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From: Paolo L. <p.l...@ci...> - 2007-04-12 07:10:24
|
While successful in compiling the version 0.0.1 tarball w/ MS Visual C++ express (just few adaptations were needed for some FLTK functions, and = some more include somewhere), I got the following undefined w/ the cvs = sources: ssgBranch::mergeHNodes(void) ssgVtxTable::compare(class ssgVtxTable *,int) int g_noLoDs The first two seem SSG extensions for PPE which are only declared in = ssg.h, while the third appears in ppeScene.cxx, and *only* there, in the form: extern int g_noLoDs; How can I deal with these? Thanks in advance, greetings - Paolo Leoncini -----Messaggio originale----- Da: Paolo Leoncini [mailto:p.l...@ci...]=20 Inviato: luned=EC 2 aprile 2007 12.02 A: 'pre...@li...' Oggetto: PPE integration w/ an existing Plib-SSG based app Dear friends, In my Plib-based VR application I'd like to introduce basic editing functionality, such as: - material editing - structure view and little rearrangement (grouping, node deletion, ...) - node view transformation editing - normal invertion - double siding In order to pursue the "rely on other's work" approach, especially when = I'm sure to not being able to do it better, I'd envisage the integration of (parts of) the old good Pretty Poly Editor into my app, or to create a = sort of link between these two apps - both sharing an instance of a SSG, = which is, at present, created in my app. Could I kindly ask your valuable opinion about the feasibility of such = an approach, and, possibly, indicate some key entry point in the code to consider for integration. Just one more question: why there's a different appearance b/w GUI = panels in the doc and what I get off the Windows binary? E.g. the structure panel = in the doc seems horizontally-scrollable, while the binary app doesn't = allow it. Kind regards - Paolo Leoncini --------------------------------------------------------------------- Paolo Leoncini phone: +39 (0823) 623134 Virtual Reality Lab fax: +39 (0823) 623126 CIRA - Italian Aerospace Research Center mailto:p.l...@ci... Via Maiorise snc. - 81043 Capua (CE) Italy http://www.cira.it |
|
From: Paolo L. <p.l...@ci...> - 2007-04-02 10:02:03
|
Dear friends, In my Plib-based VR application I'd like to introduce basic editing functionality, such as: - material editing - structure view and little rearrangement (grouping, node deletion, ...) - node view transformation editing - normal invertion - double siding In order to pursue the "rely on other's work" approach, especially when = I'm sure to not being able to do it better, I'd envisage the integration of (parts of) the old good Pretty Poly Editor into my app, or to create a = sort of link between these two apps - both sharing an instance of a SSG, = which is, at present, created in my app. Could I kindly ask your valuable opinion about the feasibility of such = an approach, and, possibly, indicate some key entry point in the code to consider for integration. Just one more question: why there's a different appearance b/w GUI = panels in the doc and what I get off the Windows binary? E.g. the structure panel = in the doc seems horizontally-scrollable, while the binary app doesn't = allow it. Kind regards - Paolo Leoncini --------------------------------------------------------------------- Paolo Leoncini phone: +39 (0823) 623134 Virtual Reality Lab fax: +39 (0823) 623126 CIRA - Italian Aerospace Research Center mailto:p.l...@ci... Via Maiorise snc. - 81043 Capua (CE) Italy http://www.cira.it |
|
From: <and...@bl...> - 2006-08-24 18:04:48
|
Hello, is it possible to convert "Flight Simulator 2004" *.mdl files to *. dxf or *.3ds? Thank you for an answer. Greetings from switzerland. Andi |
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From: Wolfram K. <w_...@rz...> - 2003-06-30 18:39:40
|
A slightly old description of the conversion process can be found here: http://wolfram.kuss.bei.t-online.de/ In short, "save as" is indeed the correct way. But there is no 3DS writer, see the tabel in here: http://plib.sourceforge.net/ssg/non_class.html Save as into another format and get a program like Deep Explorer to check your result. Check the console window for error messages. Starting tomorrow, I am in the UK for 17 days, so will not be able to follow the mailing list at that time. You might be able to reach me under: wol...@we...=20 Bye bye, Wolfram. |
|
From: David T. <dy...@ns...> - 2003-06-30 13:33:47
|
Hi All: I just downloaded PPE and was trying to convert MS Flight Sim .mdl files and export them to .3ds files. How do you go about doing this? I tried the "save as" and just simply typed in the filename to save as with the .3ds extension but don't think it worked. Thanks, David |
|
From: <ts...@ro...> - 2003-06-04 14:54:17
|
Hi guys,
I was using fltk-1.0.11 and ppe-0.0.1. I did find that
make_current was in the library libfltk.a. I also discovered
that ppe-0.0.1 call Fl_Gl_Window::make_current but
should it call Fl_Window::make_current instead?
