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From: Paolo L. <p.l...@ci...> - 2000-12-20 14:38:01
|
Me too, anyone interested can look at images in ftp://ftp.cira.it/paolo/plib/fnt/ (plib 1.3.1, examples 1.1.8, fnt_test a= nd PUI's complex, same in 1.2.0 and earlier). Everything else in plib is ok. My configuration for plib is: - Work: NT4-SP4, Matrox Millennium G200 latest drivers (OGL ICD), Cygnus B20.2 gcc 2.95.2 - Home: Windows98, Matrox Marvel G200 latest drivers, same dev env 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 -----Messaggio originale----- Da: pli...@li... [mailto:pli...@li...]Per conto di Eric Desrosie= rs Inviato: mercoled=EC 20 dicembre 2000 8.29 A: pli...@li... Oggetto: [Plib-users] problem with fnt and release mode Hello, I am compiling the font library using MSVC++ 5.0. When I compile in debug mode, everything is working fine, but when I compile the library in relea= se mode, the output text is trashy. Only the first letter is right. Does anyone ever had that problem? Eric |
From: Eric D. <sre...@ho...> - 2000-12-20 11:33:07
|
Hello, I am compiling the font library using MSVC++ 5.0. When I compile in = debug mode, everything is working fine, but when I compile the library = in release mode, the output text is trashy. Only the first letter is = right. Does anyone ever had that problem? Eric |
From: Steve B. <sjb...@ai...> - 2000-12-12 18:00:05
|
Thomas Gahr wrote: > confirm 672131 I suspect you sent this to the wrong mailing list! -- 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 |
From: Thomas G. <pin...@gm...> - 2000-12-12 16:40:40
|
confirm 672131 |
From: Steve B. <sjb...@ai...> - 2000-12-12 15:52:10
|
Thomas Gahr wrote: > > My question: > > Can I use the standard openGL-lib or other libs that use openGL (such as > particle systems...) and PLIB in one program? Yes. My games do that stuff for on-screen scoring, etc. -- 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 |
From: Curtis L. O. <cu...@me...> - 2000-12-12 14:21:15
|
Norman Vine writes: > Thomas Gahr writes: > > > >My question: > > > >Can I use the standard openGL-lib or other libs that use > >openGL (such as > >particle systems...) and PLIB in one program? > > Yes. .. but > > Since PLib is written in OpenGL, you might look at extending > one of the PLib Classes to do what you want Yes, and if you are careful with managing the opengl "state" you can mix in any of the raw opengl commands that you want as well. Curt. -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: Norman V. <nh...@ca...> - 2000-12-12 14:17:05
|
Thomas Gahr writes: > >My question: > >Can I use the standard openGL-lib or other libs that use >openGL (such as >particle systems...) and PLIB in one program? Yes. .. but Since PLib is written in OpenGL, you might look at extending one of the PLib Classes to do what you want Norman Vine |
From: Thomas G. <pin...@gm...> - 2000-12-12 13:37:41
|
My question: Can I use the standard openGL-lib or other libs that use openGL (such as particle systems...) and PLIB in one program? |
From: Steve B. <sjb...@ai...> - 2000-12-08 07:17:31
|
ha...@sl... wrote: > > Does anyone know of a good place to look for documentation about the > different methods of doing terrain in a 3D world? It's a VERY deep subject. Read the archives of the 'gdalgorithms' mailing list. (I don't know where those are - but Google-Can-Be-Your-Friend). There have been literally hundreds of high quality posts on the subject in the past couple of months. There was a period of several weeks when almost nothing else was talked about and the mail traffic was in the 'dozens per day' range. > I know one formula for doing terrains is to use a grey scale bitmap to > determine the terrain. Using the lightness or darkness of a pixel to > determine the height of that part of the terrain. > > Of course, I have no idea how to apply such an algorithm to a real-time > game. If I pre-generated the ground as a model based on the texture, it > would take the poly count for the scene off the scale. Not necessarily. That's exactly how the 'TuxRacer' game works. You can design your own levels using GIMP! Look in the PLIB examples under 'majik' - that's a terrain generator that uses height-maps. You could also look at the FlightGear system - they are BIG TIME terrain people and some of their solutions are working out very well. FlightGear also uses PLIB. There is a sister project called TerraGear that deals with creating terrain from raw real-world data. IIRC, the FlightGear web site used to have an essay I wrote about terrain systems - if it's still there, it would be a good place to visit first because it's a very top-level overview of the available techniques and their problems. That essay may have moved to the TerraGear site after the split - or I may just have dreamt the whole thing! -- 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 |
