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From: Martin O. <mo...@ad...> - 2001-10-22 17:13:19
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On 2001.10.21 02:54 Steve Baker wrote: > Martin Olveyra wrote: > >=20 > > Is there any user-defined class repository for plib? > > I wish to share my own classes, and I would like to find and use > classes > > defined by other people. >=20 > Anything really worthwhile has been either incorporated into PLIB proper > or placed into the ssgAux area. >=20 > I'm not aware of anything more than that. >=20 > What kinds of things do you have? >=20 Well, what I have is not so general so to include in a plib distribution. I'm developing a flightgear grafical starting program and I have builded some widget classes for this purpose. But I think that, a page which provides an ordered list with a small description and snapshot of user provider classes could speed development time of programmers, avoiding to construct a class which someone else builded (or a class which is close to those the programmer needs). |
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From: Steve B. <sjb...@ai...> - 2001-10-22 02:50:35
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Filippo wrote: > > This message was sent from Geocrawler.com by "Filippo" <sup...@ho...> > > Hi Steve, thanks for your patience... I saw a lot > of methods to query the geometry in ssgLeaf, but > I can't get these data from the ssgEntity I have > in return from the ssgLoad function because I > don't know how to get to the leaves. Starting with the node returned by the loader, you can say something like: void extract_vertices ( ssgEntity *node ) { /* WARNING - RECURSIVE! */ if ( node -> isAKindOf ( ssgTypeLeaf () ) ) { ssgLeaf *l = (ssgLeaf *) node ; ...extract the vertices from 'l'... } else if ( node -> isAKindOf ( ssgTypeBranch () ) ) { ssgBranch *b = (ssgBranch *)node ; for ( int i = 0 ; i < b->getNumKids() ; i++ ) extract_vertices ( b -> getKid ( i ) ) ; } } It's a *little* more complex than that because there could be ssgTransform nodes in the heirarchy - you'd have to accumulate the matrix transforms to know how to position the vertices you get out of the leaf nodes beneath. Also, you need to think about what you want to do with ssgSelector nodes. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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: Martin O. <mo...@ad...> - 2001-10-20 19:50:19
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Is there any user-defined class repository for plib? I wish to share my own classes, and I would like to find and use classes defined by other people. -------------------------------------------------------- "I prefer to belong to a free comunity instead of rule the world and impose to others my way of life, and my freedom doesn't lie over another's freedom" |
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From: Steve B. <sjb...@ai...> - 2001-10-19 22:46:16
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Filippo Di Natale wrote: > I would like to load a model created with a 3d app into an ssgEntity and > then access the vertex info of it, from what I can understand it's not > possible... Yes - of course it's possible. There are lots of calls to any kind of ssgLeaf node to allow you to access the vertices, normals, texcoords and colours. Read the documentation for ssgLeaf, ssgVtxArray, etc. *MANY* (actually, probably *ALL*) of my games have a need to occasionally delve into the vertex structures of ssgEntities. Just take a look at Prettypoly for example - it is a complete 3D modeller written around SSG - you can drag vertices around with the mouse, mess with their textures coordinates, etc, etc. So - you are mistaken - it is a primary design goal of SSG that it does not "hide" things from the application program. > seems I'll have to steal the loader source code and insert > it in my little game. You shouldn't need to do that (and if you do...beware of the LGPL...if you use even a small part of our loader code in your actual game code, you could have to license the entire game under LGPL). > I need to access vertex infos because I want to try a collision > detection library that needs vertex infos of a model. > I would like to use a detailed model for the graphics, and a much lower > resolution model to load into the collision detection object. OK - no problem - just load the two versions of the model into separate scene graphs - use one for ssgCullAndDraw, use your own software to traverse the tree structure of the other to extract the vertex and polygon data for passing to the collision detection library. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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...> - 2001-10-19 22:45:54
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Albin Holmgren wrote:
>
> Is there a way to get the dimensions of a texture stored in a ssgTexture?
>
> I want the height and width, in pixels, of a texturemap.
You ask SSG for the OpenGL texture map handle (use ssgTexture::getHandle()),
then you can use OpenGL to ask about the texture using glGetTexImage(...)