Am I using the right version of PPE? I got this from
prettypoly.sourceforge.net. Any suggestions would help.
Cheers,
Bill
1
|
|
From: Wolfram K. <w_...@rz...> - 2003-06-04 07:24:55
|
>However, I encounter another compiling problem, which I >believe, has something to do with FLTK again. What version of FLTK do you use? You are currently linking to fltk, maybe they split it up in a new veriosn into for example fltk and fltkwindow? Do a binary search in all FLTK static library files for "make_current". I have no problem compiling PPE and recently did so to test new PLIB patches, but I still use an old FLTK. Bye bye, Wolfram |
|
From: William H. T. <ts...@ro...> - 2003-06-04 02:37:52
|
Hi there,
Thanks to Steve Baker, the undeclared down was fixed.
However, I encounter another compiling problem, which I
believe, has something to do with FLTK again.
Any suggestions? Thanks in advance.
Cheers,
Bill
I am using RedHat 7.2. Below is the long error message:
c++ -g -O2 -O6 -Wall -o ppe ppeMad.o ppe.o ../src/gui/libppegui.a
../src/viewer/libppeviewer.a ../src/core/libppecore.a
../src/material/libppematerial.a ../src/misc/libppemisc.a
../src/fltk-extras/libppefltkextras.a ../src/plugins/libppePlugin.a
../src/structure/libppestructure.a -lpng -lz -ljpeg
-L/usr/lib/python1.5/config -L/usr/local/lib/python1.5/config
-lpython1.5 -lpthread -L/usr/local/lib -L/usr/X11R6/lib -lfltk -lplibfnt
-lplibssgaux -lplibssg -lplibsg -lGLU -lGL -lplibul -L/usr/X11R6/lib
-lSM -lICE -lX11 -lXi -lXext -lXmu -ldl -lm
ppe.o: In function `main':
/home/tsobill/ppe-0.0.1/src/ppe.cxx:209: undefined reference to
`Fl::gl_visual(int, int *)'
../src/gui/libppegui.a(ppeEventHandler.o): In function
`ppeEventHandler::handle(int, ppeViewer *)':
/home/tsobill/ppe-0.0.1/src/gui/../viewer/ppeViewer.h:186: undefined
reference to `Fl_Gl_Window::make_current(void)'
/home/tsobill/ppe-0.0.1/src/gui/../viewer/ppeViewer.h:186: undefined
reference to `Fl_Gl_Window::make_current(void)'
/home/tsobill/ppe-0.0.1/src/gui/../viewer/ppeViewer.h:186: undefined
reference to `Fl_Gl_Window::make_current(void)'
/home/tsobill/ppe-0.0.1/src/gui/../viewer/ppeViewer.h:186: undefined
reference to `Fl_Gl_Window::make_current(void)'
../src/gui/libppegui.a(ppeEventHandler.o): In function
`ppeEventHandler::mouse(int, int, int)':
/home/tsobill/ppe-0.0.1/src/gui/../viewer/ppeViewer.h:186: undefined
reference to `Fl_Gl_Window::make_current(void)'
../src/gui/libppegui.a(ppeEventHandler.o):/home/tsobill/ppe-0.0.1/src/gui/../viewer/ppeViewer.h:186:
more undefined references to `Fl_Gl_Window::make_current(void)' follow
../src/viewer/libppeviewer.a(ppeViewer.o): In function
`ppeViewer::ppeViewer(int, int, int, int, char const *)':
/usr/local/include/FL/Fl_Gl_Window.H:87: undefined reference to
`Fl_Gl_Window virtual table'
/usr/local/include/FL/Fl_Gl_Window.H:87: undefined reference to
`Fl_Gl_Window::init(void)'
../src/viewer/libppeviewer.a(ppeViewer.o): In function
`ppeViewer::ppeViewer(int, int, int, int, char const *)':
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.cxx:277: undefined
reference to `Fl_Gl_Window::~Fl_Gl_Window(void)'
../src/viewer/libppeviewer.a(ppeViewer.o): In function
`ppeViewer::real_init(void)':
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.cxx:283: undefined
reference to `Fl_Gl_Window::make_current(void)'
../src/viewer/libppeviewer.a(ppeViewer.o): In function
`ppeViewer::init(void)':
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.cxx:393: undefined
reference to `Fl_Gl_Window::make_current(void)'
../src/viewer/libppeviewer.a(ppeViewer.o): In function
`ppeViewer::time_out(void)':
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.d.__vt_9ppeViewer+0x14):
