setColourScheme. I am still pondering the subject of whats going on inside widgets with "styles" though as far as blending goes. Hopefully a blend just affects them all equally once a puObject::setColour is done, and all is well. I don't know whether one would ever want the pieces implied by a style (foreground,background,mid.lo,hi,etc) to be affected uniquely though, or if it would even be possible. Thanks for the feedback. -Dave Sebastian Ude wrote: > > On Thu, 17 Jan 2002, da...@mi... (dave) wrote: > >>Date: Thu, 17 Jan 2002 16:05:55 -0600 >>To: ud...@ha... >>From: da...@mi... (dave) >>Subject: Re: [Plib-users] Translucent Widgets >> >>It calls: >> static void load_colour_scheme() within puObject.cxx. >> >>Maybe my C++ is a bit weak. There isn't a scope resolver. Isn't it true >>that just because it's in the puObject.cxx file doesn't necessarily >>mean its part of the class? Maybe I'm wrong. but my thought was to be >>part of the class it would need to be: >> >> static void puObject::load_colour_scheme() >> >>wouldnt it? >> >>C++ has evolved a bit since I last used it. Could it be that the scope >>resolver is implicit to the entire cxx file? >> > > Yes. It was all the time. > > The > > void load_colour_scheme ( float col[][4], float r, float g, float b, float > a ) ; > > routine does nothing but filling the colour table specified with the > calculated values. > > > Hence, it can be and is used by both > > puSetDefaultColourScheme > > which modifies PUI's _global_ colour table specifying the default colours > that are used when a widget is created and > > puObject::setColourScheme > > which modifies the widget's _local_ (!) colour table. > > > - Sebastian > > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > > > > |
From: Sebastian U. <ud...@ha...> - 2002-01-17 22:43:33
|
On Thu, 17 Jan 2002, da...@mi... (dave) wrote: > Date: Thu, 17 Jan 2002 16:05:55 -0600 > To: ud...@ha... > From: da...@mi... (dave) > Subject: Re: [Plib-users] Translucent Widgets > > It calls: > static void load_colour_scheme() within puObject.cxx. > > Maybe my C++ is a bit weak. There isn't a scope resolver. Isn't it true > that just because it's in the puObject.cxx file doesn't necessarily > mean its part of the class? Maybe I'm wrong. but my thought was to be > part of the class it would need to be: > > static void puObject::load_colour_scheme() > > wouldnt it? > > C++ has evolved a bit since I last used it. Could it be that the scope > resolver is implicit to the entire cxx file? Yes. It was all the time. The void load_colour_scheme ( float col[][4], float r, float g, float b, float a ) ; routine does nothing but filling the colour table specified with the calculated values. Hence, it can be and is used by both puSetDefaultColourScheme which modifies PUI's _global_ colour table specifying the default colours that are used when a widget is created and puObject::setColourScheme which modifies the widget's _local_ (!) colour table. - Sebastian |
From: Sebastian U. <ud...@ha...> - 2002-01-17 21:58:44
|
On Thu, 17 Jan 2002, da...@mi... (dave) wrote: > Date: Thu, 17 Jan 2002 15:28:37 -0600 > To: pli...@li... > From: da...@mi... (dave) > Subject: Re: [Plib-users] Translucent Widgets [...] > It seems to me that each object should have a setColour() and load > color, ie, that these functions should be within the puObject class > instead of being global to PUI. What about: void puObject::setColourScheme ( float r, float g, float b, float a = 1.0f ) ; void puObject::setColour ( int which, float r, float g, float b, float a = 1.0f ) ; ? - Sebastian |
From: dave <da...@mi...> - 2002-01-17 21:35:15
|
I'd like to have various groups of widgets that have differing states of translucence. It isnt obvious to me how to do this. I don't know much about openGL/Glut, after all, the motivation to use higher level libraries is partly so I dont have to learn as much low-level details. It seems to me that setting up a blend function just before calling puDisplay is the wrong approach. Setting the defaultColour would apply to the entire PUI display list would it not? Also, it seems like one would always want to save/restore the previous defaultColour as well, and this would be going on a lot. I suspect it is better to derive new translucent PUI classes and put the blending within each widget. One could then get a group box where the box's background is in one state of translucence, and the widgets on top of it can be slightly less translucent, ie, more solid, depending on how one programs the widgets as one builds the group. It seems to me that each object should have a setColour() and load color, ie, that these functions should be within the puObject class instead of being global to PUI. This seems like excessive work so I must be wrong, I just dont know quite how. Any suggestions? |
From: Wolfram K. <w_...@rz...> - 2002-01-17 15:46:00
|
>Should it read >ssgEntity *ssgLoad(char *fname, ssgLoaderOptions* opt =3D NULL); =46ixed. Bye bye, Wolfram. |
From: Wolfram K. <w_...@rz...> - 2002-01-17 15:17:25
|
Actually, there are several Windo$ people here. Simply open the *.dsw/*.dsp files if you use MSVC. Bye bye, Wolfram. |
From: Steve B. <sjb...@ai...> - 2002-01-17 06:21:00
|
br...@tb... wrote: >> how do i compile plib in windows? I know most plib users aren't windows >> people, but I'd like to try using this even though I don't know anything >> about linux. Can someone please help me out? > Do you have Microsoft DevStudio? That's what I use and it works great. If > you're having problems with that then maybe we can compare notes, but > hopefully somebody else can help if you're using Cygwin or something. AFAIK, the standard './configure ; make ; make install' mechanism works OK for Cygwin under Windoze. ----------------------------- 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: <br...@tb...> - 2002-01-17 04:23:04
|
On Wed, 16 Jan 2002, Andrew Masters wrote: > how do i compile plib in windows? I know most plib users aren't windows > people, but I'd like to try using this even though I don't know anything > about linux. Can someone please help me out? > -Andrew Hi Andrew, Do you have Microsoft DevStudio? That's what I use and it works great. If you're having problems with that then maybe we can compare notes, but hopefully somebody else can help if you're using Cygwin or something. Have fun, Dave |
From: Andrew M. <ama...@pt...> - 2002-01-17 04:14:41
|
how do i compile plib in windows? I know most plib users aren't windows people, but I'd like to try using this even though I don't know anything about linux. Can someone please help me out? -Andrew |
From: Sebastian U. <ud...@ha...> - 2002-01-15 16:32:42
|
On Tue, 15 Jan 2002, re...@ze... (Reed Hedges) wrote: > Date: Tue, 15 Jan 2002 11:14:07 -0500 > To: pli...@li... > From: re...@ze... (Reed Hedges) > Subject: Re: [Plib-users] Compiled, but can't execute... > > Is this that same RedHat error/race that was discussed earlier (where > the window is slow to get created, or something?) Yes. Excactly that one. - Sebastian |
From: Reed H. <re...@ze...> - 2002-01-15 16:14:15
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Is this that same RedHat error/race that was discussed earlier (where the window is slow to get created, or something?) - -- Reed Hedges re...@ze... http://zerohour.net/~reed Virtual Object System -- Internet Virtual Reality: http://www.interreality.org The owls are not what they seem. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (Darwin) Comment: For info see http://www.gnupg.org iEYEARECAAYFAjxEVVEACgkQ43zrjhPEi79FTACfTX//JUb7j3gZYS7m6pmgkplE MoAAn0t1ULesK/TAFHrpsEvXYUSwjPYo =/G5r -----END PGP SIGNATURE----- |
From: Lo'oRiS il K. <_l...@li...> - 2002-01-15 15:44:40
|
> evening (we seem to be in the same time zone). sure, simply look at the domain of the address... > I do not know whether it is neccessary to update the devel package as w= ell, > but it's a good idea. It does not hurt. it didn't :) > > > *Always* use your distributions packages wherever possbile unless y= ou a > > > re *absolutely* sure what you are doing. > >=20 > > i'll probably change distribution soon... >=20 > Okay, but this is a genral rule for every distribution that has some ki= nd > of package managent. right... PS: if everything correct u should already have received the mail where i= say now everything works... --=20 "Bleeeeeeeehhhhhhh!!! bleeeeeeeehhhhhhhhh!!! Goblin! Goblin!" a goblin _.-:/=B0^^=B0\:-._.-:/=B0^^=B0\:-._ __. ____ - Lo'oRiS il Kabukimono - / /| /^___ \ Real Name: Lorenzo Petrone / / / / /L_/ / e-mail: _l...@li... / / / / ___-=B0/ irc.azzurra.org #lano / /_/__ / /|__-=B0 digilander.iol.it/lano666 /______/| /__/ / ^=B0\:-.__.-:/=B0^=B0\:-.__.-:/=B0^ |______|/ |__L/ |
From: Sebastian U. <ud...@ha...> - 2002-01-15 15:28:11
|
On Tue, 15 Jan 2002, _l...@li... (Lo'oRiS il Kabukimono) wrote: > Date: Tue, 15 Jan 2002 15:42:24 +0100 > To: Sebastian Ude <ud...@ha...> > From: _l...@li... (Lo'oRiS il Kabukimono) > CC: pli...@li... > Subject: Re: [Plib-users] Compiled, but can't execute... > > > Aaaargh ... seems like my ISP had some technical problems yesterday so > > that a mail I sent to the list was rejected. > > no, i received it 10 minutes ago... :) Yes, that's because I have re-sent it. I initially sent it yesterday evening (we seem to be in the same time zone). > now i'm downloading that package and hoping it will work... but... should > 't i'd also need the devel package? I do not know whether it is neccessary to update the devel package as well, but it's a good idea. It does not hurt. > > *Always* use your distributions packages wherever possbile unless you a > > re *absolutely* sure what you are doing. > > i'll probably change distribution soon... Okay, but this is a genral rule for every distribution that has some kind of package managent. - Sebastian |
From: Roy W. <ro...@ce...> - 2002-01-15 15:20:20
|
>> and reinstalled my RedHat Mesa RPMs and all was well again. For some >> reason, Mesa seems to default to software rendering. > >and how can i enable direct rendering? I never did figure that out. As mentioned in a followup email, I got my RPMs from Brian Hayward here: http://www.slothmud.org/~hayward/mesafix These fixed things perfectly for me. Your mileage may vary. -Roy |