Thread: [Plib-users] Compiling for windows
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From: Don L. <laf...@cn...> - 2000-10-11 02:03:19
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Hi, has anyone managed to compile with MSVC6.0? I tried to load the projects, but they are invalid. =20 Does anyone have project files that work? Thanks Don. |
From: Steve B. <sjb...@ai...> - 2000-10-11 04:17:28
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> Don Lafontaine wrote: > > Hi, has anyone managed to compile with MSVC6.0? Yes - quite a few people use it routinely under MSVC 6. > I tried to load the projects, but they are invalid. They tend to get out of date because when Linux people work on PLIB they have no way to keep the MSVC project files up to date. > Does anyone have project files that work? I'm sure they do...if not, it shouldn't be hard to remake them. Each directory in 'src' is an independent library - just compile everything in that directory and link it all together. -- 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: Don L. <laf...@cn...> - 2000-10-11 05:20:10
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Cool, I'll try to whip a few up. I'm thinking of replacing "glf" fonts with plib fonts. I hope to get a little more speed out of my project. It uses text pretty heavily compared to the average OpenGL program. http://www.avsim.com/hangar/utils/freefd Don. ----- Original Message ----- From: "Steve Baker" <sjb...@ai...> To: <pli...@li...> Sent: Wednesday, October 11, 2000 12:22 AM Subject: Re: [Plib-users] Compiling for windows > > Don Lafontaine wrote: > > > > Hi, has anyone managed to compile with MSVC6.0? > > Yes - quite a few people use it routinely under MSVC 6. > > > I tried to load the projects, but they are invalid. > > They tend to get out of date because when Linux people > work on PLIB they have no way to keep the MSVC project > files up to date. > > > Does anyone have project files that work? > > I'm sure they do...if not, it shouldn't be hard > to remake them. Each directory in 'src' is an independent > library - just compile everything in that directory > and link it all together. > > -- > 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 > |
From: Eric E. <Eri...@fr...> - 2000-10-11 18:24:34
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Don Lafontaine wrote: > > Cool, I'll try to whip a few up. > > I'm thinking of replacing "glf" fonts with plib fonts. I hope to get a > little more speed out of my project. It uses text pretty heavily compared > to the average OpenGL program. I found that PLIB fonts looked blurry with my voodoo 2 and gltt bitmap fonts too slow, so for TORCS I use glf fonts. It is (IMHO) the same principle than PLIB fonts, so don't expect any speed benefits from PLIB fonts (with all the respect due to PLIB). The other advantage of glf over PLIB is that the 'texture' is done with a true type font an not an X11 one. One problem is that the glf 'texture' generator is not freeware and it runs only under Win32 (but the lib is freeware). > > http://www.avsim.com/hangar/utils/freefd > > Don. > ----- Original Message ----- > From: "Steve Baker" <sjb...@ai...> > To: <pli...@li...> > Sent: Wednesday, October 11, 2000 12:22 AM > Subject: Re: [Plib-users] Compiling for windows > > > > Don Lafontaine wrote: > > > > > > Hi, has anyone managed to compile with MSVC6.0? > > > > Yes - quite a few people use it routinely under MSVC 6. > > > > > I tried to load the projects, but they are invalid. > > > > They tend to get out of date because when Linux people > > work on PLIB they have no way to keep the MSVC project > > files up to date. > > > > > Does anyone have project files that work? > > > > I'm sure they do...if not, it shouldn't be hard > > to remake them. Each directory in 'src' is an independent > > library - just compile everything in that directory > > and link it all together. > > > > -- > > 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 > > > > _______________________________________________ > plib-users mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-users -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
From: Norman V. <nh...@ca...> - 2000-10-11 19:13:30
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Eric Espie writes: > >I found that PLIB fonts looked blurry with my voodoo 2 and >gltt bitmap fonts >too slow, so for TORCS I use glf fonts. >It is (IMHO) the same principle than PLIB fonts, so don't >expect any speed >benefits from PLIB fonts (with all the respect due to PLIB). >The other advantage of glf over PLIB is that the 'texture' is >done with a true type font an not an X11 one. You can use true type fonts with PLib You just have to make the textures yourself. You can also make the texture text font size to exactly match yhe desired output size and this will take care of any 'blurring'. :-) Also FWIW there is some 'ugly' code in the FlightGear Source cockpit / hud.hxx that I used to speed up PLib text when I 'KNEW' that I was rendering a lot of text with no intervening glstate changes. class fgText class fgTextList This code could probably be cleaned up a little bit but it served its purpose for me as is :-) Cheers Norman |