undefined reference to `Fl_Gl_Window::resize(int, int, int, int)'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.d.__vt_9ppeViewer+0x18):
undefined reference to `Fl_Gl_Window::flush(void)'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.d.__vt_9ppeViewer+0x1c):
undefined reference to `Fl_Gl_Window::show(void)'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.d.__vt_9ppeViewer+0x20):
undefined reference to `Fl_Gl_Window::hide(void)'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.d.__vt_9ppeViewer+0x24):
undefined reference to `Fl_Gl_Window::draw_overlay(void)'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.t._._9ppeViewer+0x19):
undefined reference to `Fl_Gl_Window::~Fl_Gl_Window(void)'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.t.__tf9ppeViewer+0x11):
undefined reference to `Fl_Gl_Window type_info function'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.gnu.linkonce.t.__tf9ppeViewer+0x17):
undefined reference to `Fl_Gl_Window type_info node'
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h(.ppeViewer::gnu.linkonce.t.becomeCurrent(void)+0x12):
undefined reference to `Fl_Gl_Window::make_current(void)'
../src/viewer/libppeviewer.a(ppePicker.o): In function
`ppePicker::pickSetup(ppeRubberband *)':
/home/tsobill/ppe-0.0.1/src/viewer/ppeViewer.h:186: undefined reference
to `Fl_Gl_Window::make_current(void)'
../src/material/libppematerial.a(thumbnail.o): In function
`Thumbnail::getDrawMode(void)':
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.text+0x29):
undefined reference to `Fl_Gl_Window virtual table'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.text+0x2f):
undefined reference to `Fl_Gl_Window::init(void)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.text+0x9c):
undefined reference to `Fl_Gl_Window::mode(int, int const *)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.text+0xac):
undefined reference to `Fl_Gl_Window::can_do(int, int const *)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.text+0x2e0):
undefined reference to `Fl_Gl_Window::~Fl_Gl_Window(void)'
../src/material/libppematerial.a(thumbnail.o): In function
`Thumbnail::setDrawMode(int)':
/home/tsobill/ppe-0.0.1/src/material/thumbnail.cxx:181: undefined
reference to `Fl_Gl_Window::invalidate(void)'
../src/material/libppematerial.a(thumbnail.o): In function
`Thumbnail::draw(void)':
/home/tsobill/ppe-0.0.1/src/material/thumbnail.cxx:214: undefined
reference to `Fl_Gl_Window::make_current(void)'
../src/material/libppematerial.a(thumbnail.o): In function
`Thumbnail::~Thumbnail(void)':
/home/tsobill/ppe-0.0.1/src/material/thumbnail.cxx:131: undefined
reference to `Fl_Gl_Window::~Fl_Gl_Window(void)'
../src/material/libppematerial.a(thumbnail.o): In function
`Thumbnail::getDrawMode(void)':
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.d.__vt_9Thumbnail+0x14):
undefined reference to `Fl_Gl_Window::resize(int, int, int, int)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.d.__vt_9Thumbnail+0x18):
undefined reference to `Fl_Gl_Window::flush(void)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.d.__vt_9Thumbnail+0x1c):
undefined reference to `Fl_Gl_Window::show(void)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.d.__vt_9Thumbnail+0x20):
undefined reference to `Fl_Gl_Window::hide(void)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.d.__vt_9Thumbnail+0x24):
undefined reference to `Fl_Gl_Window::draw_overlay(void)'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.t.__tf9Thumbnail+0x11):
undefined reference to `Fl_Gl_Window type_info function'
/home/tsobill/ppe-0.0.1/src/material/../../src/material/thumbnail.h(.gnu.linkonce.t.__tf9Thumbnail+0x17):
