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From: Norman V. <nh...@ca...> - 2000-06-04 14:22:28
|
Dave writes: > >Thanks to all for the assistance >Apologies for polluting your list but it's hard not to use it when the >advice is quick and correct ;-) No problem. Happy flying :-)) Norman |
From: Dave <mu...@in...> - 2000-06-04 12:03:10
|
Thanks to all for the assistance Apologies for polluting your list but it's hard not to use it when the advice is quick and correct ;-) Thanks Again Dave |
From: <Va...@t-...> - 2000-06-03 21:44:18
|
Dave wrote: > > All right I have flightgear 0.7.2 and 0.7.4* and simgear0.08 and 0.09 > now this is what I'm getting: > make[2]: Entering directory `/home/mullet/FlightGear-0.7.2/src/Airports' > > c++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src > -I/usr/local/include -I/usr/local/plib/include -I/usr/X11R6/include -g > -O2 -c genapt.cxx > genapt.cxx:41: simgear/math/mat3.h: No such file or directory It's a known issue that mat3.h was left out in SimGear-0.0.8. You have to use SimGear-0.0.3 (IIRC) for FlightGear-0.7.2. But the best solution is to stick to FlightGear-0.7.4 and SimGear-0.0.9. This combination is known to work. CU, Christian |
From: Norman V. <nh...@ca...> - 2000-06-03 21:26:59
|
Dave writes: > >All right I have flightgear 0.7.2 and 0.7.4* and simgear0.08 and 0.09 >now this is what I'm getting: >make[2]: Entering directory Dave I believe your PLib problems are solved. Your FlightGear problem is that your linker is picking up the wrong library somewhere. You want to do a rm config.cache in both FG_ROOT and SIMGEAR_ROOT and run make uninstall rm config.cache aclocal automake -a autoconf ./configure make in both SIMGEAR_ROOT and FG_ROOT in that order. Please continue this discussion on one of the FlightGear Lists. Cheers Norman |
From: Dave <mu...@in...> - 2000-06-03 20:29:03
|
Thanks I now have new and improved difficulties... see the mail I just sent Cheers Dave |
From: Dave <mu...@in...> - 2000-06-03 20:27:10
|
All right I have flightgear 0.7.2 and 0.7.4* and simgear0.08 and 0.09 now this is what I'm getting: make[2]: Entering directory `/home/mullet/FlightGear-0.7.2/src/Airports' c++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src -I/usr/local/include -I/usr/local/plib/include -I/usr/X11R6/include -g -O2 -c genapt.cxx genapt.cxx:41: simgear/math/mat3.h: No such file or directory make[2]: *** [genapt.o] Error 1 make[2]: Leaving directory `/home/mullet/FlightGear-0.7.2/src/Airports' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/mullet/FlightGear-0.7.2/src' make: *** [all-recursive] Error 1 PS I have tried with both versions of flightgear and simgear... Please advise TIA Dave |
From: Steve B. <sjb...@ai...> - 2000-06-03 20:24:02
|
Dave wrote: > > Jon Berndt wrote: > > > 0.6.2 !?!? > > Ok I'm stupid right? ;-) > I just assumed it was the most recent version THe symptoms you had were that the version of FlightGear you have is trying to build against a very old version of PLIB. Versions of PLIB numbered 1.0.xx are appropriate for that old copy of flightgear - but in PLIB 1.1.xx and later we renamed the libraries from '-lsl' to '-lplibsl' and '-lssg' to '-lplibssg' and so on. You should probably upgrade FlightGear - although downgrading PLIB to 1.0.20 would also work. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Dave <mu...@in...> - 2000-06-03 18:20:51
|
Jon Berndt wrote: > 0.6.2 !?!? Ok I'm stupid right? ;-) I just assumed it was the most recent version > > > I'd say go to the FlightGear web site and download the most recent > version. > There is a pretty good manual there that will give you a step by step > procedure. > > Jon > > > Hi I'm running RH 6.2 and have nearly succeeded in compiling > Flightgear > > 0.6.2. |
From: Jon B. <js...@ha...> - 2000-06-03 18:17:09
|
0.6.2 !?!? I'd say go to the FlightGear web site and download the most recent version. There is a pretty good manual there that will give you a step by step procedure. Jon > Hi I'm running RH 6.2 and have nearly succeeded in compiling Flightgear > 0.6.2. |