From: Steve B. <sjb...@ai...> - 2000-10-11 21:20:48
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Norman Vine wrote: > Also FWIW there is some 'ugly' code in the FlightGear > Source cockpit / hud.hxx > that I used to speed up PLib text when I 'KNEW' > that I was rendering a lot of text with no intervening > glstate changes. > > class fgText > class fgTextList > > This code could probably be cleaned up a little bit > but it served its purpose for me as is :-) I don't know that code - but I thought about this very carefully when I wrote the FNT library. You *should* be able to avoid state costs when rendering text by using the begin()/end() member functions to bracket your rendering. Did you need something beyond that? I'd be suprised. -- 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: Norman V. <nh...@ca...> - 2000-10-11 21:59:56
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Steve Baker writes: > >Norman Vine wrote: > >> Also FWIW there is some 'ugly' code in the FlightGear >> Source cockpit / hud.hxx >> that I used to speed up PLib text when I 'KNEW' >> that I was rendering a lot of text with no intervening >> glstate changes. >> >> class fgText >> class fgTextList >> >> This code could probably be cleaned up a little bit >> but it served its purpose for me as is :-) > >I don't know that code - but I thought about this very >carefully when I wrote the FNT library. > >You *should* be able to avoid state costs when rendering >text by using the begin()/end() member functions to >bracket your rendering. Did you need something beyond >that? I'd be suprised. I worded that wrong I should have said There are a couple of utility classes in FlightGear that demonstrate a method of collecting all of your Text and Line primitives into 'displaylist' like structures for 'all at once' rendering. I found these useful so that I did not kill the frame rate with unnecessary state changes when drawing things like multiple HUD instruments that intersperse textured text and other graphic primitives Norman |
From: Don L. <laf...@cn...> - 2000-10-20 19:55:45
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test? |
From: Steve B. <sjb...@ai...> - 2000-10-11 19:17:41
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Don Lafontaine wrote: > I'm thinking of replacing "glf" fonts with plib fonts. I hope to get a > little more speed out of my project. It uses text pretty heavily compared > to the average OpenGL program. Well, if you are not currently using texturemapped fonts and assuming you have a hardware-accellerated OpenGL implementation then you'll get a huge speedup from using PLIB's "FNT" library. Textured fonts can be tricky though - they tend to get hard to read when scaled down and can look terrible when scaled up. If you don't have hardware accellerated OpenGL then FNT will probably slow things down rather than speed them up. If you are already using textured fonts then I won't make any promises! I have a FAQ about font rendering that you may find instructive: http://web2.airmail.net/sjbaker1/opengl_text.html ...it has links to several other OpenGL font libraries (but use PLIB anyway! :-) -- 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: Wolfram K. <w_...@rz...> - 2000-10-11 07:20:51
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Don wrote: >Hi, has anyone managed to compile with MSVC6.0? Yes, many. One of the main developers develops in MSVC and there are several people who regularly compile the newest CVS stuff, most often without any problems. >I tried to load the projects, but they are invalid. Which? All? What do you mean by invalid? Dont they load into MSVC or dont they compile? >Does anyone have project files that work? I just did an update from cvs (but I didnt do a checkout from scratch). Then I batch build everything, both in debug and release builds. Not one error. I use MSVC 6 service pack 3. Our projects at work are in Micro$oft Visual Source Safe. When I get a new plib, MSVC asks whether I want to connect plib with the version control system. Just say "no". OT, just say no to VSS alltogether, it sometimes corrupts your repository :-((. It happened once to us and we were just lucky we lost nothing. On Slashdot lots of people complained about this. What worse thing can a Source "Safe" do than eat your code? >Thanks > >Don. I am of to work now, Wolfram. |