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From: Steve B. <sjb...@ai...> - 2001-04-09 03:10:53
|
Heikki Korpela wrote: > > I'm using OpenBSD 2.8, stable. Both 1.2.0 and 1.3.1 versions of PLib > fail to compile: > > c++ -DPACKAGE=\"plib\" -DVERSION=\"1.2.0\" -DHAVE_LIBGL=1 -DHAVE_LIBGLU=1 -DHAVE_LIBGLUT=1 -DSTDC_HEADERS=1 -DHAVE_GL_GL_H=1 -DHAVE_GL_GLU_H=1 -DGLUT_IS_PRESENT=1 -I. -I. -I/usr/local/include -L/usr/local/lib -I/usr/local/include -L/usr/local/lib -O6 -Wall -c slDSP.cxx > In file included from slDSP.cxx:2: > sl.h:96: macro `ioctl' used with only 2 args > > README.openbsd for SL suggests to use 'make openbsd', while target > openbsd is not defined for any targets as far as I can see. I guess the OpenBSD community hasn't been using PLIB recently so the code has 'rotted'...if you have a fix, please contribute it - but there are not (AFAIK) any other OpenBSD users here who could hope to solve your problem. Maybe some NetBSD or FreeBSD people here can help? Under Linux, the 'ioctl' call has an optional third argument: #include <sys/ioctl.h> int ioctl(int d, int request, ...) I think (from the sound of the error), that OpenBSD has somehow defined 'ioctl' as a macro - that's **WRONG** because in C++ you should be able to overload the names of system functions (as we have done here) - but if the host OS defines them as macro's, that won't work. I guess you should demand that OpenBSD fix this - but since that's unlikely to have the immediate effect you need, I guess the best fix is to replace all of *our* overloaded ioctl functions with something like XXXioctl - so they don't trigger the macro substitution. Can you confirm that this *truly* is the cause - and if it is, one of us will fix it for you. Yuk, Yuk, Yuk! -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: Heikki K. <he...@sa...> - 2001-04-09 00:51:08
|
I'm using OpenBSD 2.8, stable. Both 1.2.0 and 1.3.1 versions of PLib fail to compile: c++ -DPACKAGE=\"plib\" -DVERSION=\"1.2.0\" -DHAVE_LIBGL=1 -DHAVE_LIBGLU=1 -DHAVE_LIBGLUT=1 -DSTDC_HEADERS=1 -DHAVE_GL_GL_H=1 -DHAVE_GL_GLU_H=1 -DGLUT_IS_PRESENT=1 -I. -I. -I/usr/local/include -L/usr/local/lib -I/usr/local/include -L/usr/local/lib -O6 -Wall -c slDSP.cxx In file included from slDSP.cxx:2: sl.h:96: macro `ioctl' used with only 2 args README.openbsd for SL suggests to use 'make openbsd', while target openbsd is not defined for any targets as far as I can see. <!-- ---------------------- 72 characters -------------------------- --> Heikki Korpela -- he...@sa... |
From: Shchetinin <Mal...@ma...> - 2001-04-03 18:40:25
|
Hi I managed to compile PLIB under BCB 3 (1998 "oldie"). Just create a "LIB" project and insert all the files into the project, maybe some project-wide defines will be needed to get rid of errors. Maluke. |
From: Thomas G. <pin...@we...> - 2001-04-03 11:24:17
|
I tried to compile PLIB under Window$ 2000 using Borland C++ Builder 5.02, but it didn't work. Can anybody help me or send me a project file? -- cheers, Thomas Gahr (da....@we...) |
From: Steve B. <sjb...@ai...> - 2001-04-02 23:16:14
|
Fredrik Sandström wrote: > > On Sun, 1 Apr 2001, Per Liedman wrote: > > > I don't think it should be deleted. It's just a pointer to a node, and that > > node is a part of the model that is loaded, and thus should not be deleted. > > But I could be missing some fine details of my own code. Feel free to comment > > further if you have any examples of when current_branch causes leaks. I've just read the code - and I agree - 'current_branch' is just a temporary variable used to hold a pointer between it being created and it's child objects finally being bolted into the tree. I don't see what it's holding that won't be deallocated when the tree is ultimately 'delete'd. > After doing... > > ssgEntity *loadThis = ssgLoad(tmp); > delete loadThis; > loadThis = NULL; > > ...the debugger reports that memory allocated to current_branch hasn't > been deallocated, so the leak is somewhere in the loader at least. I don't know what the debugger is thinking here...I don't see how something can be passed into current_branch without being connected into the tree - and 'ref' counting should take care of the cleanup after that. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: Steve B. <sjb...@ai...> - 2001-04-02 23:11:36
