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From: Jason E. S. <tam...@ai...> - 2000-04-22 00:53:09
|
Steve Baker writes: > Jon Berndt wrote: > > > > I am trying to build plib for FlightGear but my build is failing with a > > message that mmsystem.h is not found. I have the latest full cygwin > > installed, but mmsystem.h is not there, either. Any hints on what I can do? > > <sigh> > > This has happened before - the problem is that mmsystem.h described > critical OS structures and stuff for Windoze - but Microsoft - being > such *NICE* people only ship it with their own compilers. > > I thought that the Cygwin guys had fixed their release to contain > a clone of mmsystem.h - but that's evidently not true or else you > wouldn't have a problem. > > I have *heard* that one fix is to steal a copy of that file from > the 'WINE' project. WINE is a suite of freeware libraries that > allow Windoze programs to run under Linux (and other) OS's. As > such, I've heard that it comes with a copy of mmsystem.h > > However, I'm sure there are other people who will tell you other > solutions. I bet that quite a few people illegally copied mmsystem.h > from other people who own MSVC. If so, I DON'T WANT TO KNOW ABOUT IT! I haven't used cygwin myself, so I can't vouch for the usefulness of this but you can find Anders Norlander's LGPL win32 headers and import libraries--which do include mmsystem.h--at: ftp://ftp.xraylith.wisc.edu/pub/khan/gnu-win32/cygwin/gcc-2.95.2/ I found this from Mumit Khan's Gnu win32 page: http://www.xraylith.wisc.edu/~khan/software/gnu-win32/ It's a bit dated, but here's some discussion from the cygwin mailing list about it. http://sourceware.cygnus.com/ml/cygwin/1998-12/msg00674.html Caveat emptor. :) -- Jason E. Steele tam...@ai... |
From: Steve B. <sjb...@ai...> - 2000-04-21 23:44:41
|
Jon Berndt wrote: > > I am trying to build plib for FlightGear but my build is failing with a > message that mmsystem.h is not found. I have the latest full cygwin > installed, but mmsystem.h is not there, either. Any hints on what I can do? <sigh> This has happened before - the problem is that mmsystem.h described critical OS structures and stuff for Windoze - but Microsoft - being such *NICE* people only ship it with their own compilers. I thought that the Cygwin guys had fixed their release to contain a clone of mmsystem.h - but that's evidently not true or else you wouldn't have a problem. I have *heard* that one fix is to steal a copy of that file from the 'WINE' project. WINE is a suite of freeware libraries that allow Windoze programs to run under Linux (and other) OS's. As such, I've heard that it comes with a copy of mmsystem.h However, I'm sure there are other people who will tell you other solutions. I bet that quite a few people illegally copied mmsystem.h from other people who own MSVC. If so, I DON'T WANT TO KNOW ABOUT IT! -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Jon B. <js...@ha...> - 2000-04-21 22:18:58
|
I am trying to build plib for FlightGear but my build is failing with a message that mmsystem.h is not found. I have the latest full cygwin installed, but mmsystem.h is not there, either. Any hints on what I can do? Jon ==================================================== Jon & Frances Berndt email: js...@ha..., fa...@ha... WWW: http://www.hal-pc.org/~jsb League City, TX ==================================================== |
From: <Va...@t-...> - 2000-04-14 12:29:31
|
Steve Baker wrote: > > Scott LeGrand wrote: > > > I'll be just a monocle short of being > > an Open Source James Bond villain (already have the temperamental > > white cat) :-). > > Hmmm - I think you'll need a 'Mini-Me'. Only when the cat has lost all its hair... CU, Christian PS: Part 1 was better IMHO but AFAIK we only got part 2 in Germany. |
From: Steve B. <sjb...@ai...> - 2000-04-14 03:33:17
|
Steve Wendt wrote: > > I posted a couple of weeks ago asking about PUInput, with zero response. > Does it just not work, or is no one interested in sharing examples? I didn't reply because I didn't have anything very intelligent to say. puInput was tested back when I first wrote it - I havn't used it in any 'real' program since then - so I don't have any example programs to share. As far as I know, it works OK - if you have a specific example that doesn't, share it here on the list and we'll see what we can see. BTW: There are many more people on the PLIB developer's list - you might get better luck posting there. (I think that people who develop *using* PLIB are confusing themselves with people who are developers *of* PLIB!) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Steve W. <st...@sh...> - 2000-04-14 02:20:20