undefined reference to `Fl_Gl_Window type_info node'
collect2: ld returned 1 exit status
make[2]: *** [ppe] Error 1
|
|
From: Wolfram K. <w_...@rz...> - 2003-05-29 11:19:53
|
>I have 2 questions about Pretty Poly Editor: >- Is the project still alive ? Most say no. But I still use it. >- Will other formats be added to export SSG files ?=20 Yes. They are added to PLIB, which is alive. > (gmax for example) I don't think so, I did not hear anyone interested in an exporter to gMax. >I have a problem with exporting my file: If you want to put your source file (*.ssg or whatever you got the model from) onto some webserver, I will have a quick look. >Well... I'm lost. >Thanks for help. Do you have tips or or do you know other tools ? Bye bye, Wolfram. |
|
From: Georges G. <gg...@ho...> - 2003-05-29 10:19:18
|
Hi all PPE users ! I have 2 questions about Pretty Poly Editor: - Is the project still alive ? - Will other formats be added to export SSG files ? (gmax for example) I have a problem with exporting my file: myfile.3ds: its crashes after writing a quite long time. (I want to use gmax now as modeler) myfile.ase: win98 limitation (lol): it stops after making a file of 4Gb!!! (my source SSG file: 2,5Mb) myfile.tri: 2,8Mb. I lose all sub objects :( but it works fine. myfile.dxf: 6Mb. I lose all sub objects :( but it works fine. myfile.obj: Created a file of 333Mb but I have no tool to read it and I'm not sure if it keeps the sub objects :( myfile.ase: Did not test enough... last time I saved it to a wrong path and disk full after writing more than 2,8Gb. Well... I'm lost. Thanks for help. Do you have tips or or do you know other tools ? _________________________________________________________________ MSN 8 with e-mail virus protection service: 2 months FREE* http://join.msn.com/?page=features/virus |
|
From: Eero P. <epa...@ko...> - 2002-12-23 17:24:16
|
Steve Baker wrote: > Bram Stolk wrote: > >> A powerfull low-level polygon editor suitable for modeling game-models >> is here: >> >> http://www.wings3d.com/ > > > It's awfully unfinished. Comments like texture support being > "experimental" make me nervous. My art and modelling -oriented friend has been quite enthusiastic about it. I suspect that he uses either UVmapper or Lightwave for finnishing his models. (Yes, he has purchased Lightwave, and he still is enthusiastic about wings3d) Eero |
|
From: Steve B. <sjb...@ai...> - 2002-12-23 16:55:37
|
Bram Stolk wrote: > A powerfull low-level polygon editor suitable for modeling > game-models is here: > > http://www.wings3d.com/ It's awfully unfinished. Comments like texture support being "experimental" make me nervous. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net |
|
From: phrostie <pfr...@ya...> - 2002-12-23 13:01:48
|
i'd have to second AC3D. it does not do everything but it gets you most of the way there and it is easy to learn. On Sunday 22 December 2002 18:56, you wrote: > David Scott Hamilton Giraud wrote: > > Is there a similar 3D modeler that uses PLIB that is still alive unlike > > PPE? > > No - there are no others that use PLIB. > > There are two modellers that I could recommend: > > 1) Blender - this is an essentially good modeller that has > an extremely quirky user interface. SOme people take to > it and love it to death - other people find it to be so > weird that they never get the hang of it. (I'm in the > second group - I find Blender completely unusable.) > > 2) AC3D - this is commercial software (it costs $40) and > is a reasonable basic modeller with an extremely easy to > learn user interface. There are some features missing that > are