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From: Norman V. <nh...@ca...> - 2001-12-28 17:44:03
|
Steve Baker writes: > >dave wrote: > >> Steve Baker said something about PUI being high performance >because it >> runs directly on openGL and thus will render directly on >3DFX cards... > >Not *just* 3Dfx - any 3D hardware that supports OpenGL. Also note that in Windows an OpenGL program runs significantly faster in FullScreen mode vs Windowed mode hence another plus for PUI based applications. Cheers Norman |
From: Steve B. <sjb...@ai...> - 2001-12-28 17:26:56
|
dave wrote: > Steve Baker said something about PUI being high performance because it > runs directly on openGL and thus will render directly on 3DFX cards... Not *just* 3Dfx - any 3D hardware that supports OpenGL. There is a particular benefit to users of early 3Dfx hardware because the old Voodoo-1 and -2 couldn't render 3D graphics into a window. Instead, they switched off the 2D graphics and rendered full-screen 3D only. That meant that it was actually *impossible* to use standard window system commands to render a GUI - so PUI was the *only* solution. That situation has eased greatly because those old cards are pretty much obsolete nowadays...but when you actually *want* your GUI widgets to overlay the 3D window, PUI still has a place. One rather nice spin-off of that is that this makes PUI itself very portable. With most modern GUI toolkits, you can write portable applications with the toolkit - but porting the toolkit itself to a different OS has been nightmareish (you should see the hassles they have with GTK under Windoze). But PUI ports onto anything that supports OpenGL - pretty much without change. > (whereas presumably traditional GUI > frameworks may lag behind). I think the main point is that performance > is vastly better. In the context where you need a GUI in the same window as the 3D imagery...yes. > I had not realized all these factors via my first cursory look at PUI. > Now Steve has belatedly piqued my interest in PUI. > > My first comment is that looking at the PUI page and John Fay's intro, > etc etc, these factors > don't leap out at me from the text. Perhaps they are obvious those who > are experienced in openGL. Good point. I'll add a paragraph to that effect to the PUI 'front page'. ----------------------------- 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...> - 2001-12-28 17:03:58
|
Sebastian Ude wrote: > Hmm ... well, we need glx.h on Unix / X11-Systems in order to determine > whether there is a valid OpenGL rendering context. Yes - although PLIB still works without that check. As a desperation measure, you could comment out the entire contents of glIsValidContext() and have it just return TRUE for OSX...the only reason I dislike that as a solution is that this is a check for an annoyingly common application error that *seems* like it's a PLIB error. Without that check, we get lots of hard-to-diagnose errors reported to this mailing list that are not really our fault. Does OSX still use the 'agl' calls like earlier Mac's - or is it truly using X-windows and hence *must* support glX calls (and therefore should have glx.h) ? ----------------------------- 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...> - 2001-12-28 16:56:12
|
Steve Baker said something about PUI being high performance because it runs directly on openGL and thus will render directly on 3DFX cards (whereas presumably traditional GUI frameworks may lag behind). I think the main point is that performance is vastly better. I had not realized all these factors via my first cursory look at PUI. Now Steve has belatedly piqued my interest in PUI. My first comment is that looking at the PUI page and John Fay's intro, etc etc, these factors don't leap out at me from the text. Perhaps they are obvious those who are experienced in openGL. But I'd suggest some words be added about the advantages of rendering traditional widgets in the graphics context, just for the sake of neophytes such as myself, so that PUI doesnt get overlooked. I do have additional questions though about the advantages of PUI may be. I'll post some of these later. -Dave |
From: Sebastian U. <ud...@ha...> - 2001-12-28 16:51:31
|