> If not, is there a reson why this information, used when loading a texture,
> is not stored?
SSG doesn't store it directly because OpenGL does.
> Another thing, has anyone done any atempt to modify the fnt library to load
> truetype fonts?
No - but you can use Mark Kilgard's mktexfont program to make TXF font textures
from any font that X-windows can render - so I presume you could convert TrueType
fonts into TXF and render them that way.
If you were thinking of getting all the rescalability and general niceness of
Truetype fonts then FNT isn't really the right library for you. Try GLTT.
There are several problems with doing this in FNT:
1) Patent/copyright bullshit. The TrueType algorithms are patented
and I don't want to get into that nonsense.
2) It's almost impossible to render TT fonts *efficiently* in OpenGL.
GLTT does a reasonable job - but it's probably a hundred or more times
slower than FNT.
----------------------------- Steve Baker -------------------------------
Mail : <sjb...@ai...> WorkMail: <sj...@li...>
URLs : http://web2.airmail.net/sjbaker1
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...> - 2001-10-19 22:45:33
|
ha...@sl... wrote: > > Well, plib's now got 34 votes (13.23%) > A few more votes and it moves to 3rd place. :-) We are already back in third place - only three votes away from getting back into second place. Beating Inventor is going to be hard though - they have a 17 vote lead. Isn't this *fun* :-) ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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: Eric E. <Eri...@to...> - 2001-10-19 19:42:38
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ha...@sl... wrote: > > Well, plib's now got 34 votes (13.23%) > A few more votes and it moves to 3rd place. :-) > -- > Brian > > > > >It looks like a massed vote from the OpenInventor and OpenSceneGraph teams > >wiped out our chances of being "Best Scene Graph" over at VRsource magazine. > >(http://www.vrsource.org). > > > >Currently: > > > >OpenGL|Performer 14.29 % (36) > >Open Inventor(TGS) 28.97 % (73) > >OpenSG 11.51 % (29) > >OpenScenegraph 23.02 % (58) > >Plib 11.51 % (29) > >Coin 0.40 % (1) > >Direct3D 6.35 % (16) > >WorldToolKit 0.40 % (1) > >Others 3.57 % (9) > > > >Whilst I might concede that Performer, OpenSG and OpenSceneGraph are possible > >candidates, there is NO WAY that anyone could consider the outmoded and S-L-O-W > >Inventor scene graph in any way the best! > > > >Bah - humbug! (of course you *can* still vote - and they allow one vote > >per person per day! [WHY?!?] :-) > > -- > Brian Hayward > > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users Better now :-) OpenGL|Performer 13.28 % (36) Open Inventor(TGS) 26.94 % (73) OpenSG 11.44 % (31) OpenScenegraph 21.40 % (58) Plib 16.61 % (45) Coin 0.37 % (1) Direct3D 5.90 % (16) WorldToolKit 0.37 % (1) Other (specify) 3.69 % (10) Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
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From: Filippo Di N. <fil...@km...> - 2001-10-19 12:25:15
|
I would like to load a model created with a 3d app into an ssgEntity and then access the vertex info of it, from what I can understand it's not possible... seems I'll have to steal the loader source code and insert it in my little game. I need to access vertex infos because I want to try a collision detection library that needs vertex infos of a model. I would like to use a detailed model for the graphics, and a much lower resolution model to load into the collision detection object. Any idea of how I can use PLib for this task without having to steal a bunch of code from it? Thanks to everyone! |
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From: Albin H. <gat...@ti...> - 2001-10-19 11:06:44
|
Is there a way to get the dimensions of a texture stored in a ssgTexture? I want the height and width, in pixels, of a texturemap. If not, is there a reson why this information, used when loading a texture, is not stored? Another thing, has anyone done any atempt to modify the fnt library to load truetype fonts? --- albin. (I'm developing a GUI on top of ssg to be used in a RPG-game I'm working on) |
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From: <ha...@sl...> - 2001-10-19 02:51:06
|
Well, plib's now got 34 votes (13.23%) A few more votes and it moves to 3rd place. :-) -- Brian > >It looks like a massed vote from the OpenInventor and OpenSceneGraph teams >wiped out our chances of being "Best Scene Graph" over at VRsource magazine. >(http://www.vrsource.org). > >Currently: > >OpenGL|Performer 14.29 % (36) >Open Inventor(TGS) 28.97 % (73) >OpenSG 11.51 % (29) >OpenScenegraph 23.02 % (58) >Plib 11.51 % (29) >Coin 0.40 % (1) >Direct3D 6.35 % (16) >WorldToolKit 0.40 % (1) >Others 3.57 % (9) > >Whilst I might concede that Performer, OpenSG and OpenSceneGraph are possible >candidates, there is NO WAY that anyone could consider the outmoded and S-L-O-W >Inventor scene graph in any way the best! > >Bah - humbug! (of course you *can* still vote - and they allow one vote >per person per day! [WHY?!?] :-) -- Brian Hayward |
