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From: Steve B. <sjb...@ai...> - 2001-02-18 22:58:06
|
Ran...@ma... wrote: > > You can either read all this stuff I've written below, or look at the > following page (or both): > > http://geography.bu.edu/brdf/brdfexpl.html I know a *lot* about BRDF - that's what we try to implement using Ambient/Diffuse/Specular/Emission on an OpenGL polygon - in the real world, the way that light is scattered (both by smooth surfaces - and surfaces with 'microtexture' like grass - or trees (if you are far enough away). I looked very hard at the photo's in that page - and I simply don't see the "hotspot" he's talking about... However, I think I understand what you are talking about (finally!)... > The easiest way to picture it in your mind is related to > the phrase "The Sun sees no shadows." So, let me get this straight. What I *think* you are saying is that when the surface on the ground has a sufficiently rough 'microtexture' such that it self-shadows, there will be a place from which you can view that surface where all the shadows are occluded by the micro-geometry that is casting those shadows. One such position is at the point where the light source is being cast from...the sun which "sees no shadows". (More or less - it sees shadows cast by other light sources of course). So, if you are in a plane - looking down at the ground, your line of sight to the microtexture will see those teeny-tiny shadows everywhere *except* in the one special direction - at that point, you are in a direct line between the ground and the sun - so you see no shadows at all. As you look off to the side of that spot, you gradually see more and more shadow - so the ground is brightest when your eye is in line with the sun. COINCIDENTALLY - that is the *EXACT* spot where your shadow will fall...but that's only a coincidence - all your earlier discussions were throwing me off by saying it was due to some refractive or angle of incidence effect. So - this 'halo' or 'hotspot' isn't really related to the shadow, it's a completely separate artifact. Someone else - half a mile away - won't see any hotspot around *your* shadow - they'll only see it around their own shadow. In practical (OpenGL) terms...the hotspot occours when the angle between the eye, the lightsource and the surface is nearly zero. That's sortof like specular reflectance - except the surface normal of the polygon is not involved. I guess the simplest way to simulate that is to have a second GL light source at the same location as the eye - but with a narrow beam width - and pointing always away from the Sun. You'd also only want this effect on very rough surfaces...the effect would be invisible on smooth things like water. That might not have an especially great physical resemblance to the real thing - but it should do something that's "good enough". -- 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: <Ran...@ma...> - 2001-02-18 22:21:53
|
http://geography.bu.edu/brdf/brdfexpl.html I think the misunderstanding is because I didn't really make clear that I am talking about the amount of illumination perceived by the eye across the whole field of view. As a thought experiment, place yourself on the line joining the sun and the plate. Notionally pick a spot behind the plate to target your eyes on. Initially *no* shadow will be visible around the plate ("the sun sees no shadows"). Now move away from the line. As you move away, you see more and more shadow. This effect integrated across all the shadow casting things gives the *apparent* increase in brightness. What is really happening is that you are merely seeing less shadow around the shadow cast by the observer. If you want to dispense with the shadow cast by the observer (say the sun is doing the observation), that's ok. It still works. The web-page explains it much better than I do/did. My apologies for the confusion, it wasn't intended. If a means of generating the phenomenon exists which is not too hard and not very CPU intensive exists, it would be worth it. It is one of those things that makes "synthetic" images look really flat at lifeless (unless you are simulating an overcast day). Randall |
From: Wolfram K. <w_...@rz...> - 2001-02-16 18:51:19
|