|
Fredrik Sandström wrote: > > On Sun, 1 Apr 2001, Steve Baker wrote: > > > Per Liedman wrote: > > > > > Interesting and annoying. Should we just refuse to load too large models? > > > > More than 65535 vertices in a single ssgLeaf is "A Bad Thing" anyway because > > > It crashes at the 10922:th (int / 6) vertex.... Ick! I'd forgotten about that. > ...which still qualifies to the > "Bad Thing" category but is quite common for 3ds meshes. I've got a big > neanderthal human skin which contains just above this number of vertices. Well, perhaps - but it's still a bad idea to store that many vertices in a single ssgLeaf. Think about the situation where your Neanderthal is half on screen and half off. You have to weigh the cost of stuffing half of those 10922 vertices down the graphics pipe - versus the cost of a handful of bounding sphere tests. When the whole mesh is entirely on-screen, the bounding sphere tests are wasted (but even a dozen of them will be negligable compared to the cost of redundantly fetching and stuffing all those vertices. But when the end of the Neanderthal's nose is the only thing on screen, those few extra tests will make the model run a thousand times faster. So, I think you should aim to keep your triangle meshes under a thousand vertices - with modern T&L hardware. With older pre-T&L hardware, you should keep leaf nodes down at a few dozen vertices since a bounding sphere test is *FAR* cheaper than drawing even one triangle more than you need. > Well, it's more the incompatibility of the int return type of the possible > number of vertices and the actual short counter limit that I feel is the > bug. I disagree on that point...the number of vertices is an integer value (in the mathematical sense) - if I choose to return a number with a larger potential range than the actual range, that's my business. If you were measuring objects in inches that could only be a foot long - you wouldn't demand that I define a 4 bit variable to hold the number. The original C manuals said that 'int' is the most *efficient* type on whatever machine you are running on - so you should only use a 'short' where storage space is at a premium. I think that's a *good* rule and I try to stick by it. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: Per L. <li...@ho...> - 2001-04-02 17:36:49
|
On Monday 02 April 2001 12:23, Fredrik Sandstr=F6m wrote: > On Sun, 1 Apr 2001, Per Liedman wrote: > > I don't think it should be deleted. It's just a pointer to a node, an= d > > that node is a part of the model that is loaded, and thus should not = be > > deleted. But I could be missing some fine details of my own code. Fee= l > > free to comment further if you have any examples of when current_bran= ch > > causes leaks. > > After doing... > > ssgEntity *loadThis =3D ssgLoad(tmp); > delete loadThis; > loadThis =3D NULL; > > ....the debugger reports that memory allocated to current_branch hasn't > been deallocated, so the leak is somewhere in the loader at least. > > This is the part of the debug loggin that contains the block that seems= to > be causing the leak. > <snip> > Found chunk 4000 of length 54 (known) > Object block "default#1" > Found chunk 4700 of length 38 (unknown) > Found chunk B000 of length 1313 (known) > <snip> > > It's the last Object block (of two) which might explain why the > current_branch pointer seems to be responsible for the leak. > > Maybe it has something to do with there being a dummy object in the mod= el? > > I can send you my model if you like, it's just ~50kb in size. Yes, please do. I'll try to take a look at it. --=20 / Per Liedman / li...@ho... / www.mdstud.chalmers.se/~md6pl / 031-825659 / 0705-520455 |
From: <dva...@cs...> - 2001-04-02 10:24:04
|