From: Dave T J. <mu...@in...> - 2000-06-03 18:01:42
|
Hi I'm running RH 6.2 and have nearly succeeded in compiling Flightgear 0.6.2. make fails with this message: /usr/bin/ld: cannot find -lsl collect2: ld returned 1 exit status make[2]: *** [fgfs] Error 1 make[2]: Leaving directory `/home/mullet/FlightGear-0.6.2/Simulator/Main' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/mullet/FlightGear-0.6.2/Simulator' make: *** [all-recursive] Error 1 Obviously what I know about ld would not get me into the skies so could someone please help out? Pretty please?? Thanks Dave PS I'm a list newbie so be gentle. |
From: Steve B. <sjb...@ai...> - 2000-05-30 03:46:49
|
Blake Friesen wrote: > > Hi, I'm using Pui in an application and it looks like the widgets are all > being constantly redrawn. Yep - it's designed that way because it's for applications where there is full scale 3D animation going on in the same window. Under those circumstances, you *have* to redraw all the widgets every frame - and that's exactly what PUI does. > Is there any way to have the widgets redrawn > only if it is updated? No. If you want a GUI that's NOT intended to work with 3D animation in the same window, do a web search for 'GLUI' - I think it may be better suited to your needs. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Blake F. <umf...@cc...> - 2000-05-29 16:44:32
|
Hi, I'm using Pui in an application and it looks like the widgets are all being constantly redrawn. Is there any way to have the widgets redrawn only if it is updated? Blake |
From: Trent G. <tm...@cy...> - 2000-05-27 17:12:04
|
* Steve Baker <sjb...@ai...> wrote: > The problem with the scheme you suggest is that it fails > to distinguish these cases: > > > <----* Player > __________ > | > Building | > | * Camera > __________| > > The camera has to move pretty fast to > get around the building. This one is handled fine. The camera gradually turns around the building as you do. If you have seen Zelda64, you know what I mean. > But in this case (where the 'X's are trees or something): > > > <----* Player > > X X X X > > > * Camera > > ...you don't want the camera rocketing back and forth > all the time as each treetrunk gets between the player > and the camera. Ok, that's a little harder, but I don't think using my scheme the camera would get in that position in the first place. > I've decided that the problem comes down to the art of > cinematography...which is something that takes a lifetime > to learn and which would need the brain of a great director > to get right :-) Yeah, you're right. I've seen a "Camera Programmers" section in the credits of a few games, with a few programmers dedicated to making the camera work right. So obviously it is not easy :). I'll be happy when mine works reasonably well in most cases. Thanks for all the help, I'll look back in the archives for the camera discussions. |
From: Steve B. <sjb...@ai...> - 2000-05-27 04:35:15
|
Trent Gamblin wrote: > > * Steve Baker <sjb...@ai...> wrote: > > There is code in my Tux game to do that - but it doesn't help as > > much as I thought - it's really hard to figure out where to move > > the camera in the event that there is something in the line of > > sight. > > > > Camera positioning is a MAJOR problem! > > No kidding. I've been working on it for days, but I just can't get it > right. I've been looking at Zelda 64 (great game), and trying to see > how the camera is done there. There seems to be a couple things > happening: > > - The camera doesn't totally stay right behind you, but if you turn > and walk in one direction the camera turns a little too. This alone > seems to eliminate most problems, because if you walk behind > something, the camera adjusts so you can still see the player. > > - The camera slowly centers behind the player after a few seconds > (or you can center it yourself with the z button). > > - If you walk up to a wall, face the other way, and center the > camera, it moves in closer, to the other side of the wall. This is > where I'm stuck. I can't get it to work. > > - If all else fails, the camera goes up