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From: Steve B. <sjb...@ai...> - 2001-10-18 23:36:31
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It looks like a massed vote from the OpenInventor and OpenSceneGraph teams wiped out our chances of being "Best Scene Graph" over at VRsource magazine. (http://www.vrsource.org). Currently: OpenGL|Performer 14.29 % (36) Open Inventor(TGS) 28.97 % (73) OpenSG 11.51 % (29) OpenScenegraph 23.02 % (58) Plib 11.51 % (29) Coin 0.40 % (1) Direct3D 6.35 % (16) WorldToolKit 0.40 % (1) Others 3.57 % (9) Whilst I might concede that Performer, OpenSG and OpenSceneGraph are possible candidates, there is NO WAY that anyone could consider the outmoded and S-L-O-W Inventor scene graph in any way the best! Bah - humbug! (of course you *can* still vote - and they allow one vote per person per day! [WHY?!?] :-) ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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...> - 2001-10-08 02:19:03
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> Gavin wrote: > > Hi, I am trying to select objects (sgLeaf) with a mouse in my 3d window. > Is this what ssgCullAndPick() is intended to do or is there another way to do this? Yes - but... CullAndPick is a special interface I put in there for PrettyPoly's selection mechanism - it's not really intended for general use and isn't at all easy to use. It's also not documented. I suggest that if you really want to use it, you examine the PrettyPoly source code at http://prettypoly.sf.net ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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: Gavin <gav...@ho...> - 2001-10-07 14:05:41
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Hi, I am trying to select objects (sgLeaf) with a mouse in my 3d = window. Is this what ssgCullAndPick() is intended to do or is there = another way to do this? Thanks, Brian Gavin |
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From: Steve B. <sjb...@ai...> - 2001-10-05 16:44:10
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Ran...@ma... wrote: > I would have thought that every list owner/moderator (and even the > users) would be able to justifiably contribute to the discussion at > any time. Of course it won't be read till the start of next week, but > that is still a lot sooner than the 16th. I may be naive, so I ask: > is there any reason to not let The Powers That Be know that there are > those amongst the rank and file who would rather the lists remain > "misguided"? I see no problem in everyone who dislikes this decision emailing the people with the power to do something about it. Be polite - don't "mail bomb" them - but make your feelings known. > I'm sure polite mail to someone @lists.sourceforge.net would get percolated > to the right location (in the absence of the correct address). If > there is smoke, people go looking for the fire. Yes. Well, go to the main www.sourceforge.net site and look at the 'Contact SourceForge' link - click on 'staff' and you'll get here: http://sourceforge.net/docman/display_doc.php?docid=6047&group_id=1 From there you can email any of the six or so people that run SourceForge. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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: Norman V. <nh...@ca...> - 2001-10-05 00:52:58
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Ran...@ma... writes: > >Stephen J Baker writes: > > From: Tom Hubina <to...@3d...> > > > > > OK, I've gotten some information back from SourceForge. >The change was part >.... > > > won't be able to talk to him until around the 16th. I'm gonna drop the guy > > > an email now and leave him contact information for Brian. We'll take this > > > one step at a time, but hopefully we'll get things changed back to normal soon. > > > > So it looks like we are stuck with this until at least the 16th. > > >I'm sure polite mail to someone @lists.sourceforge.net would get percolated >to the right location (in the absence of the correct address). If >there is smoke, people go looking for the fire. According to this post to the FlightGear list I am afraid it might be a couple of months before this policy is changed http://www.geocrawler.com/lists/3/SourceForge/11853/25/6751895/ FWIW - There is also a clue as to perhaps the why of this policy change on the home page of the email's author < link in the signature block > Cheers Norman |
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From: <Ran...@ma...> - 2001-10-04 23:38:15