On Sun, 1 Apr 2001, Per Liedman wrote: > I don't think it should be deleted. It's just a pointer to a node, and that > node is a part of the model that is loaded, and thus should not be deleted. > But I could be missing some fine details of my own code. Feel free to comment > further if you have any examples of when current_branch causes leaks. > After doing... ssgEntity *loadThis = ssgLoad(tmp); delete loadThis; loadThis = NULL; ...the debugger reports that memory allocated to current_branch hasn't been deallocated, so the leak is somewhere in the loader at least. This is the part of the debug loggin that contains the block that seems to be causing the leak. <snip> Found chunk 4000 of length 54 (known) Object block "default#1" Found chunk 4700 of length 38 (unknown) Found chunk B000 of length 1313 (known) <snip> It's the last Object block (of two) which might explain why the current_branch pointer seems to be responsible for the leak. Maybe it has something to do with there being a dummy object in the model? I can send you my model if you like, it's just ~50kb in size. /Fredde Magic is Life - Technology is Death |
From: <dva...@cs...> - 2001-04-02 08:00:26
|
On Sun, 1 Apr 2001, Steve Baker wrote: > Per Liedman wrote: > > > Interesting and annoying. Should we just refuse to load too large models? > > More than 65535 vertices in a single ssgLeaf is "A Bad Thing" anyway because > It crashes at the 10922:th (int / 6) vertex, which still qualifies to the "Bad Thing" category but is quite common for 3ds meshes. I've got a big neanderthal human skin which contains just above this number of vertices. Well, it's more the incompatibility of the int return type of the possible number of vertices and the actual short counter limit that I feel is the bug. /Fredde Magic is Life - Technology is Death |
From: Steve B. <sjb...@ai...> - 2001-04-01 21:42:02
|
Per Liedman wrote: > > * The 3ds-loader also have problems with large models. It can load them > > ok, but when ypu try to manipulate them PLib will crash. This is because > > the loader creates VtxTables with too many vertices in them. The getVertex > > function can only handle shorts but the number of vertices variable is an > > int, making it possible to load more vertices than some of PLib's other > > functions can handle. > > Interesting and annoying. Should we just refuse to load too large models? More than 65535 vertices in a single ssgLeaf is "A Bad Thing" anyway because the entire leaf either is or isn't passed on to OpenGL...there is no field of view culling *within* an ssgLeaf. If your model has nodes as large as that, it's not going to render efficiently anyway. We *could* automatically split large leaf nodes into a branch and multiple leaves - but that's a *LOT* of hassle and since rather few models would ever make use of it...and those models are already doomed to fairly poor performance...I think we should just flag a nice error message and abort. If someone passionately wants to write all the needed code to split objects into multiple leaf nodes then we should certainly accept it...but I wouldn't be very excited about writing it myself. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: Per L. <li...@ho...> - 2001-04-01 19:44:54
|
On Friday 30 March 2001 11:48, Fredrik Sandstr=F6m wrote: > Here comes a bunch of bugs that I've found when using PLib on Win9x > platform. I use a PLib version from the cvs approx. a month ago, so if > some of them already has been fixed I appologize. Hi Fredrik! Nice to see more and more swedes using plib! (I think there's at least th= ree=20 of us here now.) > * The 3ds-loader (and maybe other loaders as well?) crashes if the mode= l > file isn't found since it tries to do a fseek on an invalid file handle. I think I fixed this a while ago...looks like it should work, and a quick= =20 test shows it appears to work too. > * The 3ds-loader also have problems with large models. It can load them > ok, but when ypu try to manipulate them PLib will crash. This is becaus= e > the loader creates VtxTables with too many vertices in them. The getVer= tex > function can only handle shorts but the number of vertices variable is = an > int, making it possible to load more vertices than some of PLib's other > functions can handle. Interesting and annoying. Should we just refuse to load too large models? > * In ssgLoad3ds the current_branch is never deleted after the parsing o= f > the file is finished. I don't think it should be deleted. It's just a pointer to a node, and th= at=20 node is a part of the model that is loaded, and thus should not be delete= d.=20 But I could be missing some fine details of my own code. Feel free to com= ment=20 further if you have any examples of when current_branch causes leaks. Regards, Per --=20 / Per Liedman / li...@ho... / www.mdstud.chalmers.se/~md6pl / 031-825659 / 0705-520455 |
From: <dva...@cs...> - 2001-03-30 09:48:24
|
Here comes a bunch of bugs that I've found when using PLib on Win9x platform. I use a PLib version from the cvs approx. a month ago, so if some of them already has been fixed I appologize. * ssgaShape. Crashes after regeneration if kidStates has been set. The removeAllKids deletes all references to the ssgState but the pointer is still used after that. Works as long as the state is ref:ed before used in the Shape but I don't believe that's the way it's supposed to work. * ssgLOS doesn't work. It uses some code that are specific to the HOT case (i.e. assume that the ray always points along the Z axis). * sgQuat is broken. The conversion between other rotational types are NOT done correctly. Conversions like quat -> matrix -> quat etc results in axes switching and radians/degrees conversion errors. * The 3ds-loader (and maybe other loaders as well?) crashes if the model file isn't found since it tries to do a fseek on an invalid file handle. * The 3ds-loader also have problems with large models. It can load them ok, but when ypu try to manipulate them PLib will crash. This is because the loader creates VtxTables with too many vertices in them. The getVertex function can only handle shorts but the number of vertices variable is an int, making it possible to load more vertices than some of PLib's other functions can handle. I've also found some mem leaks that shouldn't be a problem on a platform with good memory handling, but since I'm stuck with Windows... Some of these leaks are things that could (should?) be handled by a ssgExit function. * _ssgModelPath/_ssgTexturePath are never deallocated. * _ssgCurrentContext is never deallocated. * In ssgLoad3ds the current_branch is never deleted after the parsing of the file is finished. CU. /Fredde Magic is Life - Technology is Death |
From: Steve B. <sjb...@ai...> - 2001-03-16 02:03:26
|
> James Gallagher wrote: >> I'm trying to build plib (1.2 or 1.3.1) and the build fails when it >> needs glu.h. I have libGL and its headers (in /usr/X11R6/include/GL but >> there's no glu.h in there. LibGL is version 1.2. Any help would be >> appreciated. Guy BARBIER wrote: > I had the same problem two weeks ago! I installed the most recent > version 1.4? and it worked fine. (there is no PLIB version 1.4...yet) Well, you should have GLU installed in the correct place whether PLIB uses it or not. Nearly all OpenGL and/or PLIB applications need it - so you'll need to have it in the right place sooner or later. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: Guy B. <gba...@ct...> - 2001-03-15 20:53:58
|
Hi, I had the same problem two weeks ago! I installed the most recent version 1.4? and it worked fine. Good luck Guy BArbier James Gallagher wrote: > Hi, > > I'm trying to build plib (1.2 or 1.3.1) and the build fails when it > needs glu.h. I have libGL and its headers (in /usr/X11R6/include/GL but > there's no glu.h in there. LibGL is version 1.2. Any help would be > appreciated. > > Thanks > James Gallagher > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/lists/listinfo/plib-users > > > |
From: Dave M. <dp...@ef...> - 2001-03-15 16:21:12
|
> I'm currently starting a project with OpenGL and I'm looking for a UI > system. The one crucial component that I need is an 'open as /save as' > dialog. From what I've read, PUI only does simple dialogs, like yes/no > dialogs. Is this the case? PUI http://plib.sourceforge.net/pui/index.html is the interface system in PLIB. if you look at plib's viewer example in examples/src/ssg/viewer, you'll see it has an open dialog. i think you could build a save_as dialog using PUI without too much trouble. PUI is very simple but fits in well with the GLUT callbacks. > And if it doesn't, can anybody point me to a package that does provide this > widget? > > Or is there an existing solution already with GLUT? GLUT includes MUI but you shouldn't use that. http://web2.airmail.net/sjbaker1/mui_pui_glui.html Instead, if you need something more powerful than PUI, use GLUI http://www.cs.unc.edu/~rademach/glui/. There are other OpenGL based interface toolkits, but PUI and GLUI are good bets. PPE uses FLTK http://www.fltk.org/ and GLOW http://glow.sourceforge.net/ looks interesting but I don't know much about it. Good luck, --Dave McClurg |