high. You should check back in the archives (either this list or plib-devel or possibly the tuxaqfh-users list - all on sourceforge) - there was a prolonged discussion of camera stuff there. The problem with the scheme you suggest is that it fails to distinguish these cases: <----* Player __________ | Building | | * Camera __________| The camera has to move pretty fast to get around the building. But in this case (where the 'X's are trees or something): <----* Player X X X X * Camera ...you don't want the camera rocketing back and forth all the time as each treetrunk gets between the player and the camera. One approach is to slow down the decision to move a big distance in the hope that the player will shortly reappear...but whatever you do gets ugly sometimes. I've decided that the problem comes down to the art of cinematography...which is something that takes a lifetime to learn and which would need the brain of a great director to get right :-) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Trent G. <tm...@cy...> - 2000-05-26 17:18:17
|
* Steve Baker <sjb...@ai...> wrote: > There is code in my Tux game to do that - but it doesn't help as > much as I thought - it's really hard to figure out where to move > the camera in the event that there is something in the line of > sight. > > Camera positioning is a MAJOR problem! No kidding. I've been working on it for days, but I just can't get it right. I've been looking at Zelda 64 (great game), and trying to see how the camera is done there. There seems to be a couple things happening: - The camera doesn't totally stay right behind you, but if you turn and walk in one direction the camera turns a little too. This alone seems to eliminate most problems, because if you walk behind something, the camera adjusts so you can still see the player. - The camera slowly centers behind the player after a few seconds (or you can center it yourself with the z button). - If you walk up to a wall, face the other way, and center the camera, it moves in closer, to the other side of the wall. This is where I'm stuck. I can't get it to work. - If all else fails, the camera goes up high. |
From: Steve B. <sjb...@ai...> - 2000-05-26 12:27:41
|
Anne-Marie Mahfouf wrote: > > Now that the libraries are linked, PLIB compiled fine but not Tux_AQFH!!!!! > This is the error I get (end of the text) : Well, this *still* looks like a GLUT installation problem. > `glutBitmapHelvetica18' > `glutBitmapWidth' ...both undefined?!? Those are both GLUT tokens that should be in GLUT 3.7. What I now don't understand is how PLIB is finding this stuff but Tux_AQFH isn't. So, if I do this: grep glutBitmap /usr/include/GL/glut.h I get a dozen lines of text containing this: GLUTAPI void *glutBitmapHelvetica18; ...and this... GLUTAPI int GLUTAPIENTRY glutBitmapWidth(void *font, int character); Do you see those lines? If not then you still don't have the 'glut.h' file from GLUT 3.7 installed in /usr/include/GL/glut.h where it belongs. But if that's the case, I don't understand how PLIB built without errors. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Anne-Marie M. <a-m...@li...> - 2000-05-26 08:27:52
|
Now that the libraries are linked, PLIB compiled fine but not Tux_AQFH!!!!! This is the error I get (end of the text) : ........ /usr/local/games/plib-1.1.11/src/pui/pu.h:93: undefined reference to `glutBitmapHelvetica18' /usr/lib/libplibpu.a(puFont.o): In function `puFont::getStringWidth(char *)': /usr/local/games/plib-1.1.11/src/pui/puFont.cxx:29: undefined reference to `glutBitmapWidth' collect2: ld returned 1 exit status make[1]: *** [tux_aqfh] Error 1 make[1]: Leaving directory `/usr/local/games/tux_aqfh-1.0.10/src' make: *** [all-recursive] Error 1 [ann@localhost tux_aqfh-1.0.10]$ Thank you very much for your help!! Anne-Marie a-m...@li... |
From: Steve B. <sjb...@ai...> - 2000-05-26 05:06:16
|
