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From: Steve W. <st...@sh...> - 2000-07-27 07:45:43
|
Has anyone tried using plib 1.2 with the 3Dfx Mesa 3.2.1 or 3.3? First I tried 3.3, which seemed to have some problems of its own (like #including glext.h, and not copying it when you do a make install), as well as causing pui to really screw up when using glide on my Voodoo2. I switched to 3.2.1 (which had no internal problems that I could see), and it has the same problem: the top of the screen is either severely distorted or blank, both in windowed and fullscreen modes. Software mode (MESA_GLX_FX=d) works fine. The problem occurs in both tux:aqfh and tuxkart, so it's not my code. :) I haven't tested other OpenGL apps yet (I should), but is this more likely to be a Mesa or plib problem? Did something get fixed in Mesa that plib was "working around," or did something in Mesa break (which seems less likely, since they put some 3Dfx specific fixes in this one)? ----------- "Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws." - Plato (427-347 B.C.) |
From: Stephen J B. <sj...@li...> - 2000-07-19 14:58:36
|
Risto S Varanka said: > I was trying to compile the example programs for PLIB-1.1.8 or > later. All other examples compile fine, but in the sg examples I > run into errors. I am using recently updated Debian Potato, Mesa > 3.1, GLUT 3.7 and plib 1.2. Yes - I'm sorry about that - we are in the process of rewriting and reorganizing the examples package (you can see it's about 10 revisions behind PLIB itself) - so these problems are not entirely unexpected! You should find that if you 'cd' down into the examples/<libraryname> directory and do a 'make' there, that more of the examples programs will build - but some of them (notably that Quaternion test program) won't build no matter what. Actually, the Quaternion test was never meant to be in the distribution at all - it was just something I was testing with and didn't intend to ship out. The version of the examples suite that's in the current CVS version of PLIB *does* compile against the version of PLIB that's in CVS - but that's in the unstable development branch and you might not want to go there. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Risto S V. <rva...@cc...> - 2000-07-19 13:56:04
|
I was trying to compile the example programs for PLIB-1.1.8 or later. All other examples compile fine, but in the sg examples I run into errors. I am using recently updated Debian Potato, Mesa 3.1, GLUT 3.7 and plib 1.2. Here's the error: fun13:/usr/src/plib-1.2.0/examples/plib_examples-1.1.8$ make Making all in examples make[1]: Entering directory `/usr/src/plib-1.2.0/examples/plib_examples-1.1.8/examples' Making all in js /* Everything went well for the first few directories, so not pasting them here */ Making all in sg make[2]: Entering directory `/usr/src/plib-1.2.0/examples/plib_examples-1.1.8/examples/sg' c++ -DPACKAGE=\"plib_examples\" -DVERSION=\"1.1.8\" -DHAVE_LIBGL=1 -DHAVE_LIBGLU=1 -DHAVE_LIBGLUT=1 -DSTDC_HEADERS=1 -DHAVE_GL_GL_H=1 -DHAVE_GL_GLUT_H=1 -DHAVE_PLIB_SG_H=1 -DHAVE_PLIB_SL_H=1 -DHAVE_PLIB_SSG_H=1 -DHAVE_PLIB_FNT_H=1 -DHAVE_PLIB_PU_H=1 -DHAVE_PLIB_JS_H=1 -DLINUX_JOYSTICK_IS_PRESENT=1 -I. -I. -O6 -Wall -c sg_quat_test.cxx sg_quat_test.cxx: In function `int main(int, char **)': sg_quat_test.cxx:49: implicit declaration of function `int sgMakeQuat(...)' sg_quat_test.cxx:50: no matching function for call to `sgMakeRotMat4 (float[4][4], float (*)[4])' /usr/include/plib/sg.h:131: candidates are: void sgMakeRotMat4(float (*)[4], float, const float *) /usr/include/plib/sg.h:134: void sgMakeRotMat4(float (*)[4], const float *) /usr/include/plib/sg.h:139: void sgMakeRotMat4(float (*)[4], float, float, float) make[2]: *** [sg_quat_test.o] Error 1 make[2]: Leaving directory `/usr/src/plib-1.2.0/examples/plib_examples-1.1.8/examples/sg' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/usr/src/plib-1.2.0/examples/plib_examples-1.1.8/examples' make: *** [all-recursive] Error 1 -- Risto Varanka | http://www.helsinki.fi/~rvaranka/ ris...@he... |
From: Steve B. <sjb...@ai...> - 2000-07-13 06:31:53
|
IMPORTANT NOTICE: ~~~~~~~~~~~~~~~~~ From PLIB 1.3.1 onwards, there will be a new library 'libplibul.a' with some common utility functions that other PLIB libraries may need. If you use 'autoconf/automake' to build your application, you can easily cope with this change by adding: AC_CHECK_LIB(plibul, ulInit,,,) ...with that in your 'configure.in', you should be able to build against either PLIB 1.3.0 and earlier or PLIB 1.3.1 and later. If you intend to actually call any UL functions in your application, then you'll need to call ulInit() before you do so - and #include <plib/ul.h> If you don't intend to call UL functions, you still need to link to UL - but you don't have to call ulInit. -- 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...> - 2000-07-12 23:06:53
|
Peter A Barros wrote: > > I recently downloaded plib-1.2.0 and set it up fine, now I am trying to do > the same for the "plib_examples-1.1.8" but when i do a make on it i get: > sg_quat_test.cxx:49: implicit declaration of function `int > sgMakeQuat(...)' Ooops! That test program wasn't supposed to end up in the distribution. It's junk. > any idea how to fix this problem? Change sg_quat_test.cxx to read: int main () { return 0 ; } :-) (If you just delete it, you'll have to change the Makefile.am, re-run autoconf/automake, etc, etc) Those examples and documents are in *severe* need of updating...So many jobs - so little time. :-( Sorry! -- 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: Peter A B. <p.a...@la...> - 2000-07-12 18:36:41
|