|
I posted a couple of weeks ago asking about PUInput, with zero response. Does it just not work, or is no one interested in sharing examples? ----------- "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: Steve B. <sjb...@ai...> - 2000-04-13 23:37:06
|
Scott LeGrand wrote: > Hey Paolo, that did the trick! Now if only I can figure out why > my Sidewinder 3D Pro works under NT but is reported as disconnected > under 98 while my Sidewinder Precision Pro works just ducky under > 98 but is invisible under NT, Well, NT can't read digital joysticks - but some digital sticks can also drive the old analog interface. That might *nearly* explain your problem. > I'll be just a monocle short of being > an Open Source James Bond villain (already have the temperamental > white cat) :-). Hmmm - I think you'll need a 'Mini-Me'. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: Scott L. <va...@be...> - 2000-04-13 19:36:40
|
Hey Paolo, that did the trick! Now if only I can figure out why my Sidewinder 3D Pro works under NT but is reported as disconnected under 98 while my Sidewinder Precision Pro works just ducky under 98 but is invisible under NT, I'll be just a monocle short of being an Open Source James Bond villain (already have the temperamental white cat) :-). Scott |
From: Paolo L. <p.l...@ci...> - 2000-04-13 09:11:13
|
Did you ever installed the joystick on your NT? I ask you this since for the installation you have to tell the system to pick a file on the NT4 CD, precisely /drvlib/multimed/joystick/x86/oemsetup.inf (there are also joystick.dll and joystick.sys in the same directory). If you need those files please let me know (p.l...@ci...) I didn't experience any problem with joystick on my NT box, so no problem on js side. Greetings - > -----Messaggio originale----- > Da: pli...@li... > [mailto:pli...@li...]Per conto di Scott > LeGrand > Inviato: giovedì 13 aprile 2000 9.17 > A: pli...@li... > Oggetto: [Plib-users] Hoping I'm an idiot this time too... > > > > Hi, I have been trying to use the js joystick library under > Windows NT 4.0. I cannot get any joysticks to be recognized > with my SBLive Value into which I have plugged either an MS > Sidewinder 3D or Precision Pro joystick. These joysticks are > however recognized under Windows 98 (I'm on a dual boot system). > Does anyone know the secret to NT 4.0 joystick detection? > > Scott Le Grand > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users > |
From: Scott L. <va...@be...> - 2000-04-13 07:24:27
|
Hi, I have been trying to use the js joystick library under Windows NT 4.0. I cannot get any joysticks to be recognized with my SBLive Value into which I have plugged either an MS Sidewinder 3D or Precision Pro joystick. These joysticks are however recognized under Windows 98 (I'm on a dual boot system). Does anyone know the secret to NT 4.0 joystick detection? Scott Le Grand |
From: Scott L. <va...@be...> - 2000-04-13 02:00:38
|
found my problem (I really hate how this always seems to happen >AFTER< I send email about it), but to make a long story short, I was using an integer variable to rotate my viewpoint and dividing it by 8 or so. This meant that the program would blithely do an integer divide and then cast the result into floating point in the midst of an sgSetCoord call. Ay Carumba... Scott |
From: Scott L. <va...@be...> - 2000-04-13 01:50:24
|
Hey guys, here's a first not to introduce myself and my project and to ask my first performance question. My name is Scott Le Grand and I recently decided to use PLIB to help make a multiplatform edition of BattleSphere (http://www.battlesphere.com) that wacky Atari jaguar game that made a brief appearance on SlashDot as the game with a first copy that ultimately went for $1575 on EBay. Anyway, while that was fun, the completion of the Jaguar edition frees up development on current hardware which commenced about a week ago. So my first task was to get a SkyBox up and running. Job done, but... With a cubic skybox composed of 6 faces of 512x512 textures, a large window say 1000x1000 renders at about 3 fps on a LeadTek Winfast GeForce SDR. This seems pretty odd. Some terrain code I wrote several months back walks all over this. What am I missing? Am I falling mysteriously into a software path? VTune shows 65% of the CPU time is spent in NVOGLNT, about 15% in HAL, and another 15% spent in various parts of the kernel. Any ideas? Scott Le Grand |