hard to live without - but overall it's pretty good. > > Of all the other modellers out there (and there are probably > a dozen or more of them), none fit the criteria I have for > a usable modeller for producing content for games and simulations. > ---------------------------- Steve Baker ------------------------- > HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> > HomePage : http://web2.airmail.net/sjbaker1 > Projects : http://plib.sf.net http://tuxaqfh.sf.net > http://tuxkart.sf.net http://prettypoly.sf.net > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Prettypoly-users mailing list > web page ; http://prettypoly.sourceforge.net > Pre...@li... > https://lists.sourceforge.net/lists/listinfo/prettypoly-users |
|
From: Bram S. <b....@ch...> - 2002-12-23 10:27:36
|
Hi, A powerfull low-level polygon editor suitable for modeling game-models is here: http://www.wings3d.com/ You need a very fast machine to run this on: it is written in Erlang, a functional programming language, and it is *slow* It is modelled after Nendo, a windows modeller. You have complete and convienent control over every vertex, edge, face in your model. Bram On Sun, 22 Dec 2002 17:56:30 -0600 Steve Baker <sjb...@ai...> wrote: > David Scott Hamilton Giraud wrote: > > Is there a similar 3D modeler that uses PLIB that is still alive unlike > > PPE? > > No - there are no others that use PLIB. > > There are two modellers that I could recommend: > > 1) Blender - this is an essentially good modeller that has > an extremely quirky user interface. SOme people take to > it and love it to death - other people find it to be so > weird that they never get the hang of it. (I'm in the > second group - I find Blender completely unusable.) > > 2) AC3D - this is commercial software (it costs $40) and > is a reasonable basic modeller with an extremely easy to > learn user interface. There are some features missing that > are hard to live without - but overall it's pretty good. > > Of all the other modellers out there (and there are probably > a dozen or more of them), none fit the criteria I have for > a usable modeller for producing content for games and simulations. > ---------------------------- Steve Baker ------------------------- > HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> > HomePage : http://web2.airmail.net/sjbaker1 > Projects : http://plib.sf.net http://tuxaqfh.sf.net > http://tuxkart.sf.net http://prettypoly.sf.net > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Prettypoly-users mailing list > web page ; http://prettypoly.sourceforge.net > Pre...@li... > https://lists.sourceforge.net/lists/listinfo/prettypoly-users |
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From: Steve B. <sjb...@ai...> - 2002-12-23 00:00:32
|
David Scott Hamilton Giraud wrote:
> Is there a similar 3D modeler that uses PLIB that is still alive unlike
> PPE?
No - there are no others that use PLIB.
There are two modellers that I could recommend:
1) Blender - this is an essentially good modeller that has
an extremely quirky user interface. SOme people take to
it and love it to death - other people find it to be so
weird that they never get the hang of it. (I'm in the
second group - I find Blender completely unusable.)
2) AC3D - this is commercial software (it costs $40) and
is a reasonable basic modeller with an extremely easy to
learn user interface. There are some features missing that
are hard to live without - but overall it's pretty good.
Of all the other modellers out there (and there are probably
a dozen or more of them), none fit the criteria I have for
a usable modeller for producing content for games and simulations.