I recently downloaded plib-1.2.0 and set it up fine, now I am trying to do the same for the "plib_examples-1.1.8" but when i do a make on it i get: Making all in sg make[2]: Entering directory `/devices/plib_examples-1.1.8/examples/sg' c++ -DPACKAGE=\"plib_examples\" -DVERSION=\"1.1.8\" -DHAVE_LIBGL=1 -DHAVE_LIBGLU=1 -DHAVE_LIBGLUT=1 -DSTDC_HEADERS=1 -DHAVE_GL_GL_H=1 -DHAVE_GL_GLUT_H=1 -DHAVE_PLIB_SG_H=1 -DHAVE_PLIB_SL_H=1 -DHAVE_PLIB_SSG_H=1 -DHAVE_PLIB_FNT_H=1 -DHAVE_PLIB_PU_H=1 -DHAVE_PLIB_JS_H=1 -DLINUX_JOYSTICK_IS_PRESENT=1 -I. -I. -g -O2 -O6 -Wall -c sg_quat_test.cxx sg_quat_test.cxx: In function `int main(int, char **)': sg_quat_test.cxx:49: implicit declaration of function `int sgMakeQuat(...)' sg_quat_test.cxx:50: no matching function for call to `sgMakeRotMat4 (float[4][4], float (*)[4])' /usr/include/plib/sg.h:131: candidates are: void sgMakeRotMat4(float (*)[4], float, const float *) /usr/include/plib/sg.h:134: void sgMakeRotMat4(float (*)[4], const float *) /usr/include/plib/sg.h:139: void sgMakeRotMat4(float (*)[4], float, float, float) make[2]: *** [sg_quat_test.o] Error 1 make[2]: Leaving directory `/devices/plib_examples-1.1.8/examples/sg' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/devices/plib_examples-1.1.8/examples' make: *** [all-recursive] Error 1 here's my info Redhat 6.2 kernel is 2.2.14 i686 Pentium II w/ 400 MHz gcc 2.95.2 any idea how to fix this problem? Thanks! |
From: Steve B. <sjb...@ai...> - 2000-06-30 04:21:09
|
ANNOUNCING PLIB 1.2.0 and 1.3.0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is one of those rare occasions when there is nothing significantly new in the release - but we are incrementing the version number to indicate stability. Both PLIB 1.2.0 and 1.3.0 are essentially identical to 1.1.12. From today onwards: 1.0.xx is officially obsolete - please don't use it, rely on it or distribute it. If you find an application that needs it, please ask the author to upgrade. 1.1.xx is also officially obsolete - same deal. 1.2.0 is the new 'stable' release, it's feature set is frozen and there won't be a 1.2.1 unless we have to fix a critical bug. This is the "known good" version that Linux distro's should ship, application developers should build against and users should download. 1.3.0 is the first of the new 'experimental' versions - that's where all the cutting edge new development will be done, new features will be added - new bugs also. Ultimately there will be a 1.4.0 which will once again be stable. Thanks to the many people who helped to push 1.2.0 screaming and kicking into the world. There is no great glamor in working on PLIB - but several quality projects would not be where they are without your 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 |
From: Blake F. <umf...@cc...> - 2000-06-21 14:21:30
|
Hi, I've been working on a strategy game for linux using OpenGL and plib. Screenshots and sourcecode/cvs access can be found at http://foundation.sourceforge.net Blake |
From: Paolo L. <p.l...@ci...> - 2000-06-21 13:32:58
|
The approach to rely on true opensource standards shouldn't miss to actract developers (always the same stories...) - not to mention that an always larger game developer community is unhappy with Direct3D and likes OpenGL. Plib is thus candidate to take an honorable place in this promising scenario, to my opinion mostly for simulation, whereas other more or less open engines are instead suited to portals/room-based scenes. And would neither needs to change the license from LGPL! What about "Tux-the-Kart" to be one of the first games of this new generation?! Wishes - ---------------------------------------------------------------------------- - Paolo Leoncini phone: +39 (0823) 623134 Scientific Visualization Group fax: +39 (0823) 623126 CIRA - Italian Center for Aerospace Researches p.l...@ci... Via Maiorise - 81043 Capua (CE) Italy www.cira.it/research/vis > -----Messaggio originale----- > Da: pli...@li... > [mailto:pli...@li...]Per conto di Steve Baker > Inviato: mercoledì 21 giugno 2000 14.44 > A: pli...@li... > Oggetto: Re: [Plib-users] Linux-based game console > > > Paolo Leoncini wrote: > > > > For your knowledge - > > > > http://www.indrema.com/servlet/site > > Hmmm - interesting. > > I wonder how they intend to get software for this box? Presumably > they aren't going to rely on Quake plus Loki plus 23 versions of > Tetris to get this thing off the ground? > > -- > Steve Baker http://web2.airmail.net/sjbaker1 > sjb...@ai... (home) http://www.woodsoup.org/~sbaker > sj...@ht... (work) > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: Steve B. <sjb...@ai...> - 2000-06-21 12:43:41
|
Paolo Leoncini wrote: > > For your knowledge - > > http://www.indrema.com/servlet/site Hmmm - interesting. I wonder how they intend to get software for this box? Presumably they aren't going to rely on Quake plus Loki plus 23 versions of Tetris to get this thing off the ground? -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Paolo L. <p.l...@ci...> - 2000-06-21 12:12:22
|
For your knowledge - http://www.indrema.com/servlet/site Greetings - Paolo |
From: Steve B. <sjb...@ai...> - 2000-06-20 03:21:57
|
Paolo Leoncini wrote: > > Thanks, Steve, for the useful suggestions - I finally saw those > semi-translucent textures in my database. What I did? these simple three > things: > > 1. glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) > so to not actually need alpha planes still getting roughly good blending; Yep - only a few rather esoteric algorithms actually need destination alpha - and quite a few graphics cards don't support them. > 2. mat->enable( GL_BLEND ) and mat->setAplhaClamp(0.01) > the latter to get the full [0:255] alpha range; Yep. > 3. switch for tests to a AccellGraphics GMX2000-equipped NT box (!!!!) > instead of my G200 on NT, which soon switch to software with as few as > 2.5Mtexels loaded and doesn't want to know about alpha-ed textures (latest > driver, of course). I'm not familiar with Windoze drivers - but a board shouldn't switch to software rendering just because you are using too much texture memory. It might take a while to swap maps in and out of memory - but it's probably still hardware accellerated. Dunno why G200 would have trouble with alpha - it works OK under Linux. > Since I would like to rely on (3DS) modeller's information as much as > possible, a further little work will focus on automatically set those > properties for transparent textures (only the image loader knows about the > 2/4-components) - the AppStateCallback seems once again the final resource. Well, I guess whatever the problem is should be fixed - but I still believe that most applications will want to use AppStateCallback in the end. > Furthermore one has also to "isolate" translucent objects from the rest of > the database for rendering with z-buffer disabled after all other objects, > for best blending results. SSG does that automatically for you. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Paolo L. <p.l...@ci...> - 2000-06-19 16:01:38