From: Curtis L. O. <cu...@me...> - 2000-12-08 05:09:41
|
Brian, A good place to start looking at the various approaches is http://vterrain.org/ Curt. ha...@sl... writes: > > Does anyone know of a good place to look for documentation about the > different methods of doing terrain in a 3D world? > > I'm either looking for resources that talk about terrain generation or > maybe just some suggestions on the best way to do it with plib in a > real-time game. > > I know one formula for doing terrains is to use a grey scale bitmap to > determine the terrain. Using the lightness or darkness of a pixel to > determine the height of that part of the terrain. > > Of course, I have no idea how to apply such an algorithm to a real-time > game. If I pre-generated the ground as a model based on the texture, it > would take the poly count for the scene off the scale. > > Any pointers to other resources, or suggestions would be greatly > appreciated. > > -- > Brian > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users -- Curtis Olson Human Factors Research Lab Flight Gear Project Twin Cities cu...@hf... cu...@fl... Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org |
From: <ha...@sl...> - 2000-12-08 04:18:25
|
Does anyone know of a good place to look for documentation about the different methods of doing terrain in a 3D world? I'm either looking for resources that talk about terrain generation or maybe just some suggestions on the best way to do it with plib in a real-time game. I know one formula for doing terrains is to use a grey scale bitmap to determine the terrain. Using the lightness or darkness of a pixel to determine the height of that part of the terrain. Of course, I have no idea how to apply such an algorithm to a real-time game. If I pre-generated the ground as a model based on the texture, it would take the poly count for the scene off the scale. Any pointers to other resources, or suggestions would be greatly appreciated. -- Brian |
From: Norman V. <nh...@ca...> - 2000-12-06 15:06:15
|
Steve Baker writes: > >PUI can either use the yukky/slow built-in fonts that come >with GLUT (I think FGFSstill uses GLUT - right?) - > or you can use the PLIB FNT library to load fonts. FWIW -- FGFS has been using the PLIB FNT "typewriter.txf" since about a week after the initial PUI release :-)) Norman |
From: Steve B. <sjb...@ai...> - 2000-12-06 06:25:45
|
David Findlay wrote: > - Can you use true type fonts with PUI? Not really...well - sortof. PUI can either use the yukky/slow built-in fonts that come with GLUT (I think FGFS still uses GLUT - right?) - or you can use the PLIB FNT library to load fonts. In principal, FNT can be handed any kind of texture map with associated information about where the glyphs (character shapes) are within the map. In practice, I've never heard of anyone using anything other than the standard TXF font loader. TXF fonts are basically just texturemapped fonts which could in principal be generated in a variety of ways - although in practice, everyone uses the original TXF generator written by Mark Kilgard. That package is given any X-windows font and renders it into memory and writes that out as a TXF file. Then FNT (and hence PUI) can use it. So, if Truetype fonts can be converted to TXF using Marks program (I think that's possible) - then they'll work with PUI. HOWEVER - I'm pretty sure that isn't actually the question you are asking. I'm guessing you want truly scalable fonts that look good at a range of resolutions. The trouble with that is that it's hard-to-impossible to do that at the blazing speed you'd need for most games applications. I suppose one could try to use something like GLTT which renders TrueType fonts using polygonal rendering under OpenGL - but you tend to get hundreds of polygons per character which isn't much good if you have a lot of text to render. Anyway - there are no hooks to do that within PUI - so you are stuck with what's currently possible. > - On the puInput things, can you get rid of the cursor and only have it > there when you click in the input? You could do that outside of PUI by issuing X-windows calls to turn off the cursor - and then turn it on again in the mouse callback if either of the buttons are held down. I believe there is a GLUT call to change the cursor shape - and one option is no cursor at all. Won't it be rather hard to know what you are clicking on if the cursor only appears as you click? Most games use some kind of toggle (either keyboard or mouse button) to enable or disable the cursor. -- 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 |
From: David F. <ne...@bi...> - 2000-12-06 01:26:56
|