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Stephen J Baker writes: > From: Tom Hubina <to...@3d...> > > > OK, I've gotten some information back from SourceForge. The change was part .... > > won't be able to talk to him until around the 16th. I'm gonna drop the guy > > an email now and leave him contact information for Brian. We'll take this > > one step at a time, but hopefully we'll get things changed back to normal soon. > > So it looks like we are stuck with this until at least the 16th. I would have thought that every list owner/moderator (and even the users) would be able to justifiably contribute to the discussion at any time. Of course it won't be read till the start of next week, but that is still a lot sooner than the 16th. I may be naive, so I ask: is there any reason to not let The Powers That Be know that there are those amongst the rank and file who would rather the lists remain "misguided"? I'm sure polite mail to someone @lists.sourceforge.net would get percolated to the right location (in the absence of the correct address). If there is smoke, people go looking for the fire. Randall |
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From: Stephen J B. <sj...@li...> - 2001-10-04 14:14:06
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I saw this on the GDAlgorithms list: From: Tom Hubina <to...@3d...> > OK, I've gotten some information back from SourceForge. The change was part > of a recent global policy change. We were not consulted before it happened, > it was just made for us because they feel this is the way lists should be > run. Needless to say I don't agree with them. > > I've gotten the email address of the person we'll need to talk to in order > to get this changed (all I want it the ability to specify it on a per-list > basis .. which is what we used to have) but he is on vacation for the rest > of the week. Unfortunately, I'll be gone on my honeymoon next week so I > won't be able to talk to him until around the 16th. I'm gonna drop the guy > an email now and leave him contact information for Brian. We'll take this > one step at a time, but hopefully we'll get things changed back to normal soon. So it looks like we are stuck with this until at least the 16th. |
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From: Paolo L. <p.l...@ci...> - 2001-10-03 09:41:42
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Plib'ers, there's the opportunity to vote for Plib on http://www.vrsource.org/ "Survery on Best Scenegraph" - if we really like it, let's vote it! Greetings - ---------------------------------------------------------------------------- - Paolo Leoncini phone: +39 (0823) 623134 Scientific Visualization & Virtual Reality fax: +39 (0823) 623126 CIRA - Italian Center for Aerospace Researches mailto:p.l...@ci... Via Maiorise - 81043 Capua (CE) Italy http://www.cira.it/research/vis |
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From: Wolfram K. <w_...@rz...> - 2001-10-01 09:09:04
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Red <red...@ya...> wrote: > Hey, I just downloaded plib-1.4.2. I'm using VC++ 6, >and when I try to open plib.dsw VC asks me for a >source safe login. Does anybody know what's going >on??? Just tell it you don't have a VSS login. >Thanks Bye bye, Wolfram. |
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From: Dave M. <dp...@ef...> - 2001-09-30 16:00:24
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I got started with PLIB by looking at plib/examples/src/ssg/tux/tux_example.cxx ; the function of interest is sgSetCoord()... void sgSetCoord ( sgCoord *dst, const SGfloat x, const SGfloat y, const SGfloat z, const SGfloat h, const SGfloat p, const SGfloat r ) ; This is used in tux_example.cxx like this sgSetCoord ( & campos, 0.0f, -5.0f, 1.0f, 25.0 * sin(frameno/100.0), 0.0f, 0.0f ) ; ssgSetCamera ( & campos ) ; Playing around with this, you should be able to implement your flying code. You can also look at the viewer example which lets you zoom and orbit a fixed point. You can also use quats or build matrices yourself... http://web2.airmail.net/sjbaker1/matrices_can_be_your_friends.html Manipulating direction vectors and quats have some advantages you'll appreciate later like interpolation and immunity to gymbol lock. Camera systems can get very sophisticated and complicated, especially in collision avoidance, but that should get you going. --Dave McClurg ----- Original Message ----- From: Red <red...@ya...> To: <pli...@li...> Sent: Saturday, September 29, 2001 9:58 PM Subject: Re: [Plib-users] Newbe Question What I was wondering was, how do you deal with roll, pitch, and heading? I know for a walk through you have something like: file://turn right heading -= 1.0f; yrot = heading; file://turn left heading += 1.0f; yrot = heading; file://move foward xpos -=sin(heading*piover180); zpos -=cos(heading*piover180); then: rotate everything translate everything draw to screen I have no idea how to get from this to some basic flying code. I expiramented with some ideas, tried to come up with what the math might look like, but nothing works. So if someone could point me in the right direction, that would be great. |
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From: Red <red...@ya...> - 2001-09-30 04:58:17