|
Thanks, Steve, for the useful suggestions - I finally saw those semi-translucent textures in my database. What I did? these simple three things: 1. glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) so to not actually need alpha planes still getting roughly good blending; 2. mat->enable( GL_BLEND ) and mat->setAplhaClamp(0.01) the latter to get the full [0:255] alpha range; 3. switch for tests to a AccellGraphics GMX2000-equipped NT box (!!!!) instead of my G200 on NT, which soon switch to software with as few as 2.5Mtexels loaded and doesn't want to know about alpha-ed textures (latest driver, of course). Since I would like to rely on (3DS) modeller's information as much as possible, a further little work will focus on automatically set those properties for transparent textures (only the image loader knows about the 2/4-components) - the AppStateCallback seems once again the final resource. Furthermore one has also to "isolate" translucent objects from the rest of the database for rendering with z-buffer disabled after all other objects, for best blending results. Thanks again - ---------------------------------------------------------------------------- - Paolo Leoncini phone: +39 (0823) 623134 Scientific Visualization Group fax: +39 (0823) 623126 CIRA - Italian Center for Aerospace Researches p.l...@ci... Via Maiorise - 81043 Capua (CE) Italy www.cira.it/research/vis > -----Messaggio originale----- > Da: pli...@li... > [mailto:pli...@li...]Per conto di Steve Baker > Inviato: venerdì 16 giugno 2000 21.02 > A: pli...@li... > Oggetto: Re: R: [Plib-users] Transparent texture > > > Paolo Leoncini" <p.l...@ci...> wrote: > > > The easy explanation could be that all works ok, and I'm doing something > > wrong... > > That's what I'm going with right now! > > > but the fact is that I don't set anything special for getting > > trasparent textures, other than to supply the alpha-equipped [2/4 > > compoments] texture. > > The little step forward, that anyway doesn't solve the general > problem, is > > to set > > > > materials[...]->setAlphaClamp(0.5f) > > > > into the 3DS loader. This actually rises the threshold of the > transparent > > part with respect to the opaque, but I'm still in trouble with the full > > [0:255] alpha range support in rgba/inta textures. > > I don't know offhand what the 3DS loader is doing with that > field...however, > transparency *certainly* works in SSG - I use it constantly in all sorts > of applications. > > Here is the code I use to set up an ssgSimpleState in my latest project: > > /* Declare it... */ > > *gst = new ssgSimpleState ; > > /* > I allocate a simple integer index to every State > to make it easier for my collision detection code > to tell me what kind of material we collided with. > */ > > (*gst) -> setExternalPropertyIndex ( index ) ; > > /* > Load up the texture...or not. > */ > > if ( texture_map [ 0 ] != '\0' ) > { > (*gst) -> setTexture ( texture_map, !(clamp_tex & UCLAMP), > !(clamp_tex & VCLAMP) ) ; > (*gst) -> enable ( GL_TEXTURE_2D ) ; > } > else > (*gst) -> disable ( GL_TEXTURE_2D ) ; > > /* > Turn on lighting...or not > */ > > if ( lighting ) > (*gst) -> enable ( GL_LIGHTING ) ; > else > (*gst) -> disable ( GL_LIGHTING ) ; > > /* > Set up some other things I use a lot > */ > > (*gst) -> setShadeModel ( GL_SMOOTH ) ; > (*gst) -> enable ( GL_COLOR_MATERIAL ) ; > (*gst) -> enable ( GL_CULL_FACE ) ; > (*gst) -> setColourMaterial ( GL_AMBIENT_AND_DIFFUSE ) ; > (*gst) -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ; > (*gst) -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ; > (*gst) -> setShininess ( 0 ) ; > > /* > Set up transparency...or not > */ > > if ( transparency ) > { > (*gst) -> setTranslucent () ; > (*gst) -> enable ( GL_ALPHA_TEST ) ; > (*gst) -> setAlphaClamp ( alpha_ref ) ; /* 0..1 */ > (*gst) -> enable ( GL_BLEND ) ; > } > else > { > (*gst) -> setOpaque () ; > (*gst) -> disable ( GL_BLEND ) ; > } > > > I have noticed that my GeForce-256 card (running the nVidia > OpenGL-for-Linux > driver) seems to misbehave a little with some values of AlphaClamp. > > > Does anybody work with full alpha'ed textures for special effects in > > plib/ssg-based games? > > Yes. > > > I read 3DS files for tests, so if anyone does it with > > (secene data) in a different format, it could lead to > understand that there > > is some bad setting in the 3DS reader, so we could modify it... > > Well, I find that modellers in general do a very poor job of giving me the > exact 'material' parameters that I need - so my applications generally > load a table of material properties that I create by hand (either as a > parsed ASCII file - or hard-coded into the application). As the model > is loaded, I match up the texture map that was applied to the model to > the texture map name in my application's material property table. > > The 'ssgSetAppStateCallback(getAppState)' callback does this. > > Hence, I don't care what the loader does with material properties...so > there could easily be a bug. > > > Sorry for insisting on it, but I'm very disappointed (still loving plib, > > anyway!) - > > Well, don't worry too much - it *does* work in the core of SSG - so either > you are not setting it up right or the 3DS loader is broken. > > From your description, it seems like you probably don't have... > > ssgstate -> enable ( GL_BLEND ) ; > > ...set. If you don't have that then OpenGL will still compute > alpha values - but it won't BLEND the new polygon into the > background - it'll either be on or off - opaque or *nothing*. > > So, check that out - and if you are still getting nowhere, > *someone* will need to take a look into the ssgState stuff > in the 3DS loader. > > > -- > Steve Baker http://web2.airmail.net/sjbaker1 > sjb...@ai... (home) http://www.woodsoup.org/~sbaker > sj...@ht... (work) > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: Steve B. <sjb...@ai...> - 2000-06-16 19:01:01