Randall wrote: >Real empirical science ... I can provide a few (old) references for >those that are interested. Yes, please do. I haven't heard of the effect. However, the opposite is true: Just outside of the shadow, it is a bit darker. Ok, let me do a Gedanken-experiment as well ;-): You have a perfect, directed lightsource (parallel light), not a sun. You have Steves metal plate a bit above the ground.=20 In first approximation, no direct light from the light source hits the shadow and outside the sahdow the light intensity is 100%, that is, its as high as it would be without the plate.=20 But if you are accurate, the light can slightly bend around objects since it is a wave. You can see this effect on water waves and perhaps remeber Huygens principle from school. This means, the parts of the shadow close to the rim are light a bit. This light of course has to come from somewhere, so just outside of the shadow you have less than 100%.=20 But, of course the physiolgical effect Steve spoke about (that differences are exegarated by your eyes/brain) is much larger. >Randall Bye bye, Wolfram. |
From: Steve B. <sjb...@ai...> - 2001-02-16 06:47:58
|
Ran...@ma... wrote: > Dredging up the stuff from a previous incarnation, the "hotspot" isn't > an optical illusion, rather it is related to the amount of visible > shadow (cast by protruding objects on the surface) relative to the > amount of visible, directly illuminated surface. I don't understand where this 'extra' light comes from. Please explain how light rays that would need to travel through the solid object casting the shadow somehow bend around that object to land on the ground in the halo region. I can't conceive of a mechanism that would do that other than at a microscopic scale. > You are right -- the > hotspot will appear without any additional code if the surfaces do in > fact have a vertical texture (that was what my former incarnation > depended on). In my mind I was imagining that the the surfaces we > were talking about were textured with texture maps, rather than > something with real vertical texture. You have me *completely* confused - how does "texture" have anything to do with it? Let's talk about a simple case. I have a 1' square chunk of metal. I hold it 3 feet above the ground at midday. This will cast a 1' shadow (roughly) with a dark 'umbra' in the center and will fade out to bright sunlight over an inch or two through the 'penumbra' part of the shadow. The edge of the shadow isn't 'hard' because the sun isn't a point light source - and from a spot on the ground just on the edge of the shadow, you only see (say) half of the sun's disk (the other half being occluded by the metal plate). You claim that the region just outside the penumbra will actually be brighter than normal sunlight? If yes - how does this extra light get there from the sun? What geometrical path does it take? If no - then please explain what's wrong with my experiment? > It isn't an optical illusion -- you can use the size and intensity of > the hotspot to elicit information from aerial photography about the > size of (for example) trees in a stand and their mean distance apart. I don't see how... Hmmm - I think that this 'halo' you are talking about is just the penumbra of the shadow...but if so, your description is very confused. But even so, I don't see how using the width of the penumbra allows you to deduce the height of trees in a photo if you didn't know where the camera was relative to those trees...and if you know that information then you don't need the penumbra (or any other shadow information) to tell you that. For an infinite light source (and the sun is pretty close to being infinitely far away for these purposes :-) - the width of the penumbra as measured on the ground depends only on the distance between the shadow caster and the surface you are casting onto. Generally, that doesn't help you determine the size of something in a photo though. The top of 5 meter tree will be twice as close to the ground as a 10 meter tree and therefore have a half-sized penumbra. Unfortunately, in the photograph, the penumbra's width is affected by visual perspective - just like the tree. Hence the shadow from a 10 meter tree photographed from 100 meters up will look EXACTLY the same as a 5 meter tree from 50 meters up. So examining the penumbra gives you no extra information that the size of the tree on the photograph doesn't provide. > Real empirical science ... I can provide a few (old) references for > those that are interested. Yes please! Anyway, if you are talking about rendering the penumbra of an aircraft's shadow, that's an