Hi. I am new to this list. I am a FlightGear developer and have been working on the GUI so I thought I would join this list to find out some more about using PUI. Here are a few more questions I have: - Can you use true type fonts with PUI? - On the puInput things, can you get rid of the cursor and only have it there when you click in the input? David Findlay |
From: <ha...@sl...> - 2000-12-05 18:43:08
|
The first send of this failed, probably because of the attachments. I'm resending it without them, they can be found at: http://www.slothmud.org/~hayward/plibtest Here is the original message: ---------- Forwarded message ---------- Date: Mon, 4 Dec 2000 22:33:45 -0600 (CST) From: ha...@sl... To: pli...@li... Subject: ASE File Loader problems or is it my data? I am having problems loading ASE files using both plib 1.3.1 version as well as the current CVS. Currently, I'm getting core dumps during ssgFlatten (in ssgOptimiser.cxx line 829: ent->recalcBSphere ();) It is a very simple object created in 3D Studio Max, basically kindof a cube with textures. My artist provided three examples, one of which doesn't apply the textures to the cube. I have attached them along with the sample textures. Also attached is my modified "tux_example.cxx" which came from plib_examples-1.3.1. If anyone can tell me what I'm doing wrong, I would greatly appreciate it. Thanks a bunch, Brian Hayward ------------------- gdb output -------------------------- Starting program: /home/hayward/plib_examples-1.3.1/src/ssg/tux/tux_example @@Created GLX Context.. Program received signal SIGSEGV, Segmentation fault. 0x0 in ?? () Current language: auto; currently c (gdb) where #0 0x0 in ?? () #1 0x8050fd7 in ssgFlatten (ent=0x80da098) at ssgOptimiser.cxx:829 #2 0x804aaec in load_database () at tux_example.cxx:171 #3 0x804ab59 in main () at tux_example.cxx:189 (gdb) down Bottom (i.e., innermost) frame selected; you cannot go down. (gdb) up #1 0x8050fd7 in ssgFlatten (ent=0x80da098) at ssgOptimiser.cxx:829 829 ent -> recalcBSphere () ; Current language: auto; currently c++ (gdb) list 824 sgMakeIdentMat4 ( m ) ; 825 826 flatten ( ent, m ) ; 827 strip ( ent ) ; 828 829 ent -> recalcBSphere () ; 830 } 831 832 833 /* (gdb) |
From: Steve B. <sjb...@ai...> - 2000-12-04 04:57:36
|
David Findlay wrote: > > With PUI is it possible to add a transparent watermark texture to a dialog > that is already set up to be transparent? I am not a member of the list, so > if you reply please CC the reply to me. Thanks No - I havn't got into textured backgrounds in PUI. I think you can get around this and make it work by registering a rendering callback that could draw the textured background. This is something new - and I confess that I havn't played with it myself - but there are people on the mailing list who have - so I strongly advise you to sign up to the list - at least long enough to get your question answered. void puObject::setRenderCallback ( function, data ) ; -- 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 |
From: David F. <ne...@bi...> - 2000-12-04 01:30:01
|
With PUI is it possible to add a transparent watermark texture to a dialog that is already set up to be transparent? I am not a member of the list, so if you reply please CC the reply to me. Thanks David |
From: Steve B. <sjb...@ai...> - 2000-12-02 00:12:50
|
Devrim Erdem wrote: > > > Devrim Erdem wrote: > > > > > I want to add pre and post draw callback functions for each node under a > > > certain branch ( an flt model ). Since there are no callbacks for > > > branches I need to traverse the branch to find all the ssgLeaf's.. Is > > > there a ssgTraverse function or a class ? > > > > I'm not too thrilled about DRAW callbacks at the BRANCH level - because it'll > > cause horrible grief if/when we get around to sorting leaf nodes by material > > property (which would be a significant speedup in some cases). > > I have seen the previous postings. So how can I find the the ssgLeaf nodes under > a branch ? Well, you have ssgBranch::getNumKids(), ssgBranch::getKid(n) and ssgEntity::isAKindOf() ...so you have all the tools you need to walk down the tree checking nodes to see if they are derived from ssgLeaf. A simple recursive tree-walk can easily be put together in a dozen lines of code. -- 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 |
From: Devrim E. <de...@in...> - 2000-12-01 20:46:36
|
> Devrim Erdem wrote: > > > I want to add pre and post draw callback functions for each node under a > > certain branch ( an flt model ). Since there are no callbacks for > > branches I need to traverse the branch to find all the ssgLeaf's.. Is > > there a ssgTraverse function or a class ? > > I'm not too thrilled about DRAW callbacks at the BRANCH level - because it'll > cause horrible grief if/when we get around to sorting leaf nodes by material > property (which would be a significant speedup in some cases). I have seen the previous postings. So how can I find the the ssgLeaf nodes under a branch ? Sorry for the dump question. > > > You should see the ugliness this causes to Performer. > > -- > 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 > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users -- /*=============================================== M. Devrim Erdem de...@in... Software Engineering info(+)TRON, Turkey Tel: +90 216 4921002, Ext 138 Fax: +90 216 3432132 Http://www.infotron.com.tr Http://www.machsim.com/devrimerdem ===============================================*/ |