|
Paolo Leoncini" <p.l...@ci...> wrote: > The easy explanation could be that all works ok, and I'm doing something > wrong... That's what I'm going with right now! > but the fact is that I don't set anything special for getting > trasparent textures, other than to supply the alpha-equipped [2/4 > compoments] texture. > The little step forward, that anyway doesn't solve the general problem, is > to set > > materials[...]->setAlphaClamp(0.5f) > > into the 3DS loader. This actually rises the threshold of the transparent > part with respect to the opaque, but I'm still in trouble with the full > [0:255] alpha range support in rgba/inta textures. I don't know offhand what the 3DS loader is doing with that field...however, transparency *certainly* works in SSG - I use it constantly in all sorts of applications. Here is the code I use to set up an ssgSimpleState in my latest project: /* Declare it... */ *gst = new ssgSimpleState ; /* I allocate a simple integer index to every State to make it easier for my collision detection code to tell me what kind of material we collided with. */ (*gst) -> setExternalPropertyIndex ( index ) ; /* Load up the texture...or not. */ if ( texture_map [ 0 ] != '\0' ) { (*gst) -> setTexture ( texture_map, !(clamp_tex & UCLAMP), !(clamp_tex & VCLAMP) ) ; (*gst) -> enable ( GL_TEXTURE_2D ) ; } else (*gst) -> disable ( GL_TEXTURE_2D ) ; /* Turn on lighting...or not */ if ( lighting ) (*gst) -> enable ( GL_LIGHTING ) ; else (*gst) -> disable ( GL_LIGHTING ) ; /* Set up some other things I use a lot */ (*gst) -> setShadeModel ( GL_SMOOTH ) ; (*gst) -> enable ( GL_COLOR_MATERIAL ) ; (*gst) -> enable ( GL_CULL_FACE ) ; (*gst) -> setColourMaterial ( GL_AMBIENT_AND_DIFFUSE ) ; (*gst) -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ; (*gst) -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ; (*gst) -> setShininess ( 0 ) ; /* Set up transparency...or not */ if ( transparency ) { (*gst) -> setTranslucent () ; (*gst) -> enable ( GL_ALPHA_TEST ) ; (*gst) -> setAlphaClamp ( alpha_ref ) ; /* 0..1 */ (*gst) -> enable ( GL_BLEND ) ; } else { (*gst) -> setOpaque () ; (*gst) -> disable ( GL_BLEND ) ; } I have noticed that my GeForce-256 card (running the nVidia OpenGL-for-Linux driver) seems to misbehave a little with some values of AlphaClamp. > Does anybody work with full alpha'ed textures for special effects in > plib/ssg-based games? Yes. > I read 3DS files for tests, so if anyone does it with > (secene data) in a different format, it could lead to understand that there > is some bad setting in the 3DS reader, so we could modify it... Well, I find that modellers in general do a very poor job of giving me the exact 'material' parameters that I need - so my applications generally load a table of material properties that I create by hand (either as a parsed ASCII file - or hard-coded into the application). As the model is loaded, I match up the texture map that was applied to the model to the texture map name in my application's material property table. The 'ssgSetAppStateCallback(getAppState)' callback does this. Hence, I don't care what the loader does with material properties...so there could easily be a bug. > Sorry for insisting on it, but I'm very disappointed (still loving plib, > anyway!) - Well, don't worry too much - it *does* work in the core of SSG - so either you are not setting it up right or the 3DS loader is broken. From your description, it seems like you probably don't have... ssgstate -> enable ( GL_BLEND ) ; ...set. If you don't have that then OpenGL will still compute alpha values - but it won't BLEND the new polygon into the background - it'll either be on or off - opaque or *nothing*. So, check that out - and if you are still getting nowhere, *someone* will need to take a look into the ssgState stuff in the 3DS loader. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Loring H. <ls...@cs...> - 2000-06-16 13:29:36
|
This patch allows PLIB to be built under Solaris w/ the SUNWspro C++ compiler on a system without glut in the default place (ie, adds --with-glut and --with-glut-includes). Also - not sure if it is my version of automake or not (1.4), but automake creates PLIB Makefile's that assume you are using gcc (uses -Md to create dependencies). I didn't know of any easy way to fix this - it gives a warning message when compiling with SUNWspro 4.2, but builds fine. Other issues - the README in cvs is out of date (points to the wrong URL), and the documentation is out of date with the cvs source. Would it be possible to put the examples and docs in cvs so it would be easier to get the most recent versions (and give all the other benefits of cvs)? Thanks, Loring Index: configure.in =================================================================== RCS file: /cvsroot/plib/plib/configure.in,v retrieving revision 1.4 diff -u -r1.4 configure.in --- configure.in 2000/05/16 22:22:15 1.4 +++ configure.in 2000/06/16 13:14:12 @@ -27,6 +27,26 @@ AC_PROG_INSTALL AC_PROG_RANLIB +dnl Command line arguments +AC_ARG_WITH(glut, +[ --with-glut=DIR set the prefix directory where GLUT resides], +GLUT_PREFIX=$withval, GLUT_PREFIX=auto) + +AC_ARG_WITH(glut-includes, +[ --with-glut-includes=DIR + set the directory where GLUT include files reside], +GLUT_INCLUDES=$withval, GLUT_INCLUDES=auto) +if test "x$GLUT_INCLUDES" != "xauto"; then + CPPFLAGS="$CPPFLAGS -I$GLUT_INCLUDES" +else + if test "x$GLUT_PREFIX" != "xauto"; then + CPPFLAGS="$CPPFLAGS -I$GLUT_PREFIX/include" + fi +fi +if test "x$GLUT_PREFIX" != "xauto"; then + LIBS="$LIBS -L$GLUT_PREFIX/lib" +fi + dnl Checks for library functions. dnl check for OpenGL related libraries @@ -39,6 +59,9 @@ AC_PATH_XTRA x_suffix="$X_LIBS $X_PRE_LIBS -lX11 -lXi -lXext -lXmu $X_EXTRA_LIBS -lm" + if test "x$x_includes" != "x"; then + CPPFLAGS="$CPPFLAGS -I$x_includes" + fi dnl Reasonable stuff non-windoze variants ... :-) Index: src/sl/slPortability.h =================================================================== RCS file: /cvsroot/plib/plib/src/sl/slPortability.h,v retrieving revision 1.2 diff -u -r1.2 slPortability.h --- src/sl/slPortability.h 2000/02/20 00:54:23 1.2 +++ src/sl/slPortability.h 2000/06/16 13:14:13 @@ -66,7 +66,7 @@ # include <audio.h> #endif -#if defined(__svr4__) +#if defined(__svr4__) || defined(__SVR4) # include <sys/audioio.h> # include <sys/stropts.h> # define SOLARIS Index: src/ssg/ssg.h =================================================================== RCS file: /cvsroot/plib/plib/src/ssg/ssg.h,v retrieving revision 1.20 diff -u -r1.20 ssg.h --- src/ssg/ssg.h 2000/05/16 21:58:27 1.20 +++ src/ssg/ssg.h 2000/06/16 13:14:13 @@ -21,6 +21,13 @@ #define FALSE 0 #endif +// SUNWspro 4.2 and earlier need bool to be defined +#if defined(__SUNPRO_CC) && __SUNPRO_CC < 0x500 +typedef int bool; +const int true = 1; +const int false = 0; +#endif + #ifndef _SSG_PUBLIC #define _SSG_PUBLIC protected #endif |
From: Paolo L. <p.l...@ci...> - 2000-06-16 12:20:05
|
Dear plib/ssg friends, I didn't hear anything related to the subject, and I am a bit surprised that a community around a game-oriented library is not much sensitive to it. The easy explanation could be that all works ok, and I'm doing something wrong... but the fact is that I don't set anything special for getting trasparent textures, other than to supply the alpha-equipped [2/4 compoments] texture. The little step forward, that anyway doesn't solve the general problem, is to set materials[...]->setAlphaClamp(0.5f) into the 3DS loader. This actually rises the threshold of the transparent part with respect to the opaque, but I'm still in trouble with the full [0:255] alpha range support in rgba/inta textures. Does anybody work with full alpha'ed textures for special effects in plib/ssg-based games? I read 3DS files for tests, so if anyone does it with (secene data) in a different format, it could lead to understand that there is some bad setting in the 3DS reader, so we could modify it... Sorry for insisting on it, but I'm very disappointed (still loving plib, anyway!) - Paolo ---------------------------------------------------------------------------- - Paolo Leoncini phone: +39 (0823) 623134 Scientific Visualization Group fax: +39 (0823) 623126 CIRA - Italian Center for Aerospace Researches p.l...@ci... Via Maiorise - 81043 Capua (CE) Italy www.cira.it/research/vis > -----Messaggio originale----- > Da: pli...@li... > [mailto:pli...@li...]Per conto di Paolo > Leoncini > Inviato: martedì 6 giugno 2000 12.06 > A: pli...@li... > Oggetto: [Plib-users] Transparent texture > > > Why in SSG my transparent (rgba/inta) textures appear with a sharp > transition from alpha=255 to alpha<255, like 1-bit alpha? > > Better explained, whilst alpha channel is fully exploited (i.e. [0:255] > range), transparent area on such textures is limited to where > alpha is 255. > This obviously results in a bad "halo" where, let's say, 0<alpha<255, and > effects like steam, smoke are thus impossible to be done thru textures. > > Should I enable some special flag in the state node? (the image loader > correctly understand the zsize 2 or 4 of such textures). > > Greetings - > > Paolo > > ------------------------------------------------------------------ > ---------- > - > Paolo Leoncini > phone: +39 (0823) 623134 > Scientific Visualization Group fax: +39 > (0823) 623126 > CIRA - Italian Center for Aerospace Researches p.l...@ci... > Via Maiorise - 81043 Capua (CE) Italy www.cira.it/research/vis > > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: Steve B. <sjb...@ai...> - 2000-06-10 05:10:21
|
Stafford Goodsell wrote: > 1) > I am having major trouble with this coordinate system stuff. I did some more > tests, and i really must insist that the axis of rotation is different to the > axis of translation in plib. No - your error is in assuming that the two three element float arrays are: translation in X/Y/Z and rotation around X/Y/Z - that is NOT the case. The rotation array is H/P/R (Heading/Pitch/Roll) - which is rotation about (respectively) Z,X,Y. This may seem a little strange - but I always think of Euler angle rotations as 'Heading', 'Pitch' and 'Roll' and *NOT* as rotations about the three axes. Since people generally talk about "Heading/Pitch/Roll" and not "Pitch/Roll/Heading", the order of elements in the array seems "appropriate". Some people prefer the term "Yaw" rather than "Heading" - but I dislike using a word that begins with X,Y or Z since that prohibits the use of single letter variables! > Here is the startup code i use for the position of my helicopter: > > model_obj->lin_p[0] = 0.0; // model_obj can be considered a structure that > model_obj->lin_p[1] = 0.0; // holds the angle (ang_p), and position > model_obj->lin_p[2] = 90.0; // (lin_p) values of the model. > model_obj->ang_p[0] = 0.0; > model_obj->ang_p[1] = 0.0; > model_obj->ang_p[2] = 0.0; > > Then later on, every frame calls this: > sgSetCoord(&modelpos, model_obj->lin_p, model_obj->ang_p); > model -> setTransform(&modelpos); > ssgCullAndDraw ( scene ) ; // model is a ssgTransform in scene Seems reasonable. > This puts the helicopter at 90 units above the 'ground' (which is at 0,0,0), ...indeed. > and