easy thing. Unless the plane is **HUGE** or very close to the ground, it'll appear to be smaller than the sun's disk when seen from the ground and the shadow will be all penumbra and no umbra. In that case, you can just model a fuzzy shadow polygon and make it less and less opaque as the height of the plane above the terrain increases. You *might* want to add a more solid 'umbra' at low altitudes - but frankly, I wouldn't bother. Most people don't notice all this fancy scientific shadow stuff and will be perfectly happy to see a fuzzy outline at all altitudes. That has the (LARGE) benefit that you don't have to be too specific about the exact shape of the shadow - so it doesn't have to change shape as the aircraft changes orientation. Doing *true* shadows in a general situation is *still* a bitch of a problem... Consider a moment just before sunset. The sun is on the horizon. The plane is flying low over very flat terrain. The shadow of the plane stretches all the way to the horizon. Because the terrain undulates, you'd have to cut up the shadow polygon to fit it to the terrain surface - in realtime - at full frame rates! That's one heck of a lot of math! There are some algorithms to use multipass textures that are rendered on-the-fly by rendering the scene from the perspective of the light source. This takes one full scene render for each shadow caster. However, you don't know what resolution that texture needs to be. From the perspective of the sun, your texture will have a nice sharp edge and will look good. But when you apply that to the terrain, it'll be far to coarse in resolution for some eyepoints (eg when you are looking at 90 degrees to the sun's direction vector and you are close to the ground). There are NO good algorithms for general shadow casting. Fortunately, the pragmatist will realise that humans don't care. We like to have a shadow to give a feeling of the height of the object above the ground (especially when close to the ground)...but if it's just a fuzzy cross-shape then that's "good enough". -- 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: <Ran...@ma...> - 2001-02-16 04:55:58
|
Steve Baker writes: > > Ran...@ma... wrote: > > NO!!! You are seeing a 'mach band' which is an optical illusion that > will happen the same way in your program as it does in the real world > and doesn't have to be simulated. > > There is no significant angle-of-incidence effect for most materials. Dredging up the stuff from a previous incarnation, the "hotspot" isn't an optical illusion, rather it is related to the amount of visible shadow (cast by protruding objects on the surface) relative to the amount of visible, directly illuminated surface. You are right -- the hotspot will appear without any additional code if the surfaces do in fact have a vertical texture (that was what my former incarnation depended on). In my mind I was imagining that the the surfaces we were talking about were textured with texture maps, rather than something with real vertical texture. It isn't an optical illusion -- you can use the size and intensity of the hotspot to elicit information from aerial photography about the size of (for example) trees in a stand and their mean distance apart. Real empirical science ... I can provide a few (old) references for those that are interested. Randall |
From: Steve B. <sjb...@ai...> - 2001-02-16 04:42:27
|
Ran...@ma... wrote: > > Michael Wessels writes: > > > in my flight simulator I like to introduce shadowing of the airplane to > > the ground. > > My question is , if anybody has experiences to do this in conjunction > > with using PLIB for the geometry presentation. > > If anyone starts on this, they could try to model the "hotspot" which > surrounds the shadow. The lit ground/water/trees whatever are quite > noticably brighter immediately around the shadow due to the angle of > incidence and reflection. NO!!! You are seeing a 'mach band' which is an optical illusion that will happen the same way in your program as it does in the real world and doesn't have to be simulated. There is no significant angle-of-incidence effect for most materials. -- 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: <Ran...@ma...> - 2001-02-15 22:30:42
|