From: Steve B. <sjb...@ai...> - 2000-12-01 18:43:10
|
Devrim Erdem wrote: > I want to add pre and post draw callback functions for each node under a > certain branch ( an flt model ). Since there are no callbacks for > branches I need to traverse the branch to find all the ssgLeaf's.. Is > there a ssgTraverse function or a class ? I'm not too thrilled about DRAW callbacks at the BRANCH level - because it'll cause horrible grief if/when we get around to sorting leaf nodes by material property (which would be a significant speedup in some cases). You should see the ugliness this causes to Performer. -- 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 |
From: Dave M. <Dav...@dy...> - 2000-12-01 17:53:40
|
> I want to add pre and post draw callback > functions for each node under a certain > branch ( an flt model ). Since there are > no callbacks for branches I need to > traverse the branch to find all the > ssgLeaf's.. Is there a ssgTraverse > function or a class ? in plib-cvs, look at ssgEntity::setTravCallback(). also, traversing a graph is pretty simple: void traverse ( ssgEntity *e ) { if ( e -> isAKindOf ( SSG_TYPE_BRANCH ) ) { ssgBranch *br = (ssgBranch *) e ; for ( int i = 0 ; i < br -> getNumKids () ; i++ ) traverse ( br -> getKid ( i ) ) ; } if ( e -> isAKindOf ( SSG_TYPE_LEAF ) ) { ssgLeaf* leaf = (ssgLeaf*) e ; // do something } } --Dave |
From: Devrim E. <de...@in...> - 2000-12-01 17:10:54
|
Hi, I want to add pre and post draw callback functions for each node under a certain branch ( an flt model ). Since there are no callbacks for branches I need to traverse the branch to find all the ssgLeaf's.. Is there a ssgTraverse function or a class ? Regards, -- /*=============================================== M. Devrim Erdem de...@in... Software Engineering info(+)TRON, Turkey Tel: +90 216 4921002, Ext 138 Fax: +90 216 3432132 Http://www.infotron.com.tr Http://www.machsim.com/devrimerdem ===============================================*/ |
From: Devrim E. <de...@in...> - 2000-12-01 11:45:15
|
Hi, I want to add pre and post draw callback functions for each node under a certain branch ( an flt model ). Since there are no callbacks for branches I need to traverse the branch to find all the ssgLeaf's.. Is there a ssgTraverse function or a class ? Regards, /*=============================================== M. Devrim Erdem de...@in... Software Engineering info(+)TRON, Turkey Tel: +90 216 4921002, Ext 138 Fax: +90 216 3432132 Http://www.infotron.com.tr Http://www.machsim.com/devrimerdem ===============================================*/ |
From: Steve B. <sjb...@ai...> - 2000-11-28 06:27:36
|
Devrim Erdem wrote: > > > Pass 1: Render all the geometry in completely transparent polygons > > ...make sure you have glAlphaFunc set so that the DO actually > > render. As an alternative, you could draw the scene with it's > > 'normal' alpha values - but tell GL to mask off the colour planes. > > > > Pass 2: Use glPolygonOffset to move everything a tad closer to the eye > > and then re-render the geometry in wireframe mode. > > If I was doing pure opengl I would draw two passes sequentially. But while > using a scene graph where shall I do the first and the second pass ? The general idea is to call ssgCullAndDraw twice - once for each pass - with different things overridden each time. > I am planning to draw 1st pass in a predraw and set the state for the second > pass at the end of the predraw func. This way draw function will automatically > do the second pass. I wonder how do PLIB'ers do multipass rendering normally. That doesn't work for this though - you really need to draw ALL of the Z values before you draw ANY of the wireframe polygons. -- 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 |
From: Steve B. <sjb...@ai...> - 2000-11-28 06:15:03
|
Kevin Glass wrote: > Is there a cool a way to handle keyboard input under plib? No - I steer clear of keyboard/mouse bindings because they would prevent you from choosing between GLUT/GTK/FLTK/whatever. > The glut > callback just gives you when a key has been pressed and not when its > been released. Aha! Not so! Gotcha! > I'd like to be able to handle both events. In GLUT 3.7, there is a key-release callback - same syntax as the key-down callback. Check out: glutKeyboardUpFunc -- 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 |