indicates as you have all pointed out that the z is up axis for plib. Correct. > Now, suppose i want to rotate around z? This would be equivalent to the > helicopter spinning as if its tail rotor were being activated. Yep - this is a change in the helicopter's heading - which is the first element in the 'hpr' array. (That's why it's called 'hpr' - to remind you of the order of the elements!) > Since z is up, > and the axis i want to rotate around, i should be able to do this: > > model_obj->lin_p[0] = 0.0; > model_obj->lin_p[1] = 0.0; > model_obj->lin_p[2] = 90.0; > model_obj->ang_p[0] = 0.0; > model_obj->ang_p[1] = 0.0; > model_obj->ang_p[2] = 90.0; Yep - so the third element of the ang_p array is 'Roll'... > But alas, the helicopter then ends up rotated 90 degrees around the axis going > into the screen (y?), not z. Yep - it rolled - just like you told it to. > This indicates to me that the axis of rotation is > different than the axis of translation. It's just a matter of convention. I'm used to using SGI's Performer scene graph library - and if you've ever used that, you'll notice a rather strong resemblence to my own SG library in Performer's linear math functions. > If i am mistaken anywhere here please point out where im wrong, but if this is > true... well im stumped as to how to do rotations relative to the object > properly :( Just remember 'hpr' and you'll be OK...or just forget the whole thing and use Matrices or Quaternions. > 2) > On Steve's note about drawing with both opengl and ssg, I tried using a > ssgSimpleState method, but it just produced lots of red flashes. (my lines > are supposed to be red) I will continue to work on it, since i suspect it is > a problem with my lines being in the wrong place or something like that, but > in the process, i think i found a another bug in plib :) When i call > ssgSimpleState->disable(), it produces a message: > > 'Illegal mode passed to ssgSimpleState::disable(X)' > > where 'X' is the mode given to the call. (I tried this with modes 0, 2 and 5 > (SSG_GL_TEXTURE_EN, SSG_GL_COLOR_MATERIAL_EN, SSG_GL_LIGHTING_EN; probably > not in that order :) The ssgSimpleState::enable/disable functions now take regular OpenGL tokens. eg my_state -> enable ( GL_LIGHTING ) ; > Oh btw, if you feel like being a hero and playing with the whole code :), you > can get it from anonymous cvs at sourceforge under the geome project: > ano...@cv...:/cvsroot/geome > checkout the 'demos' module I'm *way* too busy right now - sorry. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Stafford G. <su...@ma...> - 2000-06-10 03:18:10
|
Hi again, Thanks to those who gave me some pointers before. 1) I am having major trouble with this coordinate system stuff. I did some more tests, and i really must insist that the axis of rotation is different to the axis of translation in plib. Whilst i will shortly be using opengl with plib together (thanks to Steve) these tests were done using only plibssg coordinate systems. Here is the startup code i use for the position of my helicopter: model_obj->lin_p[0] = 0.0; // model_obj can be considered a structure that model_obj->lin_p[1] = 0.0; // holds the angle (ang_p), and position model_obj->lin_p[2] = 90.0; // (lin_p) values of the model. model_obj->ang_p[0] = 0.0; model_obj->ang_p[1] = 0.0; model_obj->ang_p[2] = 0.0; Then later on, every frame calls this: sgSetCoord(&modelpos, model_obj->lin_p, model_obj->ang_p); model -> setTransform(&modelpos); ssgCullAndDraw ( scene ) ; // model is a ssgTransform in scene This puts the helicopter at 90 units above the 'ground' (which is at 0,0,0), and indicates as you have all pointed out that the z is up axis for plib. Now, suppose i want to rotate around z? This would be equivalent to the helicopter spinning as if its tail rotor were being activated. Since z is up, and the axis i want to rotate around, i should be able to do this: model_obj->lin_p[0] = 0.0; model_obj->lin_p[1] = 0.0; model_obj->lin_p[2] = 90.0; model_obj->ang_p[0] = 0.0; model_obj->ang_p[1] = 0.0; model_obj->ang_p[2] = 90.0; But alas, the helicopter then ends up rotated 90 degrees around the axis going into the screen (y?), not z. This indicates to me that the axis of rotation is different than the axis of translation. If i am mistaken anywhere here please point out where im wrong, but if this is true... well im stumped as to how to do rotations relative to the object properly :( 2) On Steve's note about drawing with both opengl and ssg, I tried using a ssgSimpleState method, but it just produced lots of red flashes. (my lines are supposed to be red) I will continue to work on it, since i suspect it is a problem with my lines being in the wrong place or something like that, but in the process, i think i found a another bug in plib :) When i call ssgSimpleState->disable(), it produces a message: 'Illegal mode passed to ssgSimpleState::disable(X)' where 'X' is the mode given to the call. (I tried this with modes 0, 2 and 5 (SSG_GL_TEXTURE_EN, SSG_GL_COLOR_MATERIAL_EN, SSG_GL_LIGHTING_EN; probably not in that order :) Oh btw, if you feel like being a hero and playing with the whole code :), you can get it from anonymous cvs at sourceforge under the geome project: ano...@cv...:/cvsroot/geome checkout the 'demos' module -- Stafford Goodsell <su...@po...> _ C") Programmer, administrator, avid gamer and all-round computer geek (_) http://www.marys.dyndns.org/ -"- |
From: Steve B. <sjb...@ai...> - 2000-06-09 13:28:06
|