Michael Wessels writes: > in my flight simulator I like to introduce shadowing of the airplane to > the ground. > My question is , if anybody has experiences to do this in conjunction > with using PLIB for the geometry presentation. If anyone starts on this, they could try to model the "hotspot" which surrounds the shadow. The lit ground/water/trees whatever are quite noticably brighter immediately around the shadow due to the angle of incidence and reflection. The size and intensity of the hotspot can be related to the size and structure of the features on the ground. The effect isn't as pronounced on surfaces such as snow and sand. Occasionally you can notice it looking at your own shadow -- there seems to be a halo around the head. Very good for the ego. Cheers! Randall |
From: Michael W. <michael.wessels@z.zgs.de> - 2001-02-15 19:27:44
|
Hi all, in my flight simulator I like to introduce shadowing of the airplane to the ground. My question is , if anybody has experiences to do this in conjunction with using PLIB for the geometry presentation. Michael |
From: Philipp F. <phi...@sw...> - 2001-02-09 19:37:21
|
Hi Guido, Am Fri, Feb 09, 2001 at 06:19:38PM +0100 hat Guido Aselmann getippert: > I use debian (sid=unstable) with XFree86 Version 4.0.2 using the Module > nvidia: vendor="NVIDIA Corporation" Why don't you use the package: plib1.3 and plib1.3-dev. They compiled ok for me (I uploaded them :-) Regards, -- Philipp work home Frauenfelder pfr...@ma... pfr...@de... [PGP] +41 1 632 60 38 +41 1 862 73 14 Proudly running Debian GNU/Linux. See http://www.debian.org/ |
From: Norman V. <nh...@ca...> - 2001-02-09 18:47:32
|
Guido Aselmann writes: > >tried to compile plib-1.3.1 and had the following problem >./configure was okay >but >make fails with do export GLUT_IS_PRESENT='1' before you run configure or make Hopefully this is fixed in the CVS sources so that this is no longer necessary < hint > Norman Vine |
From: Wolfram K. <w_...@rz...> - 2001-02-09 18:01:17
|
You asked: >what libaries are missing ? Your problem definitely has to do with glut.=20 Can you try to install that or check whether it is installed correctly? Bye bye, Wolfram |
From: Guido A. <ase...@gm...> - 2001-02-09 17:19:16
|
Hi, tried to compile plib-1.3.1 and had the following problem ./configure was okay but make fails with Making all in pui make[2]: Entering directory `/home/guido/plib-1.3.1/src/pui' c++ -DPACKAGE=\"plib\" -DVERSION=\"1.3.1\" -DHAVE_LIBDL=1 -DHAVE_LIBGL=1 -DHAVE_LIBGLU=1 -DSTDC_HEADERS=1 -DHAVE_GL_GL_H=1 -DHAVE_GL_GLU_H=1 -DLINUX_JOYSTICK_IS_PRESENT=1 -I. -I. -I../../src/sg -I../../src/fnt -I../../src/util -I/usr/local/include -g -O2 -O6 -Wall -c pu.cxx In file included from puLocal.h:2, from pu.cxx:2: pu.h: In method `puFont::puFont()': pu.h:90: `GLUT_BITMAP_8_BY_13' undeclared (first use this function) pu.h:90: (Each undeclared identifier is reported only once pu.h:90: for each function it appears in.) pu.cxx: In function `int puGetWindow()': pu.cxx:42: implicit declaration of function `int glutGetWindow(...)' pu.cxx: In function `int puGetWindowHeight()': pu.cxx:49: `GLUT_WINDOW_HEIGHT' undeclared (first use this function) pu.cxx:49: implicit declaration of function `int glutGet(...)' pu.cxx:52: warning: control reaches end of non-void function `puGetWindowHeight()' pu.cxx: In function `int puGetWindowWidth()': pu.cxx:58: `GLUT_WINDOW_WIDTH' undeclared (first use this function) pu.cxx:61: warning: control reaches end of non-void function `puGetWindowWidth()' pu.cxx: In function `int puMouse(int, int, int, int)': pu.cxx:331: `GLUT_DOWN' undeclared (first use this function) pu.cxx: In function `int puMouse(int, int)': pu.cxx:353: `GLUT_LEFT_BUTTON' undeclared (first use this function) pu.cxx:354: `GLUT_MIDDLE_BUTTON' undeclared (first use this function) pu.cxx:355: `GLUT_RIGHT_BUTTON' undeclared (first use this function) make[2]: *** [pu.o] Error 1 make[2]: Leaving directory `/home/guido/plib-1.3.1/src/pui' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/guido/plib-1.3.1/src' make: *** [all-recursive] Error 1 I use debian (sid=unstable) with XFree86 Version 4.0.2 using the Module nvidia: vendor="NVIDIA Corporation" I can run OpenGL stuff like MESA Gear sample or Specs Viewperf > dpkg -S gl.h shows qt2.2-doc: /usr/share/doc/qt2.2-doc/doc/html/qgl.html xlibmesa-dev: /usr/include/GL/gl.h qt2.2-doc: /usr/share/doc/qt2.2-doc/doc/html/opengl.html libqt2.2-dev: /usr/include/qt/qgl.h glutg3-dev: /usr/include/GL/fgl.h what libaries are missing ? -- Sent through GMX FreeMail - http://www.gmx.net |
From: Wolfram K. <w_...@rz...> - 2001-02-06 17:52:53
|