From: Per L. <li...@ho...> - 2000-04-12 13:04:50
|
Paolo Leoncini wrote: > What I did is in the following code: > > ... > ssgVTable *v = new ssgVTable( GL_TRIANGLES, vertex_count, vertices, > normal_count, normals, > texcrd_count, texcrds, > 0, NULL); :-O I just discovered that the changes I made some month ago, where the 3DS loader switched from ssgVTable to ssgVtxTable must have got lost somewhere! If I understood Steve correct, ssgVTable should be phased out of all plib code, so we should switch to ssgVtxTable ASAP, and then work from that. I can make the changes tonight, if you don't feel like doing it, Paolo. Regards, Per Liedman -- =========================================================================== Per Liedman md...@md... Nilssonsberg 7 http://www.mdstud.chalmers.se/~md6pl/ 411 43 Göteborg tel: 031-825659 / 0705-520455 =========================================================================== |
From: Paolo L. <p.l...@ci...> - 2000-04-12 12:56:44
|
I'm trying to use ssgCutout nodes in a modified version of the 3DS loader for supporting 3DS "billboard" objects - not to mention that can't get the expected result! (e.g. objects staying always parallel to the screen ...). What I did is in the following code: ... ssgVTable *v = new ssgVTable( GL_TRIANGLES, vertex_count, vertices, normal_count, normals, texcrd_count, texcrds, 0, NULL); if ( object_name != (char *)NULL ) { v -> setName( object_name ); object_name = (char *)NULL; // global from parse_objblock() } v -> setState( state ); if ( strstr( v->getName(), "bboard" ) > 0 ) { // N E W C O D E ssgCutout *bboard = new ssgCutout(FALSE); bboard->addKid( v ); current_transform -> addKid( bboard ); } else // E N D N E W C O D E current_transform -> addKid( v ); ... Just for try, in 3DS I gave "billboard" object name to *bboard* for detecting beyond the 3DS storing format (and they are actually detected). The graph organization I implemented is the following (slightly different from the original one coded in the 3DS loader from Per): original: root | +---------+-------+ | | transform ... transform | | vtable ... vtable w cutout (when present): root | +---------+-------+ | | transform ... transform | | vtable ... cutout | vtable The result is simply those objects are no longer (visible) in the scene, both with ssgCutout(TRUE) and ssgCutout(FALSE). Can anybody tell me why? (my billboard objects have origin at their center). Thanks in advance - |
From: Oliver B. <sh...@ih...> - 2000-04-11 10:32:29
|
The matrix routines in sg appear to work perfectly from the cvs version of plib but the quaternion routines .... I have my doubts .. this is with virtually the same code ... On Tue, 11 Apr 2000, you wrote: > > ... are you sure that you don't get a gimbal lock? (cf. > > hhttp://web2.airmail.net/sjbaker1/eulers_are_evil.html) Your code looks > > like it could cause a gimbal lock... > > How could it - it rotates up and down on a very small angle when I > tell it to rotate around the x axis by a small amount each frame ... > Gimbal lock would only afffect if it I was rotating around 2 or more > axis ... (which I will in the end but for now 1 axis doesnt even work > :( > I think ill try and use a matrix instead :) > > > Oliver Batchelor > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users |
From: Oliver B. <sh...@ih...> - 2000-04-11 10:13:46
|
I got my wires crossed sorry :( On Tue, 11 Apr 2000, you wrote: > sgPostMultMat4(rotation, r); //where r and rotation are sgMat4 types > > I get for some reason I have no idea !! -> all other functions work > fine ... > /tmp/ccg0W5yh.o(.text+0x5c): undefined reference to > `sgPostMultMat4(float (*)[3], float const (*)[3])' > > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users |
From: Oliver B. <sh...@ih...> - 2000-04-11 08:36:47
|