"Srikanth.K.P" wrote: > > I tried to compile plib1.0.20 on my onyx RealityEngine2 workstation with > OS IRIX 5.3. configure was successful. When i do a make, I get errors - > > glBindTextureEXT(GL_TEXTURE_2D, texture) and > glDeleteTexturesEXT(1, &texture) > > undefined in pu.cxx file and the compilation stops. How to get over this > problem ? > > Is my OpenGL version old ? I am not able to find out which version of > OpenGL my machine has. If it is old, where can i get the latest version ? > Is OpenGL module of IRIX 5.3 upgradable without upgrading the OS ? Well, it's possible that you have a really ancient OpenGL - SGI were shipping OpenGL 1.0 back then - and all of the rest of the world is up to rev 1.1 or 1.2. OpenGL 1.0 doesn't implement the glBindTexture stuff that was added into OpenGL 1.1 - however, I thought that SGI had added extension functions to cover for the 'missing' functionality. That's why PLIB is looking for glBindTextureEXT ... the 'EXT' part describes an OpenGL extension. Anyway, if your OpenGL is *so* old that it doesn't even have the BindTexture extension then I'm afraid it's too old to run PLIB. You can verify that you have OpenGL 1.0 by running this: grep VERSION /usr/include/GL/gl.h ...if you have version 1.1 or later, you'll see: #define GL_VERSION_1_1 1 ...if you don't see that then you have 1.0 (I'm *certain* that's true under IRIX 5.3 - so you don't really need to check). What I'm suprised about is that although you have 1.0, it doesn't have those extensions...still. the compiler wouldn't complain if they were there - so you evidently don't have them. I don't think SGI offer a way to upgrade your OpenGL to 1.1 - or even to a version of 1.0 with the BindTexture extensions unless you are prepared to do a complete IRIX upgrade. If you are desperate - you could hack PLIB's texture loader to make this work. You have to create an OpenGL display list, issue all the texture commands (without the missing extension functions) and store the display list handle where PLIB normally stores the texture ID. Then where PLIB applies the texture, you call the display list instead of doing that second glBindTextureEXT. You can find all the relevent sections in the code by searching for '#ifdef GL_VERSION_1_1'. There will be at least three places in the code where this happens - twice in SSG and one in FNT if my memory serves me correctly. Alternatively, toss out your RealityEngine2 and get a modern PC with an nVidia-2 card - it'll cost you about $1000 to do it and it'll be easily ten times faster. Run Linux and you'll hardly know you've switched systems! -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Srikanth.K.P <kps...@cs...> - 2000-05-26 03:43:28
|
I tried to compile plib1.0.20 on my onyx RealityEngine2 workstation with OS IRIX 5.3. configure was successful. When i do a make, I get errors - glBindTextureEXT(GL_TEXTURE_2D, texture) and glDeleteTexturesEXT(1, &texture) undefined in pu.cxx file and the compilation stops. How to get over this problem ? Is my OpenGL version old ? I am not able to find out which version of OpenGL my machine has. If it is old, where can i get the latest version ? Is OpenGL module of IRIX 5.3 upgradable without upgrading the OS ? Srikanth |
From: Steve B. <sjb...@ai...> - 2000-05-26 03:31:46
|
Anne-Marie Mahfouf wrote: > > > grep GLUT_BITMAP_8_BY_13 /usr/include/GL/glut.h > > > > ...what does it say? > nothing. It can't find GLUT_BITMAP_8_BY_13 in glut.h So, it was certainly a GLUT version problem. > I got glut-3.7.tar.gz, I did everything according to the README file, I got > no error message but in > /glut-home/lib/glut I don't have the libglut.so.3.7 file in taht directory > but in. > /usr/X11R6/lib. > What can I do? So, you have glut 3.7 installed in /usr/X11R6/lib/libglut.so and the new header file in /usr/include/GL/glut.h ? Then all you need to do is this: (You need to be 'root') cd /usr/lib rm libglut* ln -s /usr/X11R6/lib/libglut.so libglut.so Remake PLIB, (don't forget to 'make install')...ditto for Tux_AQFH and you are ready to roll. ...tadaaaa! -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-05-26 03:21:41
|