We don't have a real tutroial, but we have the examples and we have a almost 100% complete doc for users of plib (developers of games/apps that use plib) at plib.sourceforge.net Click on the name of the sub-library you are interested in. BTW, if you have any comments about the docs (for ex. regarding errors, inclusive spelling or grammar errors, hard to understand things, missing things etc), please mail here.=20 Bye bye, Wolfram. |
From: Tony O'B. <sto...@ax...> - 2001-02-05 17:32:32
|
Are there any tutorials on the web for PLib? I couldn't find any usage docs (aside from ssgInit() being the first ssg call) on the main PLib Sourceforge page. -- I filter out all hotmail messages because hotmail is one of the worst spamming offenders. If I sent this to your hotmail address, you must reply using a different email account or my filter will automatically trash your message. |
From: Sam S. <sa...@sp...> - 2001-01-22 17:54:48
|
----- Original Message ----- From: "Norman Vine" <nh...@ca...> To: <pli...@li...> Sent: Monday, January 22, 2001 5:37 PM Subject: RE: [Plib-users] config.h > Sam Stickland writes: > > >Norman Vine wrote:" > >> > > >> >I thought the Windoze compilers did that automatically. > >> > >> AFAIK all Windows compilers define _WIN32 < notice underbar > > >> > > > >Well I just checked MSVC++ and it makes these preprocessor definations > > > >WIN32,_DEBUG,_CONSOLE,_MBCS > > > >Notice that the WIN32 has no underscore? What a pain... > > Sam could you please try this simple test program Well that will teach me to post without checking first :) _WIN32 found WIN32 found Opps. Sam |
From: Norman V. <nh...@ca...> - 2001-01-22 17:40:03
|
Sam Stickland writes: >Norman Vine wrote:" >> > >> >I thought the Windoze compilers did that automatically. >> >> AFAIK all Windows compilers define _WIN32 < notice underbar > >> > >Well I just checked MSVC++ and it makes these preprocessor definations > >WIN32,_DEBUG,_CONSOLE,_MBCS > >Notice that the WIN32 has no underscore? What a pain... Sam could you please try this simple test program ------------- #include <stdio.h> int main( int argc, char **argv ) { #ifdef _WIN32 printf("_WIN32 found\n"); #endif #ifdef WIN32 printf("WIN32 found\n"); #endif #if !defined( _WIN32 ) && !defined( WIN32 ) printf("Neither _WIN32 or WIN32 found\n"); #endif return 0; } |
From: Sam S. <sa...@sp...> - 2001-01-22 14:40:07
|
----- Original Message ----- From: "Norman Vine" <nh...@ca...> To: <pli...@li...> Sent: Sunday, January 21, 2001 5:43 PM Subject: [Plib-users] config.h > < changing the subject header for archival purposes > > was 'RE: [Plib-users] joystick library' > > Steve Baker writes: > > > >Norman Vine wrote: > > > >> This should make a my_js_dem0.exe > >> c++ -o my_js_demo -DWIN32 js_demo.cxx -lwinmm -lplibul > >> > >> I do not like having to define WIN32 to make this work > > > >I thought the Windoze compilers did that automatically. > > AFAIK all Windows compilers define _WIN32 < notice underbar > > > PLib using WIN32 is I believe a carryover from the FlightGear world. > When they started using it I do not know < before I arrived though > Well I just checked MSVC++ and it makes these preprocessor definations WIN32,_DEBUG,_CONSOLE,_MBCS Notice that the WIN32 has no underscore? What a pain... Guess the config.h file would have to have something like: #if defined(_WIN32) && !defined(WIN32) #define WIN32 #endif ? Sam |
From: Sam S. <sa...@sp...> - 2001-01-22 14:40:07
|
----- Original Message ----- From: "Norman Vine" <nh...@ca...> To: <pli...@li...> Sent: Sunday, January 21, 2001 5:43 PM Subject: [Plib-users] config.h > < changing the subject header for archival purposes > > was 'RE: [Plib-users] joystick library' > > Steve Baker writes: > > > >Norman Vine wrote: > > > >> This should make a my_js_dem0.exe > >> c++ -o my_js_demo -DWIN32 js_demo.cxx -lwinmm -lplibul > >> > >> I do not like having to define WIN32 to make this work > > > >I thought the Windoze compilers did that automatically. > > AFAIK all Windows compilers define _WIN32 < notice underbar > > > PLib using WIN32 is I believe a carryover from the FlightGear world. > When they started using it I do not know < before I arrived though > Well I just checked MSVC++ and it makes these preprocessor definations WIN32,_DEBUG,_CONSOLE,_MBCS Notice that the WIN32 has no underscore? What a pain... Guess the config.h file would have to have something like: #if defined(_WIN32) && !defined(WIN32) #define WIN32 #endif ? Sam |
From: Wolfram K. <w_...@rz...> - 2001-01-22 12:58:58