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What I was wondering was, how do you deal with roll, pitch, and heading? I know for a walk through you have something like: //turn right heading -= 1.0f; yrot = heading; //turn left heading += 1.0f; yrot = heading; //move foward xpos -=sin(heading*piover180); zpos -=cos(heading*piover180); then: rotate everything translate everything draw to screen I have no idea how to get from this to some basic flying code. I expiramented with some ideas, tried to come up with what the math might look like, but nothing works. So if someone could point me in the right direction, that would be great. --- Steve Baker <sjb...@ai...> wrote: > Red wrote: > > > Hey, I just downloaded plib-1.4.2. I'm using VC++ > 6, > > and when I try to open plib.dsw VC asks me for a > > source safe login. Does anybody know what's going > > on??? > > I have no idea - I don't have much to do with the > Windoze > side of the build mechanism. I know that people do > build > it under MSVC - so this *should* work OK. I can't > imagine > that SourceSafe should be involved. > > > Also me and some friends want to make a sci/fi > flight > > sim. We pretty much understand what it takes to > make > > an fps, but have no idea where to look for > tutorials > > on flight sims. Does anybody have any > suggestions??? > > Well, I design flight simulator software as my > full-time > job - so I could perhaps help with any specific > questions > you have. > > Also, you might want to note that the FlightGear > OpenSourced > flight simulator project (www.flightgear.org) also > uses > PLIB - their mailing list (which has a significant > overlap > with the membership of this list) is a *great* place > to ask > questions about flight simulation. > > I'm not aware of any online tutorials - it's rather > a large > subject area and any comprehensive tutorial would > consume > a dozen books. > > ----------------------------- Steve Baker > ------------------------------- > Mail : <sjb...@ai...> WorkMail: > <sj...@li...> > URLs : http://web2.airmail.net/sjbaker1 > 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 __________________________________________________ Do You Yahoo!? Listen to your Yahoo! Mail messages from any phone. http://phone.yahoo.com |
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From: Steve B. <sjb...@ai...> - 2001-09-29 15:45:21
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Red wrote: > Hey, I just downloaded plib-1.4.2. I'm using VC++ 6, > and when I try to open plib.dsw VC asks me for a > source safe login. Does anybody know what's going > on??? I have no idea - I don't have much to do with the Windoze side of the build mechanism. I know that people do build it under MSVC - so this *should* work OK. I can't imagine that SourceSafe should be involved. > Also me and some friends want to make a sci/fi flight > sim. We pretty much understand what it takes to make > an fps, but have no idea where to look for tutorials > on flight sims. Does anybody have any suggestions??? Well, I design flight simulator software as my full-time job - so I could perhaps help with any specific questions you have. Also, you might want to note that the FlightGear OpenSourced flight simulator project (www.flightgear.org) also uses PLIB - their mailing list (which has a significant overlap with the membership of this list) is a *great* place to ask questions about flight simulation. I'm not aware of any online tutorials - it's rather a large subject area and any comprehensive tutorial would consume a dozen books. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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: Red <red...@ya...> - 2001-09-29 04:03:23
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Hey, I just downloaded plib-1.4.2. I'm using VC++ 6, and when I try to open plib.dsw VC asks me for a source safe login. Does anybody know what's going on??? Also me and some friends want to make a sci/fi flight sim. We pretty much understand what it takes to make an fps, but have no idea where to look for tutorials on flight sims. Does anybody have any suggestions??? Thanks __________________________________________________ Do You Yahoo!? Listen to your Yahoo! Mail messages from any phone. http://phone.yahoo.com |
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From: Steve B. <sjb...@ai...> - 2001-09-20 22:45:49
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Marvin Massih wrote: > I can't compile plib 1.5.1. Looks like the file "ssgLoadVRML.h" (not > sure, I don't have internet access from my Linux workstation, so I have > to write from another computer) is missing. Yes - it does seem to have been left out of the distro. I wonder how come nobody noticed before? I'll email a copy to Marvin - privately. ----------------------------- Steve Baker ------------------------------- Mail : <sjb...@ai...> WorkMail: <sj...@li...> URLs : http://web2.airmail.net/sjbaker1 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: Steven W. <st...@ba...> - 2001-09-20 20:47:18
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Nevermind - I didn't use a *.cpp extension and the C++ headers in plib
were being parsed by the gnu C compiler, not the C++ compiler. 8(
My bad. 8)
- Steve
On Thu, 20 Sep 2001, Steven Webb wrote:
> Date: Thu, 20 Sep 2001 14:08:32 -0600 (MDT)
> From: Steven Webb <st...@ww...>
> To: pli...@li...