From: David G. <bea...@ho...> - 2001-03-15 13:31:30
|
Hi, I'm currently starting a project with OpenGL and I'm looking for a UI system. The one crucial component that I need is an 'open as /save as' dialog. From what I've read, PUI only does simple dialogs, like yes/no dialogs. Is this the case? And if it doesn't, can anybody point me to a package that does provide this widget? Or is there an existing solution already with GLUT? Thanks _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com |
From: Steve B. <sjb...@ai...> - 2001-03-08 07:25:15
|
James Gallagher wrote: > > Hi, > > I'm trying to build plib (1.2 or 1.3.1) and the build fails when it > needs glu.h. I have libGL and its headers (in /usr/X11R6/include/GL but > there's no glu.h in there. LibGL is version 1.2. Any help would be > appreciated. libGL is supposed to be in /usr/lib and gl.h and glu.h are supposed to be in /usr/include/GL If you got your OpenGL from nVidia, they don't ship a copy of GLU - if you are using Mesa then you should have gotten a copy from them. Fortunately, the Mesa GLU works fine with the nVidia drivers - so you can go to www.mesa3d.org and snag a copy of Mesa to extract the libGLU and glu.h files. Mesa used to build libMesaGLU and GL/glu.h -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: James G. <ji...@dc...> - 2001-03-08 06:22:45
|
Hi, I'm trying to build plib (1.2 or 1.3.1) and the build fails when it needs glu.h. I have libGL and its headers (in /usr/X11R6/include/GL but there's no glu.h in there. LibGL is version 1.2. Any help would be appreciated. Thanks James Gallagher |
From: Norman V. <nh...@ca...> - 2001-03-08 01:55:45
|
Mark Blythe writes: > Does PLIB have fullscreen OpenGL support? >Are there any example programs that use it? Hmm FlightGear runs in fullscreen mode just fine :-) all you have to do is request fullscreen mode from GLUT This should get you a fullscreen window that matches the current display settings on Win32 int FullScreenGlutInitWin32( int *argc, char **argv ) { glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ); #ifndef ENUM_CURRENT_SETTINGS #define ENUM_CURRENT_SETTINGS ((DWORD)-1) #define ENUM_REGISTRY_SETTINGS ((DWORD)-2) #endif DEVMODE dm; dm.dmSize = sizeof(DEVMODE); EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm); sprintf( game_mode_str, "%dx%d:%d@%d", dm.dmPelsWidth, dm.dmPelsHeight, dm.dmBitsPerPel, dm.dmDisplayFrequency ); glutGameModeString( game_mode_str ); glutEnterGameMode(); } |
From: Steve B. <sjb...@ai...> - 2001-03-08 01:48:56
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Mark Blythe wrote: > > Hi, > > I've just started investigating PLIB, and I like what I've seen so > far. However, I have not yet seen a program using PLIB that will run in > fullscreen mode, as opposed to in a window. The Tux Herring game had an > option to switch to fullscreen mode, but it didn't do anything on any of > my machines. > > Can it be done? Does PLIB have fullscreen OpenGL support? Are there any > example programs that use it? Fullscreen/not-Fullscreen isn't a function of either OpenGL or PLIB - it only depends on the library you use for opening windows (which in the case of TuxAQFH is 'GLUT'). So, if the library you use for creating and managing windows has a 'full screen' command then use it and PLIB will be happy. The only reason there was a special command in TuxAQFH is because it was written back when the only hardware accellerated OpenGL for Linux used the god-awful Voodoo-1/2 cards which could only do full-screen. If you are using GLUT, there is an explicit full-screen command you can use. -- Steve Baker HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sourceforge.net http://tuxaqfh.sourceforge.net http://tuxkart.sourceforge.net http://prettypoly.sourceforge.net http://freeglut.sourceforge.net |
From: Mark B. <ma...@cv...> - 2001-03-08 01:36:18