---------------------------- Steve Baker -------------------------
HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...>
HomePage : http://web2.airmail.net/sjbaker1
Projects : http://plib.sf.net http://tuxaqfh.sf.net
http://tuxkart.sf.net http://prettypoly.sf.net
|
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From: David S. H. G. <xh...@ma...> - 2002-12-22 21:17:40
|
Is there a similar 3D modeler that uses PLIB that is still alive unlike PPE? |
|
From: Steve B. <sjb...@ai...> - 2002-12-22 14:16:44
|
David Scott Hamilton Giraud wrote: > I'm having trouble running the './configure' command to install ppe. I'm > using the latest download from: > http://prettypoly.sourceforge.net/download/ppe.tar.gz > > Any suggestions on how to get this to compile? The output is below. The Pretty Poly project has died - nobody is working on it or maintaining it. At a guess, I would say that you need to run 'automake' before running configure because one of the Makefile.in files is missing - and those are created by 'automake' from the corresponding Makefile.am ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net |
|
From: David S. H. G. <xh...@ma...> - 2002-12-22 07:20:00
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Hi there, I'm having trouble running the './configure' command to install ppe. I'm using the latest download from: http://prettypoly.sourceforge.net/download/ppe.tar.gz Any suggestions on how to get this to compile? The output is below. $ ./configure creating cache ./config.cache checking for a BSD compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking whether make sets ${MAKE}... yes checking for working aclocal... found checking for working autoconf... found checking for working automake... found checking for working autoheader... found checking for working makeinfo... found checking for gcc... gcc checking whether the C compiler (gcc ) works... yes checking whether the C compiler (gcc ) is a cross-compiler... no checking whether we are using GNU C... yes checking whether gcc accepts -g... yes checking how to run the C preprocessor... gcc -E checking for c++... c++ checking whether the C++ compiler (c++ ) works... yes checking whether the C++ compiler (c++ ) is a cross-compiler... no checking whether we are using GNU C++... yes checking whether c++ accepts -g... yes checking how to run the C++ preprocessor... c++ -E checking for a BSD compatible install... /usr/bin/install -c checking for ranlib... ranlib checking for bool... yes checking for python include paths... Not in your path, searching... checking in /usr/include... no checking in /usr/local/include... no checking in /usr/include/python... no checking in /usr/local/include/python... no checking in /usr/include/python2.1... yes checking for ulInit in -lplibul... yes checking for windows.h... no checking for X... libraries /usr/X11R6/lib, headers /usr/X11R6/include checking for dnet_ntoa in -ldnet... no checking for dnet_ntoa in -ldnet_stub... no checking for gethostbyname... yes checking for connect... yes checking for remove... yes checking for shmat... yes checking for IceConnectionNumber in -lICE... yes checking for glNewList in -lGL... yes checking for gluLookAt in -lGLU... yes checking for jpeg_destroy_decompress in -ljpeg... no configure: warning: *** JPEG library not found *** checking for zlibVersion in -lz... no configure: warning: *** zlib library not found *** checking for png_init_io in -lpng... no configure: warning: *** PNG library not found *** checking for ANSI C header files... no checking for GL/gl.h... yes checking for GL/glut.h... yes checking for png.h... no checking for jpeglib.h... no checking for windows.h... (cached) no updating cache ./config.cache creating ./config.status creating Makefile creating src/Makefile creating src/core/Makefile creating src/gui/Makefile creating src/fltk-extras/Makefile creating src/material/Makefile creating src/misc/Makefile creating src/plugins/Makefile creating src/scripts/Makefile sed: can't read ./src/scripts/Makefile.in: No such file or directory creating src/structure/Makefile creating src/viewer/Makefile creating examples/Makefile Thanks, -David Giraud |
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From: Dicks B. R C. AFRL/V. <Bri...@wp...> - 2002-09-09 20:48:06
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I have done a configure on PPE-0.0.1 however I'm getting an error when I try to execute a make function. It reads: 'void load_system_icons()' declared 'static' but never defined make[2]:***[ppeGUIFuncs.o] Error 1 then goes downhill from there. Can anyone help me out? Brian |
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From: Stephen J B. <sj...@li...> - 2002-08-21 20:05:38