> Subject: Weird errors using ssg.h
>
> Hello.
>
> I'm just starting out using the plib stuff.
>
> I got these errors using both the 1.5.1 and the 1.4.2 plib headers and
> libs:
>
> Code:
> [snip]
> #include <math.h>
> #include <GL/gl.h> /* Include definitions of the OpenGL API */
> #include <GL/glut.h> /* Include definitions of the GLUT API */
> #include <plib/ssg.h>
>
> extern void redisplay ( void ) ;
>
> int main ( int argc, char **argv )
> {
> glutInit ( &argc, argv ) ;
> glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ) ;
> glutInitWindowSize ( 640, 480 ) ;
> glutCreateWindow ( "My First OpenGL Program" ) ;
> glutDisplayFunc ( redisplay ) ;
> ssgInit();
> glutMainLoop () ;
> return 0 ;
> }
>
> void redisplay ( void )
> {
> }
> [snip]
>
> Output:
> In file included from /home/swebb/plib/include/plib/ssg.h:28,
> from test.c:10:
> /home/swebb/plib/include/plib/ul.h:117: parse error before `ulClock'
> /home/swebb/plib/include/plib/ul.h:118: syntax error before `{'
> /home/swebb/plib/include/plib/ul.h: In function `getRawTime':
> /home/swebb/plib/include/plib/ul.h:131: warning: empty declaration
> /home/swebb/plib/include/plib/ul.h:133: parse error before `public'
> /home/swebb/plib/include/plib/ul.h:142: `start' undeclared (first use in this function)
> /home/swebb/plib/include/plib/ul.h:142: (Each undeclared identifier is reported only once
> /home/swebb/plib/include/plib/ul.h:142: for each function it appears in.)
> /home/swebb/plib/include/plib/ul.h: In function `getMaxDelta':
> /home/swebb/plib/include/plib/ul.h:150: parse error before `{'
> /home/swebb/plib/include/plib/ul.h: In function `getDeltaTime':
> /home/swebb/plib/include/plib/ul.h:153: parse error before `{'
>
> [tons more omitted - compiler output attached as compile.out, source as
> ssg_example.c]
>
> My system is a debian linux (woody) machine with most *-dev libs
> installed. The 1.5.1 versino of plib was straight from the debian
> packages, but the 1.4.2 version was compiled by me and installed
> elsewhere. Both versions had similar errors.
>
> Is there some flag or something that I'm missing on my compile line? I'm
> using:
>
> gcc test.c -lGL -lGLU -lXmu -lm -lglut -lplibssg -L/usr/X11R6/lib
> -L/home/swebb/plib/lib -I/home/swebb/plib/include
>
> - Steve
>
> --
> EMAIL: (h) st...@ba... WEB: http://badcheese.com/~steve
> (w) sw...@ra...
> ste...@ma...
>
>
--
EMAIL: (h) st...@ba... WEB: http://badcheese.com/~steve
(w) sw...@ra...
ste...@ma...
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