Stafford Goodsell wrote: > Im trying to debug some physics code i have, and i would like to draw a > 'force vector' (GL_LINE) indicating where the force is applied. However, when > i do, it does not show. (Yes i did it between glBegin/glEnd pairs) I think it > is because im also using the ssg library to draw the main scene. Well for starters, you need GL_LINES the 'S' is important! It's *really* annoying that OpenGL defines a valid token 'GL_LINE' - but it's not the token you pass to glBegin() - always use 'GL_LINES' - even if you are only drawing one line! However, that may not be your only problem because SSG generally leaves OpenGL in an unspecified state - texture might be enabled - or lighting might be turned on with the glMaterial specifying an alpha of zero (hence invisible lines)...you really don't know...but we've thought about this, so... > Is it possible to draw using both OpenGL and ssg scenes at the same time? Yes - I do that all the time. You'll probably need to do things like disabling texture, make sure that the modelview and projection matrices are what you want (SSG has functions to help with that). The easiest way to get the OpenGL state to be what you want is to define an ssgSimpleState object for your GL_LINES and to call: my_state->apply () ; ...just before you start drawing. That way, SSG will change the current state to do what you want without you having to worry about what states SSG might have messed with. > Also, the reason i need to debug this code so intensely is because it seems > that the axes are different depending on if you are rotating or translating... > for translating x appears to be -, y is |, and z is . (into the screen), but > for rotations, x is around |, y is around -, and z is the same. SSG uses a Z-is-up, X-is-right and Y-is-into-the-screen coordinate system, with heading, pitch and roll defined appropriately for that coordinate system. > For example i can only get a helicopter to rotate around the > global y axis (|) not its own y axis, which may be totally different. > See http://marys.dyndns.org/~surge/geome/ for some pictures of this. I think you need to read my paper: http://web2.airmail.net/sjbaker1/matrices_can_be_your_friends.html -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Norman V. <nh...@ca...> - 2000-06-09 02:14:08
|
Stafford Goodsell writes >Sent: Thursday, June 08, 2000 9:28 PM >To: pli...@li... >Subject: [Plib-users] OpenGL primitives > > > >Hi, > >Also, the reason i need to debug this code so intensely is >because it seems that the axes are different depending on >if you are rotating or translating... >for translating x appears to be -, y is |, and z is . (into >the screen), but for rotations, x is around |, y is around -, and z is the same. My guess is that you are confused by the difference between the coordinate systems used by SSG and OpenGL. In OpenGL Z is going in and out of the screen whereas in SSG Z is up down or Y in OpenGL To convert from SSG to OpenGL you can use the following // hack sgMat4 copy_of_ssgOpenGLAxisSwapMatrix = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f } } ; sgMat4 vm_tmp, view_mat; sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ; sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ; sgPreMultMat4( view_mat, vm_tmp ) ; glLoadMatrixf( (float *)view_mat ); Nice Looking Helicopter :-)) Have you checked out FlightGear. http://www.flightgear.otg It is using SSG for the majority of its rendering and comes with source. Norman Vine |
From: Land T. S. <lan...@am...> - 2000-06-09 02:05:04
|
Hello Stafford, I don't know about 2d drawing, but I have a starfield in the back of one of my menus -- here is the code I use: void StarField::Draw() { int i; float *px, *py, *pz; static float c = 0.0f; glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective(90.0f, 640.0f/480.0f, 1.0, 500.0); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); gluLookAt( 0.0, 0.0, -5.0f, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); px = x; py = y; pz = z; glDisable(GL_LIGHTING); glPointSize(1.0f); glBegin( GL_POINTS ); for( i=0; i<numStars; i++ ) { glColor3f( 1.0f - *pz / STAR_MAXZ, 1.0f - *pz / STAR_MAXZ, 1.0f - *pz / STAR_MAXZ); glVertex3f( *px, *py, *pz ); px++; py++; pz++; } glEnd(); glEnable(GL_LIGHTING); glDisable(GL_BLEND); } Stafford Goodsell wrote: > Hi, > > Im trying to debug some physics code i have, and i would like to draw a > 'force vector' (GL_LINE) indicating where the force is applied. However, when > i do, it does not show. (Yes i did it between glBegin/glEnd pairs) I think it > is because im also using the ssg library to draw the main scene. > > Is it possible to draw using both OpenGL and ssg scenes at the same time? > > Also, the reason i need to debug this code so intensely is because it seems > that the axes are different depending on if you are rotating or translating... > for translating x appears to be -, y is |, and z is . (into the screen), but > for rotations, x is around |, y is around -, and z is the same. > For example: > > an object at (0, 0, 0): > -. > an object at (0, -2, 5): > -. > an object at (0, -4, 0), rotated by (180, 0, 0): > .- > . > the last one should be '- ' if the coordinate systems were the same. > > Is this a bug in plib, or some strange 'feature' of OpenGL? I have tried both > plib 1.0.20, and 1.1.11, and they are the same in this respect. This anomaly > is giving me much trouble in creating rotations relative to an object (as one > needs in physics). For example i can only get a helicopter to rotate around the > global y axis (|) not its own y axis, which may be totally different. > See http://marys.dyndns.org/~surge/geome/ for some pictures of this. > > Thanks for any help. > > -- > Stafford Goodsell <su...@po...> _ > C") > Programmer, administrator, avid gamer and all-round computer geek (_) > http://www.marys.dyndns.org/ -"- > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users -- +-------------------------+--------------------------------------------+ | Landshark (dave) | Visio clone for *nix? It's in the works: | | lan...@am... | http://queesio.sourceforge.net | +-------------------------+--------------------------------------------+ | X10 GUI Device Controller for *nix? http://q10.phlan.net | +----------------------------------------------------------------------+ |
From: Stafford G. <su...@ma...> - 2000-06-09 01:30:45
|