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On Wed, 21 Aug 2002, Dicks Brian R Civ AFRL/VACD wrote: > I'm having trouble using "Make" in Cygwin due to an error with a > file known as madGUI.o According to my files, I do not even have > that file. Could someone please help? That file is an object code module - it should have been compiled from madGUI.cxx - which I *suspect* is built in turn from madGUI.fl using the FLTK 'fluid' tool. ---- 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://www.sjbaker.org |
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From: Norman V. <nh...@ca...> - 2002-08-21 19:23:48
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Dicks Brian R Civ AFRL/VACD writes: > >I'm having trouble using "Make" in Cygwin due to an error with >a file known as madGUI.o According to my files, I do not even >have that file. Could someone please help? PrettyPoly uses the FLTK GUI Toolkit and you have to create the source files with the 'fluid' pre-processor FYI 'fluid' should be built as part of the FLTK installation < see the FLTK docs > the following info snipped from the 'slightly outdated' howto on cygwin page still applies however http://prettypoly.sourceforge.net/index.php3?section=win_cygwin_latest """ ./configure also calls a "fluidizer-script", which creates *.cxx and *.h-files from the *.fl (fluid)-files. If this doesnt work on your computer, for example because you have bash, then use the fluidizer.py script. """ HTH Norman |
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From: Dicks B. R C. AFRL/V. <Bri...@wp...> - 2002-08-21 18:43:08
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I'm having trouble using "Make" in Cygwin due to an error with a file known as madGUI.o According to my files, I do not even have that file. Could someone please help? Brian Dicks |
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From: Joel U. <joe...@ya...> - 2002-08-18 04:31:31
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> Paluke wrote: > > Hi, > > I downloaded pretty poly and I wanted to know how I can use it to > convert .mdl files to other extensions like .md2 or something but i > can't figure out how. I tried to open a .mdl but it failed. I hope > anyone could help me, plz mail me. I think Plib/Prettypoly doesn't support MD2 and I'm not sure how great MDL support is either. The file type is defined by the extension, so just load the file and save as a filename with the extension of the format you want to use. Prettypoly can also open some formats that it can't save in (I believe). Check the Plib site for the formats supported. Bye - Joel. |
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From: Paluke <pal...@ya...> - 2002-08-17 18:01:34
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Hi, I downloaded pretty poly and I wanted to know how I can use it to = convert .mdl files to other extensions like .md2 or something but i = can't figure out how. I tried to open a .mdl but it failed. I hope = anyone could help me, plz mail me. |
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From: Wolfram K. <w_...@rz...> - 2002-04-13 19:41:41
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Tengchiang wrote: >Is there a design proposal for this feature? For >example, if i select a vertix where the entry box >should be for me to enter the position corresponding >to the texture? > >Walfram's discussion seems to say the texture should >be rendered as a rectangle and users can drag or >stratch the texture.=20 The best way IMHO is to render the texture as a "2D background" and then add a wireframe showing th texture coordinates in front of it. >Will we have a quick hack, say entering the position manually? See Steve's answers: No one is working on it currently. >Walfram's discussion also mentioned we need to put two >or more vertices at the same position in the space. Yes. >However, if i put two vertices at the same position, >then i use "Select Vertix", how do i know which one >gets selected? In my own modeller at work I have many ways to select vertices. One way is to select the vertices that are connected together or those of a face.=20 So, when I texture a cube what happens is: The modeller unwraps the 6 faces and creates 6 x 4 "temporary" vertices. To select one vertex of several lying "on top of each other", you can for example select the face and then say "select vertices of face" and if you really just need that one vertex (this is seldom, but possible), then deselect the other three. It is quite tedious. I think I should look at other modellers how they do it. But at work texturing stuff manually is low priority. >Tengchiang Bye bye, Wolfram. |