sgPostMultMat4(rotation, r); //where r and rotation are sgMat4 types I get for some reason I have no idea !! -> all other functions work fine ... /tmp/ccg0W5yh.o(.text+0x5c): undefined reference to `sgPostMultMat4(float (*)[3], float const (*)[3])' |
From: Oliver B. <sh...@ih...> - 2000-04-11 06:38:51
|
> ... are you sure that you don't get a gimbal lock? (cf. > hhttp://web2.airmail.net/sjbaker1/eulers_are_evil.html) Your code looks > like it could cause a gimbal lock... How could it - it rotates up and down on a very small angle when I tell it to rotate around the x axis by a small amount each frame ... Gimbal lock would only afffect if it I was rotating around 2 or more axis ... (which I will in the end but for now 1 axis doesnt even work :( I think ill try and use a matrix instead :) Oliver Batchelor |
From: <Va...@t-...> - 2000-04-10 14:47:04
|
Oliver Batchelor wrote: > > Has anyone actually got the quaternion routines working using them ? I haven't used it, but... > Using the below code when I hold the up key down then It "bouncing" > up and down on a very small angle ... ... are you sure that you don't get a gimbal lock? (cf. http://web2.airmail.net/sjbaker1/eulers_are_evil.html) Your code looks like it could cause a gimbal lock... > I am using the cvs version here ... using the 1.1.11 rotation round > y worked but round x and z caused the whole model to become really > warped as I rotated round ... but at least it worked better than I > get now .. There were some things broken, but they are fixed now. CU, Christian |
From: Oliver B. <sh...@ih...> - 2000-04-10 04:18:22
|
Has anyone actually got the quaternion routines working using them ? Using the below code when I hold the up key down then It "bouncing" up and down on a very small angle ... I am using the cvs version here ... using the 1.1.11 rotation round y worked but round x and z caused the whole model to become really warped as I rotated round ... but at least it worked better than I get now .. void Camera::Rotate(float x, float y, float z) { sgNormalizeQuat (rotation) ; sgRotQuat(rotation, -x, 1.0f, 0.0f, 0.0f); sgRotQuat(rotation, -y, 0.0f, 1.0f, 0.0f); sgRotQuat(rotation, -z, 0.0f, 0.0f, 1.0f); } for dislplaying a cube... glLoadIdentity(); sgMakeRotMat4(rotationmat, rotation); glLoadMatrixf((float*)rotationmat); glTranslatef(position[0], position[1], position[2]) show cube etc... thanks, Oliver Batchelor |
From: Steve W. <st...@sh...> - 2000-04-02 07:34:39
|
Forgive this question if it's been answered many times, but the archives site is down... :( I've created a dialog box with 3 puInput fields, and 2 buttons (OK/Cancel). However, I can't get the input fields to do anything; I get the I-beam and nothing else. I can't find an example in the example programs. Anyone have sample code for this? ----------- "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: Steve B. <sjb...@ai...> - 2000-04-01 06:09:09
|
Simon Foster wrote: > > Does any one know of a utility than can convert from > 3DS to ACb format? I have tried 3DC but it only > converts to a lower version of .ac. Alternatively can > this be done with SSG (or some other part of plib)? I havn't heard of "ACb" - is this some more recent version of the AC3D file format? Anyway, PLIB doesn't do that - so you are out of luck here. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |
From: <fa...@ya...> - 2000-03-31 17:28:55
|
Does any one know of a utility than can convert from 3DS to ACb format? I have tried 3DC but it only converts to a lower version of .ac. Alternatively can this be done with SSG (or some other part of plib)? SiMON __________________________________________________ Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.com |
From: Dave M. <dp...@ef...> - 2000-03-27 17:23:07
|
>Please anyone with more info about ASE file format, and how to use it with >OpenGL and Plib. I¡m willing to write a full featured ase loader. if you get PLIB from cvs on sourceforge it already has an ASE loader |
From: Dave M. <dp...@ef...> - 2000-03-27 16:52:53
|
>Please anyone with more info about ASE file format, and how to use it with >OpenGL and Plib. I¡m willing to write a full featured ase loader. > the ase loader i wrote for plib supports multiple objects, textures, materials & sub-materials, vertex lighting, and vertex normals. i plan to add animation (mesh and key) and parent heirarchy next. what other features did you have in mind? |