Hi, Im trying to debug some physics code i have, and i would like to draw a 'force vector' (GL_LINE) indicating where the force is applied. However, when i do, it does not show. (Yes i did it between glBegin/glEnd pairs) I think it is because im also using the ssg library to draw the main scene. Is it possible to draw using both OpenGL and ssg scenes at the same time? Also, the reason i need to debug this code so intensely is because it seems that the axes are different depending on if you are rotating or translating... for translating x appears to be -, y is |, and z is . (into the screen), but for rotations, x is around |, y is around -, and z is the same. For example: an object at (0, 0, 0): -. an object at (0, -2, 5): -. an object at (0, -4, 0), rotated by (180, 0, 0): .- . the last one should be '- ' if the coordinate systems were the same. Is this a bug in plib, or some strange 'feature' of OpenGL? I have tried both plib 1.0.20, and 1.1.11, and they are the same in this respect. This anomaly is giving me much trouble in creating rotations relative to an object (as one needs in physics). For example i can only get a helicopter to rotate around the global y axis (|) not its own y axis, which may be totally different. See http://marys.dyndns.org/~surge/geome/ for some pictures of this. Thanks for any help. -- Stafford Goodsell <su...@po...> _ C") Programmer, administrator, avid gamer and all-round computer geek (_) http://www.marys.dyndns.org/ -"- |
From: <Va...@t-...> - 2000-06-06 10:29:56
|
dongoodman wrote: > > I have downloaded PLIB 1.1.11; i do not know if this bug has been > addressed, so I will mention it anyway. > > with VC++ 6.0, when I attempt to compile SSG, VC++ returns four > errors in ssg.SimpleState.cxx: > C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(18) : error C2106: '=' : left operand must be l-value > C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(19) : error C2106: '=' : left operand must be l-value > C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(20) : error C2106: '=' : left operand must be l-value > C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(21) : error C2106: '=' : left operand must be l-value > > I have fixed these errors by commenting out lines 18,19,20,21 and > adding: > sgCopyVec4(specular_colour, src -> specular_colour); > sgCopyVec4(emission_colour, src -> emission_colour); > sgCopyVec4( ambient_colour, src -> ambient_colour); > sgCopyVec4( diffuse_colour, src -> diffuse_colour); > > in thier stead. I can generate a diff file if that would be preferred. This is a known bug and is already fixed in the newest versions in the CVS. > On that note: whenever I try to link against any PLIB static library (again, > in windows), I get a whole lot of undefined symbol linker errors: is there > something with the project files that prevents the libraries from compiling > properly, or is it more likely that I'm just not linking them in to my > project properly? The MSVC workspaces are quite old. So they miss out a few files. As these files aren't compiled their functions aren't availbe at linking. So you'd just need to add the missing files to the correct projects (IIRC only SSG is affected). CU, Christian |
From: Paolo L. <p.l...@ci...> - 2000-06-06 10:07:32
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Why in SSG my transparent (rgba/inta) textures appear with a sharp transition from alpha=255 to alpha<255, like 1-bit alpha? Better explained, whilst alpha channel is fully exploited (i.e. [0:255] range), transparent area on such textures is limited to where alpha is 255. This obviously results in a bad "halo" where, let's say, 0<alpha<255, and effects like steam, smoke are thus impossible to be done thru textures. Should I enable some special flag in the state node? (the image loader correctly understand the zsize 2 or 4 of such textures). Greetings - Paolo ---------------------------------------------------------------------------- - Paolo Leoncini phone: +39 (0823) 623134 Scientific Visualization Group fax: +39 (0823) 623126 CIRA - Italian Center for Aerospace Researches p.l...@ci... Via Maiorise - 81043 Capua (CE) Italy www.cira.it/research/vis |
From: dongoodman <de...@Ra...> - 2000-06-05 18:58:57
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I have downloaded PLIB 1.1.11; i do not know if this bug has been addressed, so I will mention it anyway. with VC++ 6.0, when I attempt to compile SSG, VC++ returns four errors in ssg.SimpleState.cxx: C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(18) : error C2106: '=' : left operand must be l-value C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(19) : error C2106: '=' : left operand must be l-value C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(20) : error C2106: '=' : left operand must be l-value C:\My Code\Plib\plib-1.1.11\src\ssg\ssgSimpleState.cxx(21) : error C2106: '=' : left operand must be l-value I have fixed these errors by commenting out lines 18,19,20,21 and adding: sgCopyVec4(specular_colour, src -> specular_colour); sgCopyVec4(emission_colour, src -> emission_colour); sgCopyVec4( ambient_colour, src -> ambient_colour); sgCopyVec4( diffuse_colour, src -> diffuse_colour); in thier stead. I can generate a diff file if that would be preferred. On that note: whenever I try to link against any PLIB static library (again, in windows), I get a whole lot of undefined symbol linker errors: is there something with the project files that prevents the libraries from compiling properly, or is it more likely that I'm just not linking them in to my project properly? please use the Reply-To address above to reply to me as I do not subscribe to this mailing list. Though that may change. thanks in advance! have fun dongoodman %---...@ra...| |bleu| |`I invented the term 'object oriented', pobox 2516| |----| |and I can tell you mississippi state ms| | () | /. |I did not have C++ in mind.' 39762| | /\ | |Alan Kay-------------------------------------------------------% |