On Fri, 28 Dec 2001, re...@ze... (Reed Hedges) wrote: > Date: Fri, 28 Dec 2001 10:06:16 -0500 > To: pli...@li... > From: re...@ze... (Reed Hedges) > Subject: [Plib-users] Building Plib on Mac OSX (Darwin) > > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > > > Hi, I'm trying to build Plib on Mac OSX (Darwin). Has anyone else done > this? I am trying to use the standard Apple "OpenGL" framework, but it > is missing glx.h, which seems to be required. I have also had to do some > minor modification to Makefile and source. > If anyone has any info on Plib for Mac OSX, that woudl be great. Hmm ... well, we need glx.h on Unix / X11-Systems in order to determine whether there is a valid OpenGL rendering context. These are the appropiate lines which can be found in pu/pu.cxx, ssg/ssg.cxx and fnt/fntTXF.cxx: #ifndef WIN32 # ifndef macintosh # include <GL/glx.h> # else # include <agl.h> # endif #endif /* [...] */ static bool glIsValidContext () { #if defined(CONSOLE) return true ; #elif defined(WIN32) return ( wglGetCurrentContext () != NULL ) ; #elif defined(macintosh) return ( aglGetCurrentContext() != NULL ) ; #else return ( glXGetCurrentContext() != NULL ) ; #endif } I guess this has to be modified for Mac OS X ? - Sebastian |
From: Reed H. <re...@ze...> - 2001-12-28 15:06:28
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi, I'm trying to build Plib on Mac OSX (Darwin). Has anyone else done this? I am trying to use the standard Apple "OpenGL" framework, but it is missing glx.h, which seems to be required. I have also had to do some minor modification to Makefile and source. If anyone has any info on Plib for Mac OSX, that woudl be great. Thanks reed - - -- 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 iEYEARECAAYFAjwsiYkACgkQ43zrjhPEi78QSACeMUNZ2VIJN4AEwN7gCPcyvsdk X1IAoNJYkexfnrxZhEQgaH+aZ+DqM0uS =cipu - -----END PGP SIGNATURE----- -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (Darwin) Comment: For info see http://www.gnupg.org iEYEARECAAYFAjwsiZsACgkQ43zrjhPEi7/oKQCeIdaSHFHgsIei6adJE8hAxqXh EVsAoLuDDJPbwZb6vnTsY82o+VSs22KQ =AuW8 -----END PGP SIGNATURE----- |
From: Reed H. <re...@ze...> - 2001-12-28 15:06:26
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi, I'm trying to build Plib on Mac OSX (Darwin). Has anyone else done this? I am trying to use the standard Apple "OpenGL" framework, but it is missing glx.h, which seems to be required. I have also had to do some minor modification to Makefile and source. If anyone has any info on Plib for Mac OSX, that woudl be great. Thanks reed - -- 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 iEYEARECAAYFAjwsim0ACgkQ43zrjhPEi79kfQCeIq4ZGYk87SVJvqJWBt9zMnre EiAAoJ7rQ1BAYGaVoggrYRO6tj0zQaQn =1RUW -----END PGP SIGNATURE----- |
From: Steve B. <sjb...@ai...> - 2001-12-28 03:35:11
|
Anthony Corriveau wrote: > > Yes, I probably mean textures. Do you think it is a glut command? If you > find it let me know. OK - I found a few moments to check this out... The third parameter to glXCreateContext specifies that display lists and textures are to be shared between two or more OpenGL "rendering contexts" (ie windows). I don't think GLUT does this - the only place that glXCreateContext is called in GLUT is 'glut_win.c' which has: window->ctx = glXCreateContext(__glutDisplay, window->vis, None, __glutTryDirect); ...the 'None' parameter is that 'share list'...so I think that nothing is shared. :-( I also checked the 'freeglut' sources - it does the same thing as GLUT: window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, NULL, TRUE ) ; PrettyPoly (which *does* share textures between multiple windows) uses the FLTK library instead of GLUT - and looking into the FLTK source code, it calls glXCreateContext as: context = glXCreateContext(fl_display, fl_visual, fl_first_context, 1); ...which looks more convincing. Somehow, I thought it was easier than this...and it's possible that it is - but I don't know how. > I have the source to PrettyPoly but it uses a few other libs, and it will > take a while to sort through it. Don't bother - it won't tell you anything. The difference is inside FLTK with that glXCreateContext call. So, it seems like you have two choices: 1) Take a copy of 'freeglut' (which has very liberal licensing conditions) and hack it to make it share display lists and textures. I don't think this is all *that* hard to do...but it's a pain because you now have a non-standard library. 2) Switch to a different window library. We know that FLTK is good in this regard...I have no idea about the other alternatives. I confess that I'm suprised that GLUT doesn't share textures by default. ----------------------------- 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: Anthony C. <ac...@Ac...> - 2001-12-27 23:47:44
|
Yes, I probably mean textures. Do you think it is a glut command? If you find it let me know. I have the source to PrettyPoly but it uses a few other libs, and it will take a while to sort through it. Thanks Anthony -----Original Message----- From: steve [mailto:steve]On Behalf Of Steve Baker Sent: Thursday, December 27, 2001 6:26 PM To: Anthony Corriveau Cc: pli...@li... Subject: Re: [Plib-users] multiple windows Anthony Corriveau wrote: > I am trying to render one scene in multiple windows. > It works except for the colors. The colors are only applied to the last > window created before the call to ssgLoadAC(). Do you really mean "colours" in the sense that OpenGL means it? Perhaps you really mean "textures"...in which case I have an answer for you. > Like this > > glutCreateWindow("win1"); > glutCreateWindow("win2"); > ssgLoadAC(...) > glutCreateWindow("win3"); > glutCreateWindow("win4"); You have to explicitly tell the windowing system that you want textures to be shared between windows. I forget how you do that right now (I don't often work with multiple windows)...it's not a PLIB/SSG command - it's something in the windowing system commands. > Only win2 will have the colors applied to it. Is there any examples of > multiple windows programs out there that use plib? I have found some multi > window programs, but they do not use plib. PrettyPoly opens multiple windows and renders the same model in each of them. ----------------------------- 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...> - 2001-12-27 23:30:12
|
Anthony Corriveau wrote: > I am trying to render one scene in multiple windows. > It works except for the colors. The colors are only applied to the last > window created before the call to ssgLoadAC(). Do you really mean "colours" in the sense that OpenGL means it? Perhaps you really mean "textures"...in which case I have an answer for you. > Like this > > glutCreateWindow("win1"); > glutCreateWindow("win2"); > ssgLoadAC(...) > glutCreateWindow("win3"); > glutCreateWindow("win4"); You have to explicitly tell the windowing system that you want textures to be shared between windows. I forget how you do that right now (I don't often work with multiple windows)...it's not a PLIB/SSG command - it's something in the windowing system commands. > Only win2 will have the colors applied to it. Is there any examples of > multiple windows programs out there that use plib? I have found some multi > window programs, but they do not use plib. PrettyPoly opens multiple windows and renders the same model in each of them. ----------------------------- 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: Wolfram K. <w_...@rz...> - 2001-12-27 22:49:40
|
Yes, Pretty Poly Editor: prettypoly.sf.net Bye bye, Wolfram |
From: Anthony C. <ac...@Ac...> - 2001-12-27 21:43:47
|
I am a newbie to OpenGl,GLUT,and plib. I am trying to render one scene in multiple windows. It works except for the colors. The colors are only applied to the last window created before the call to ssgLoadAC(). Like this glutCreateWindow("win1"); glutCreateWindow("win2"); ssgLoadAC(...) glutCreateWindow("win3"); glutCreateWindow("win4"); Only win2 will have the colors applied to it. Is there any examples of multiple windows programs out there that use plib? I have found some multi window programs, but they do not use plib. Thanks, Anthony |
From: Sebastian U. <ud...@ha...> - 2001-12-27 21:18:13
|
On Thu, 27 Dec 2001, nh...@ca... (Norman Vine) wrote: > Date: Thu, 27 Dec 2001 11:02:13 -0500 > To: <pli...@li...> > From: nh...@ca... (Norman Vine) > CC: <pli...@li...> > Reply-To: nh...@ca... > Subject: RE: [Plib-users] CVS snapshot > > I wrote: > > > >It appears as if the cron daemon is having problems > >creating the daily CVS snapshot, current.tgz. > > FYI > We are not the only ones with this problem [...] Well, in the meantime, people can use: => http://cvs.sourceforge.net/cvstarballs/plib-cvsroot.tar.gz Sourceforge automatically generates this tarball for every projects' CVS repository. However, this archive is bigger than our cron-generated one, since it contains our whole CVS repository, including documentation, examples and demonstration programs. - Sebastian |
From: dave <da...@mi...> - 2001-12-27 20:27:53
|
I am posting this because Steve mentioned we should move to a listserv. First time I tried Mozilla crashed upon sending, so if you see it twice, my apologies. -Dave Clounch dave writes >I suppose I used qt 2.3.0 because it was the free X11 version and it is also the version > of the microsoft non-commercial version. Looks like they upgraded > the former to 3.X but didnt upgrade the windows version. Ah - could be. >> > > OK...it would be nice if there was a **really** simple program that just did the minimum >> > > necessary to get PLIB running in a QT environment > > > Hmmmm...OK, I will restructure to one file that contains all code, and will try to build > > a version that has as few panels as possible, maybe even none. It would have just 3 buttons > > and an opengl widget on the one main widget. Qt seems to not have a concept analogous to > > the JPanel of swing, but a QWidget with a layout manager is the equivalent, which is what > > I was trying to show. Yes - that would work. > > - then something more interesting > >> > > that showed off some reasons why you might want to integrate the two. >> > > > > > I have assumed all along that Qt is a rich GUI framework that would save > > on the development of all those other frameworks (PUI?) that aim to provide > > similar capabilities. PUI occupies a very special niche that QT cannot help with. PUI is implemented on top of OpenGL - which means that all PUI widgets are rendered using the 3D hardware. Most other libraries (GTK, QT, etc) use X to do their rendering - and that's VERY SLOW compared to the lightning speed at which PUI draws things. That's significant because it allows you to render the GUI elements on top of the 3D scene at full graphics frame rate. For games, that's VERY important. However, I never recommend that people use PUI for a major GUI-based project because it's rather ill-suited to those kinds of application and doesn't have a graphical GUI-builder program for designing all of your widgets. That's why programs like PPE (our 3D modeller) uses FLTK (it could have used QT or GTK or some other GUI library) - but TuxKart uses PUI. >> > > Anyway, I grabbed your tarball (via HTTP - that worked just fine)... >> > > >> > > I tried to build it and got: >> >>> > > > qtux/qtux> make >> > > > > Oops. I was afraid of this. I didnt mean to cause you excessive work. No - that's OK - this is what OpenSource development is all about! You contribute code that **seems** to be working OK on your system. We find the problems - and either fix them for you or report them back. It's all part of the give-and-take that makes OpenSource benefit everyone. > > Looks like I am going to get bogged down for a bit as I learn the autoconf way of life. Yep. It's **very** hard and painful to learn - but it's worth it. In this case, if we are going to make it be one of the PLIB examples, you only need to build a 'Makefile.am' - which should be very simple. Then we need to get someone on the mailing list to change the main PLIB 'configure.in' file to check for QT and turn off the building of your program if it's not installed. I can't help much with that - but someone will be able to. (We need to take this discussion over to the mailing list - doing it privately like this doesn't work well!) > > Tell you what: how about if I try to build some more sophisticated applications > > Qt/SSG first just to see if the ends justify the means? Yes. That's a good idea. I've finished downloading QT 3.0.1 - I'll try installing it later on today when I have more time. > > Maybe Qt is too problematical for the actual capability it provides? Well, it's never something I've been interested in. I currently use FLTK for most things - more out of familiarity than anything. If I had the time to learn something else, I'd learn GTK because I think that's the way of the future. QT's ongoing licensing issues make it unacceptable to too many people. > > An alternative I am curious about is gcj. Never heard of it. > > As the creators of the clean-room and opensource "kaffe" project move into more robust > > gui work it may be possible to build truly open java interfaces to openGL that perform > > really well if compiled. Maybe someone has even started doing that? I suspect its a year > > away though. When it does happen I suspect a java version of SSG will be the cat's meow. I **really** dislike Java - it's not that it's a bad language - but it's disasterously slow for serious games and interactive applications such as I like to work on. Nothing but C++ will cut it for me right now. > > Meanwhile, I just want to learn about scene programming. So much to learn, so little time. Yep - I know what you mean. |
From: Norman V. <nh...@ca...> - 2001-12-27 15:58:41
|
I wrote: > >It appears as if the cron daemon is having problems >creating the daily CVS snapshot, current.tgz. FYI We are not the only ones with this problem This has been assigned the 'highest priority level' < 9 > by the SourceForge staff http://sourceforge.net/tracker/index.php?func=detail&aid=497009&group_id=1&a tid=200001 Hopefully this will be 'fixed' shortly Cheers Norman |
From: dave <da...@mi...> - 2001-12-27 01:47:16
|
Hello, I'm a plib-users newbie and I need some guidance. My interest is in using SSG in a Qt environment, and to that end I have developed some simple example codes that work. I am wondering who among plib users is also interested in Qt? And what is an appropriate way to contribute any example codes I develop to the plib universe? -Dave Clounch |
From: Steve B. <sjb...@ai...> - 2001-12-26 22:03:37
|
saul leite wrote: > > I put one of my models under http://michelangelo.mae.okstate.edu/tmp/ in dxf and blender > formats, see if you can access that site. The problem appears to be with 'ssgTransform' nodes (transformation matrices embedded in the scene graph). Our loader *is* creating ssgTransform's at the appropriate points - but the numbers in those matrices don't seem to be the ones you need. As others have pointed out, it doesn't appear as if that's our fault. Clearly the coordinates of the handle of the sword are rotated through 90 degrees - but there are no rotation nodes in the DXF file. If there is a way to tell Blender to 'flatten' the heirarchy (multiplying out the matrices to that all the model's vertices are in the same frame of reference) - then perhaps you'd be able to work around it's problems. One problem that *is* a fault with our DXF reader is that when it reads the name of a node, it includes the line-feed from the file in the name it passes to SSG. Hence, instead of the name field being 'CUBE', it comes out as 'CUBE^J' in PPE. ----------------------------- 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: saul l. <le...@en...> - 2001-12-26 21:38:20
|
This is for any blender user that may wander in the same path that I did. The link bellow has some python scripts that will convert blender files to AC3D and it works great. I imported them into my program using PLIB and the models looked just fine. http://igspot.ig.com.br/wgermano/programming/index.html Thanks Saul -----Original Message----- From: "saul leite" <le...@en...> Date: Thu, 27 Dec 2001 05:08:36 +0800 To: pli...@li... Subject: [Plib-users] RE: DXF loader > I found this blender decoder too > http://scrypt.net/~celer/dnadecoder/ > maybe it is possible to convert blender to native ssg. > But for now I will use one of those python scripts to export to ac3 or obj, and then use PLIB to inport them into my programs. > http://www-users.cs.umn.edu/~mein/blender/converters.html > > Thanks a lot for all the help > Saul > > -- > > _______________________________________________ > Sign-up for your own FREE Personalized E-mail at Mail.com > http://www.mail.com/?sr=signup > > > 1 cent a minute calls anywhere in the U.S.! > > http://www.getpennytalk.com/cgi-bin/adforward.cgi?p_key=RG9853KJ&url=http://www.getpennytalk.com > > > > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > -- _______________________________________________ Sign-up for your own FREE Personalized E-mail at Mail.com http://www.mail.com/?sr=signup 1 cent a minute calls anywhere in the U.S.! http://www.getpennytalk.com/cgi-bin/adforward.cgi?p_key=RG9853KJ&url=http://www.getpennytalk.com |
From: saul l. <le...@en...> - 2001-12-26 21:08:47
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I found this blender decoder too http://scrypt.net/~celer/dnadecoder/ maybe it is possible to convert blender to native ssg. But for now I will use one of those python scripts to export to ac3 or obj, and then use PLIB to inport them into my programs. http://www-users.cs.umn.edu/~mein/blender/converters.html Thanks a lot for all the help Saul -- _______________________________________________ Sign-up for your own FREE Personalized E-mail at Mail.com http://www.mail.com/?sr=signup 1 cent a minute calls anywhere in the U.S.! http://www.getpennytalk.com/cgi-bin/adforward.cgi?p_key=RG9853KJ&url=http://www.getpennytalk.com |