|
Norman wrote: >We could go through the code and change all WIN32 to _WIN32 >[...] >Any comments anyone on my just doing this ??? Sounds good. >>> What do folks think of having the make install command >>> create a <plib/config.h> that contains the -Defines used when plib = was >>> compiled >>> <plib/config.h> would then be include by our other headers >> >>Sure - that's something that autoconf is able to do...I forget how >>exactly... > >I think it is fairly easy todo but I have never done it. >Have we got amy autoconfig gurus on the list ? But I would guess that running make calls the compiler with include path and other options set. You can only have defines and not compiler options in the config.h. So, if I see things correctly, when someone does a new project under Cygwin or Linux, he would still have to think about doing autoconf stuff / a manual makefile or batch file containing the correct settings for his system.=20 >Cheers > >Norman Vine=20 Bye bye, Wolfram. |
From: Norman V. <nh...@ca...> - 2001-01-22 01:45:52
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< changing the subject header for archival purposes > was 'RE: [Plib-users] joystick library' Steve Baker writes: > >Norman Vine wrote: > >> This should make a my_js_dem0.exe >> c++ -o my_js_demo -DWIN32 js_demo.cxx -lwinmm -lplibul >> >> I do not like having to define WIN32 to make this work > >I thought the Windoze compilers did that automatically. AFAIK all Windows compilers define _WIN32 < notice underbar > PLib using WIN32 is I believe a carryover from the FlightGear world. When they started using it I do not know < before I arrived though > We could go through the code and change all WIN32 to _WIN32 and see if that worked. We of course would still have the occasional #if defined(_WIN32) && !defined(__CYGWIN__) where we really want Unix behaviour when using Cygwin Any comments anyone on my just doing this ??? >> What do folks think of having the make install command >> create a <plib/config.h> that contains the -Defines used when plib was >> compiled >> <plib/config.h> would then be include by our other headers > >Sure - that's something that autoconf is able to do...I forget how >exactly... I think it is fairly easy todo but I have never done it. Have we got amy autoconfig gurus on the list ? Cheers Norman Vine |
From: Steve B. <sjb...@ai...> - 2001-01-22 01:11:42
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Norman Vine wrote: > This should make a my_js_dem0.exe > c++ -o my_js_demo -DWIN32 js_demo.cxx -lwinmm -lplibul > > I do not like having to define WIN32 to make this work I thought the Windoze compilers did that automatically. > What do folks think of having the make install command > create a <plib/config.h> that contains the -Defines used when plib was > compiled > <plib/config.h> would then be include by our other headers Sure - that's something that autoconf is able to do...I forget how exactly... -- 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: Norman V. <nh...@ca...> - 2001-01-21 22:23:20
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Steve Baker writes: > >McCracken Ryan wrote: > >> I figured I might try running js_demo.cxx on my own to >> see if it was my code. So I type this: >> >> g++ js_demo.cxx >> >> The executable appears by default in a.exe. I run it >> and the controllers still don't work. So if the code >> that created js_demo.exe is js_demo.cxx, is there some >> sort of option that I'm missing to get an executable >> that works like the js_demo.exe? Or is the problem >> more serious/complicated? > >Hmmm - I'm a little suprised that something as simple >as: > >g++ js_demo.cxx > >...would compile correctly - but since the JS stuff is just >a single header file - I suppose it could work. This should make a my_js_dem0.exe c++ -o my_js_demo -DWIN32 js_demo.cxx -lwinmm -lplibul I do not like having to define WIN32 to make this work What do folks think of having the make install command create a <plib/config.h> that contains the -Defines used when plib was compiled <plib/config.h> would then be include by our other headers Norman Vine |
From: Steve B. <sjb...@ai...> - 2001-01-21 21:58:35