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Hi, I've just started investigating PLIB, and I like what I've seen so far. However, I have not yet seen a program using PLIB that will run in fullscreen mode, as opposed to in a window. The Tux Herring game had an option to switch to fullscreen mode, but it didn't do anything on any of my machines. Can it be done? Does PLIB have fullscreen OpenGL support? Are there any example programs that use it? Thanks, Mark Blythe ma...@cv... |
From: Alexander R. <a_r...@in...> - 2001-03-07 18:54:52
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Hi, Wolfram Kuss wrote: > > <ha...@sl...> wrote: > > >I'm sure this is a frequently asked question, but the glutCreateWindow() > >function takes my process memory utilization from 1.2mb to 162mb. > > Its funny you bring this up now; The day before yesterday we started a > discussion about this on PPE devel, please look into the archives. > Unfortunately, all of us are fairly confused. On my machine (128MB RAM, tnt2pro/32MB, Xfree4.0.1,Nvidia GL-drivers0.95) I have the effect, that the X-server process takes up about 256MB of RAM, and applications that use GL are shown up with about 200MB of RAM (as shown with qps) I think it's the GL-driver, maybe it let's see the applications all possible AGP-memory or whatever? I've looked more closely with qps at the memory maps of the GL process. /dev/nvidia0 is listed three times with 64MB memory usage and once with 1MB memory usage....? The X-server takes up 3x64MB (on /dev/nvidia0) and 32MB on /dev/mem All other apps (and X-apps) that don't use GL have a 'normal' memory size. Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: D L. <ea...@no...> - 2001-03-07 14:52:50
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Hi all, I'm having trouble applying a texture to a triangle. All I get is an overall colour that looks like it might be the averaged texture colour. I'm sure I'm doing something very simple wrong but I just can't see it. The code snippet is here - I just added it to the tux example code. ssgTexture *texture = new ssgTexture("wood.rgb"); ssgSimpleState *state = new ssgSimpleState; state->setTexture(texture); state->enable( GL_TEXTURE_2D ); // Allocate ssg structure ssgVertexArray *vl = new ssgVertexArray( 3 ); ssgNormalArray *nl = new ssgNormalArray( 3 ); ssgTexCoordArray *tl = new ssgTexCoordArray( 3 ); ssgColourArray *cl = new ssgColourArray( 3 ); sgVec4 color; sgSetVec4( color, 1.0, 0.0, 0.0, 1.0 ); cl->add( color ); cl->add( color ); cl->add( color ); sgVec3 tmpvec; sgSetVec3( tmpvec, -50.0, -10.0, 0.0 ); vl->add( tmpvec ); sgSetVec3( tmpvec, 50.0, -10.0, 0.0 ); vl->add( tmpvec ); sgSetVec3( tmpvec, 0.0, 50.0, 0.0 ); vl->add( tmpvec ); // Add normals sgSetVec3( tmpvec, 0.0, 0.0, 1.0 ); nl->add(tmpvec); nl->add(tmpvec); nl->add(tmpvec); // Add texture coordinates sgVec2 texvec; sgSetVec2(texvec,0.0,0.0); sgSetVec2(texvec,1.0,0.0); sgSetVec2(texvec,0.5,1.0); tl->add(texvec); tl->add(texvec); tl->add(texvec); ssgLeaf *leaf = new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, NULL ); leaf->setState(state); penguin -> addKid ( tux_obj ) ; pedestal -> addKid ( leaf ) ; I just can't see what I'm missing / doing wrong :-( Cheers - Dave -- David Luff Engines Research Group University of Nottingham 0115-9513814 dav...@no... |
From: Wolfram K. <w_...@rz...> - 2001-03-06 15:15:53
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Norman wrote: > Can't we just automatically include <float.h> I believe it is ANSII I agree. It is listed in Bjarne Stroustrup. Someone (David Findlay?) on the fgfs list had the same problem. > Norman Bye bye, Wolfram. |
From: Norman V. <nh...@ca...> - 2001-03-06 14:51:24
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Ben Woodhead writes: I have been having no luck since I installed slackware current. ../../src/sg/sg.h:847: `FLT_MAX' undeclared (first use this function) ../../src/sg/sg.h:847: (Each undeclared identifier is reported only once ../../src/sg/sg.h:847: for each function it appears in.) ../../src/sg/sg.h: In method `void sgdBox::empty()': ../../src/sg/sg.h:2023: `DBL_MAX' undeclared (first use this function) Hmm what happens if you #include <float.h> This is special caased in src/util/ul.h for a bunch of systems but not slackware Can't we just automatically include <float.h> I believe it is ANSII Norman |