From: Norman V. <nh...@ca...> - 2001-12-26 19:46:15
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Again I don't have blender but after looking at http://www.blender.nl/python/Download/ivexport.py I would think a 'blender' user could use the above to export to PLib ala .flt format or for that mater use it as a 'template' to export to almost any desired format. Cheers Norman |
From: Martin O. <mo...@ad...> - 2001-12-26 18:20:43
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Blender can export to DXF and VRML. But both exporting functions are broken from the begining. It's a pity. Blender is really a good modelling tool, but I had to abandon it some time before due to this defect. May be Blender developers could think on a port to plib, which already support a lot of file formats. |
From: Wolfram K. <w_...@rz...> - 2001-12-26 17:39:25
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Like Norman wrote, that model is obviously broken.=20 It looks broken in 3D Exploration as well.=20 You should try to output VRML (or iv?). Bye bye, Wolfram. |
From: saul l. <le...@en...> - 2001-12-26 17:33:50
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OK, so there might be some problem with the blender DXF exporter. I'll contact them about this. Thanks a lot guys! btw, PLIB is great, easy to use and very useful! Saul -----Original Message----- From: "Norman Vine" <nh...@ca...> Date: Wed, 26 Dec 2001 12:13:27 -0500 To: <pli...@li...> Subject: RE: [Plib-users] DXF loader > saul leite writes: > > > >I put one of my models under > >http://michelangelo.mae.okstate.edu/tmp/ in dxf and blender > >formats, see if you can access that site. > > > >The problem is that some (x,y,z) coodinates are not loaded > >properly, for example that model is a sword, but the blade of > >the sword is high up in the Z coodinate, and the bottom of the > >sword is down the negative Y coodinate, etc. The same happens > >in my castle model. And the models look just fine in blender, > >in every possible view. > > This is what the DXF file contains ! > > At least in every DXF reader I tried. > > Looks like a problem in your translation from blender > > Sorry I know next to nothing about the blender file format > > Cheers > > Norman > > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > -- _______________________________________________ Sign-up for your own FREE Personalized E-mail at Mail.com http://www.mail.com/?sr=signup 1 cent a minute calls anywhere in the U.S.! http://www.getpennytalk.com/cgi-bin/adforward.cgi?p_key=RG9853KJ&url=http://www.getpennytalk.com |
From: Norman V. <nh...@ca...> - 2001-12-26 17:10:03
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saul leite writes: > >I put one of my models under >http://michelangelo.mae.okstate.edu/tmp/ in dxf and blender >formats, see if you can access that site. > >The problem is that some (x,y,z) coodinates are not loaded >properly, for example that model is a sword, but the blade of >the sword is high up in the Z coodinate, and the bottom of the >sword is down the negative Y coodinate, etc. The same happens >in my castle model. And the models look just fine in blender, >in every possible view. This is what the DXF file contains ! At least in every DXF reader I tried. Looks like a problem in your translation from blender Sorry I know next to nothing about the blender file format Cheers Norman |
From: saul l. <le...@en...> - 2001-12-26 16:38:07
|
I put one of my models under http://michelangelo.mae.okstate.edu/tmp/ in dxf and blender formats, see if you can access that site. The problem is that some (x,y,z) coodinates are not loaded properly, for example that model is a sword, but the blade of the sword is high up in the Z coodinate, and the bottom of the sword is down the negative Y coodinate, etc. The same happens in my castle model. And the models look just fine in blender, in every possible view. Saul -- _______________________________________________ Sign-up for your own FREE Personalized E-mail at Mail.com http://www.mail.com/?sr=signup 1 cent a minute calls anywhere in the U.S.! http://www.getpennytalk.com/cgi-bin/adforward.cgi?p_key=RG9853KJ&url=http://www.getpennytalk.com |