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McCracken Ryan wrote: > OK, running Windows '98 (try not to hate me too much > for doing this). I'm *trying*...but it's not going to be easy. > I installed Cygwin and it seems to > work quite well. You have Cygwin - well, that's improved your credibility *slightly*. :-) > I downloaded the plib stuff (1.3.1). > I did what the readme told me to: > > ./configure > make > make install Excellent. > OK, so now I have the example js_demo.cxx file in > /usr/local/plib_examples-1.3.1/src/js > > In this directory there is also a file called > 'js_demo.exe'. So I type './js_demo', and -Eureka!- it > works for both of my controllers. Woohoo! > But now I decide to try running some of my own stuff. > There is a problem at the point at which the statement > js[0]->notWorking () appears. This statement returns a > value of 1 (not working). Not good. > I attached the js_demo.cxx code for ease of viewing. > > I figured I might try running js_demo.cxx on my own to > see if it was my code. So I type this: > > g++ js_demo.cxx > > The executable appears by default in a.exe. I run it > and the controllers still don't work. So if the code > that created js_demo.exe is js_demo.cxx, is there some > sort of option that I'm missing to get an executable > that works like the js_demo.exe? Or is the problem > more serious/complicated? Hmmm - I'm a little suprised that something as simple as: g++ js_demo.cxx ...would compile correctly - but since the JS stuff is just a single header file - I suppose it could work. However, the PLIB distro doesn't come with binaries or executables of any kind - so js_demo.cxx *did* compile on your setup...but with a different compile line. I suggest you 'touch js_demo.cxx' - to change the date on it, then re-run the 'make' for the top level 'examples' directory. That should cause it to recompile js_demo.exe - and (importantly), you'll see what commands it used to compile it. I can't predict what those will need to be because the 'configure' script generates the Makefile's specifically to suit your machine's setup. I'm guessing that there should be something like "-DCYGWIN=1" on the compile command line. Without that, it's probably compiling the set of commands that would work under Linux rather than the ones for Windoze/Cygwin. However, I havn't used Windoze for over 10 years...so my advice may be worth nothing! Perhaps someone on this list who uses CygWin will be able to offer more help. -- 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: McCracken R. <inf...@ya...> - 2001-01-21 20:42:43
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Hey, I'm trying to break free of the classroom dependencies inflicted on me (college experiences). So, here goes my first question (hopefully not too naive - the subject matter in the archive is pretty intimidating): OK, running Windows '98 (try not to hate me too much for doing this). I installed Cygwin and it seems to work quite well. I downloaded the plib stuff (1.3.1). I did what the readme told me to: ./configure make make install OK, so now I have the example js_demo.cxx file in /usr/local/plib_examples-1.3.1/src/js In this directory there is also a file called 'js_demo.exe'. So I type './js_demo', and -Eureka!- it works for both of my controllers. But now I decide to try running some of my own stuff. There is a problem at the point at which the statement js[0]->notWorking () appears. This statement returns a value of 1 (not working). I attached the js_demo.cxx code for ease of viewing. I figured I might try running js_demo.cxx on my own to see if it was my code. So I type this: g++ js_demo.cxx The executable appears by default in a.exe. I run it and the controllers still don't work. So if the code that created js_demo.exe is js_demo.cxx, is there some sort of option that I'm missing to get an executable that works like the js_demo.exe? Or is the problem more serious/complicated? Any help would be GREATLY appreciated. Thanks, /R __________________________________________________ Do You Yahoo!? Yahoo! Auctions - Buy the things you want at great prices. http://auctions.yahoo.com/ |
From: <cal...@ya...> - 2001-01-19 16:58:43
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i have two questions : 1- what are the best methods plib provides for collision detection( for accuracy, performance etc..)? will it support sweep tests for solids? 2-what is the best method for creating our own geometry? I am writing a FLT loader fow plib and want to ensure that the hierarchy i created could be rendered fast. __________________________________________________ Do You Yahoo!? Get email at your own domain with Yahoo! Mail. http://personal.mail.yahoo.com/ |