Trent Gamblin wrote: > > How can I find out if there is something between the camera and the > player in my game? I have the absolute position of the player and the > position of the camera relative to the player. I would like to move > the camera around to a different point if there is something between > it and the player, and if that fails, move the camera higher up above > the player. I've tried stepping back from the players position and > testing with ssgLOS at each step, but the results are totally messed > up. I must be doing something wrong. Thanks. There is code in my Tux game to do that - but it doesn't help as much as I thought - it's really hard to figure out where to move the camera in the event that there is something in the line of sight. Camera positioning is a MAJOR problem! -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Anne-Marie M. <a-m...@li...> - 2000-05-25 09:22:58
|
> grep GLUT_BITMAP_8_BY_13 /usr/include/GL/glut.h > > ...what does it say? nothing. It can't find GLUT_BITMAP_8_BY_13 in glut.h I got glut-3.7.tar.gz, I did everything according to the README file, I got no error message but in /glut-home/lib/glut I don't have the libglut.so.3.7 file in taht directory but in. /usr/X11R6/lib. What can I do? Thank you very much Anne-Marie a-m...@li... |
From: Trent G. <tm...@cy...> - 2000-05-25 02:24:11
|
How can I find out if there is something between the camera and the player in my game? I have the absolute position of the player and the position of the camera relative to the player. I would like to move the camera around to a different point if there is something between it and the player, and if that fails, move the camera higher up above the player. I've tried stepping back from the players position and testing with ssgLOS at each step, but the results are totally messed up. I must be doing something wrong. Thanks. |
From: Steve B. <sjb...@ai...> - 2000-05-25 02:03:50
|
> Anne-Marie Mahfouf wrote: > > I have Mandrake 7.0, Mesa and glut-3.5 and I can't compile plib-1.1.11. GLUT 3.5 is *VERY* old. I think you need version 3.7 or later - you should be able to find that either on http://www.opengl.org or at http://www.mesa3d.org > I get the error message: > > in file included from puLocal.h:24 > from pu.cxx:2: > pu.h: In method 'puFont::puFont()': > pu.h:87:'GLUT_BIPMAP_8_BY_13' undeclared (first use this function) > > and so on with 'GLUT_WINDOW_HEIGHT', 'GLUT_WINDOW_WIDTH'........ Well, all those symbols would be defined in /usr/include/GL/glut.h Try this: grep GLUT_BITMAP_8_BY_13 /usr/include/GL/glut.h ...what does it say? > I am a beginner so I am really lost. My son would like to try Tux, a Quest.... What is wrong? > Mesa3.0 is rpm and glut compiled fine. I don't know - but I'm sure we can find out! What graphics card do you have? Mesa 3.0 is quite old too - we are up to 3.2 or so now...for some graphics card, 3.0 will be OK - but for others, you wouldn't get enough performance to run Tux. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve B. <sjb...@ai...> - 2000-05-25 02:03:47
|
Brad Colbert wrote: > In version 1.0.20 doing a search on all files I was unable to find > a reference to sgInvertMat4. Do I have a wrong version? Well, it's been a long time since I last thought about 1.0.anything... perhaps it's time to upgrade to 1.1. I *thought* that sgInvertMat4 had been around back then - but evidently not. We are very close to getting a new 'stable' (even numbered) version out (it'll be 1.2.0) - so 1.1 is pretty good...certainly it's more stable than 1.0.20. > Is it safe to use this function to get the inverse of the projection matrix? Yes - although there ARE classes of matrix that are fundamentally, mathematically, non-invertable. Any matrix that maps a bunch of points to the same place is NOT invertable (think about it - if you had an inverse then you could give that matrix that one magic place and it would have to guess which of the original points it came from...so those kinds of inversions are IMPOSSIBLE). However, perspective isn't like that - so it's invertable. sgInvertMat4 complains if it is given a non-invertable matrix as input...so just keep an eye on stderr while debugging. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |