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From: Daniele C. <dca...@in...> - 2007-09-07 16:26:00
|
For obtain an image with a good resolution I use TQ3PixmapDrawContextData.
It is work fine but if I use Quesa shared render opengl I don't see shadow.
The function is this:
/
TQ3DrawContextObject MyNewDrawContext(long larg,long alt)
{
TQ3PixmapDrawContextData myDrawContextData;
CRect srcRect ;
TQ3ColorARGB coloreSfondo;
coloreSfondo.r=(float) (GetRValue(gPOG.coloreSfondo3D)/255.);//copia
RGBColor in TQ3ColorRGB É
coloreSfondo.g=(float) (GetGValue(gPOG.coloreSfondo3D)/255.);//É
convertendo dal range 0..65535 É
coloreSfondo.b=(float) (GetBValue(gPOG.coloreSfondo3D)/255.);//É al
range 0,0..1,0
coloreSfondo.a=1;// alfa channel = 1 (solid)
myDrawContextData.drawContextData.clearImageMethod =
kQ3ClearMethodWithColor;
myDrawContextData.drawContextData.clearImageColor = coloreSfondo;
myDrawContextData.drawContextData.paneState = kQ3False;
myDrawContextData.drawContextData.maskState = kQ3False;
myDrawContextData.drawContextData.doubleBufferState = kQ3False;
srcRect.SetRect(0,0,larg,alt);
myDrawContextData.pixmap.width = srcRect.right - srcRect.left;
myDrawContextData.pixmap.height= srcRect.bottom - srcRect.top;
myDrawContextData.pixmap.pixelSize=32;
myDrawContextData.pixmap.rowBytes =
Pixmap_GetRowBytes(myDrawContextData.pixmap.width,myDrawContextData.pixmap.pixelSize);
myDrawContextData.pixmap.pixelType = kQ3PixelTypeRGB32;
myDrawContextData.drawContextData.paneState=kQ3True;
myDrawContextData.drawContextData.pane.min.x=(float)srcRect.left;
myDrawContextData.drawContextData.pane.min.y=(float)srcRect.top;
myDrawContextData.drawContextData.pane.max.x=(float)srcRect.right;
myDrawContextData.drawContextData.pane.max.y=(float)srcRect.bottom;
myDrawContextData.pixmap.bitOrder = kQ3EndianLittle;
myDrawContextData.pixmap.byteOrder = kQ3EndianLittle;
pBits = (BYTE*)
malloc(myDrawContextData.pixmap.rowBytes*myDrawContextData.pixmap.height);
::ZeroMemory(pBits,myDrawContextData.pixmap.rowBytes*myDrawContextData.pixmap.height);
myDrawContextData.pixmap.image = pBits ;
return Q3PixmapDrawContext_New(&myDrawContextData);
}
/
It Maybe the problem is not here.
Have you some advice?
Thanks
|
|
From: SourceForge.net <no...@so...> - 2007-07-26 02:20:13
|
Bugs item #902964, was opened at 2004-02-23 12:29 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902964&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Wont Fix Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Polyline should cache transparent state Initial Comment: The polyline geometry should cache if it contains transparent attributes or not, and invalidate its cache when its edit index changes. Would save interactive renderer from calculating this state each time. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-25 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-07-11 15:21 Message: Logged In: YES user_id=433183 Originator: NO I think we should generally not introduce performance optimizations without first seeing a case where the particular operation shows up as a significant percentage on a performance profile. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902964&group_id=45158 |
|
From: SourceForge.net <no...@so...> - 2007-07-25 02:20:14
|
Feature Requests item #1256902, was opened at 2005-08-11 10:19 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=1256902&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: MacFan (granit) Assigned to: Nobody/Anonymous (nobody) Summary: Custom Renders for Reflections and Shadows Initial Comment: As I was reading the Quick Draw 3D files at apple.com I Found that it supports Custom renders so I could create my own or use another. This means I could use raytracing to create Reflection and I knew a lot of people want quesa to have reflects. Even Alias's Maya, which uses opengl as well, needs to use raytracing to do reflections. This is the same with shadows, because these days it's done by the hardware, not software. So we could use the video card to make shadows ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-24 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-07-10 14:32 Message: Logged In: YES user_id=433183 Originator: NO We have the RayShade raytracing renderer, and the OpenGL renderer can now do shadows (but not reflections). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=1256902&group_id=45158 |
|
From: SourceForge.net <no...@so...> - 2007-07-25 02:20:14
|
Bugs item #901440, was opened at 2004-02-20 14:46 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901440&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Wireframe renderer does not support hilighting Initial Comment: The Wireframe OpenGL renderer does not currently support the hilight style. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-24 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-07-10 17:38 Message: Logged In: YES user_id=433183 Originator: NO Now that the wireframe renderer derives from the OpenGL renderer, this bug seems to have gone away. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901440&group_id=45158 |
|
From: SourceForge.net <no...@so...> - 2007-07-25 02:20:14
|
Feature Requests item #900675, was opened at 2004-02-19 13:48 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=900675&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: James W. Walker (jwwalker) Summary: Add FSRef based storage object Initial Comment: We should add Mac OS TQ3StorageObjects based on FSRefs rather than FSSpecs, to support both types of file specifiers. The API should mirror the Q3FSSpecStorage_xxx calls, and Q3MacintoshStorage_GetType should be extended to return a kQ3MacintoshStorageTypeFSRef constant. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-07-24 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2007-07-10 13:40 Message: Logged In: YES user_id=433183 Originator: NO I have implemented the FSRef storage APIs, however FSRef storage objects are actually the same class of object as FSSpec storage objects. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=900675&group_id=45158 |
|
From: James W. <ja...@fr...> - 2007-07-25 01:51:37
|
Stefan Huber wrote: > I've found the issue: > > E3MacDrawContext.c, revision 1.40 of June 7 > E3MacDrawContext_RegisterClass/E3MacDrawContext_UnregisterClass > > console log message: > Quesa undefined reference to > _CGDisplayRegisterReconfigurationCallback expected to be defined in > Carbon > Quesa undefined reference to _CGDisplayRemoveReconfigurationCallback > expected to be defined in Carbon > > This happens under Mac OS X 10.2.0 till 10.2.8. Mac OS X 10.3.9 and > higher is ok (10.3.0 not tested). I see. My fault. I have checked in a change that should fix it for you. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Stefan H. <st...@to...> - 2007-07-25 00:35:31
|
I've found the issue: E3MacDrawContext.c, revision 1.40 of June 7 E3MacDrawContext_RegisterClass/E3MacDrawContext_UnregisterClass console log message: Quesa undefined reference to _CGDisplayRegisterReconfigurationCallback expected to be defined in Carbon Quesa undefined reference to _CGDisplayRemoveReconfigurationCallback expected to be defined in Carbon This happens under Mac OS X 10.2.0 till 10.2.8. Mac OS X 10.3.9 and higher is ok (10.3.0 not tested). Stefan http://www.topoi.ch |
|
From: James W. <ja...@fr...> - 2007-07-23 20:45:35
|
Stefan Huber wrote: > Both the application and the Quesa framework are built with CW (Mach-O). Are you building using the 10.2.8 SDK? > The crash log says after calling Q3GetReleaseVersion (the first Quesa > related call) > > #0 0x8fe01280 in halt > #1 0x8fe106b4 in link_in_need_modules > #2 0x8fe102d0 in bind_lazy_symbol_reference > #3 0x8fe00ec0 in stub_binding_helper_interface Surely there is more to the log than those 4 lines. Does any message appear in the console log when the crash happens? Are there any Quesa plug-ins involved? Did you use any of the draw-region APIs, which have been removed? -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Stefan H. <st...@to...> - 2007-07-23 19:22:52
|
Both the application and the Quesa framework are built with CW (Mach-O). The crash log says after calling Q3GetReleaseVersion (the first Quesa related call) #0 0x8fe01280 in halt #1 0x8fe106b4 in link_in_need_modules #2 0x8fe102d0 in bind_lazy_symbol_reference #3 0x8fe00ec0 in stub_binding_helper_interface Stefan http://www.topoi.ch >On Jul 22, 2007, at 3:17 PM, Stefan Huber wrote: > > > With the latest Quesa build my CW Mach-O application does not work >> on Mac OS X 10.2.x anymore. > >Are you building Quesa with CW? Or do you mean an app built with CW >but using Quesa built with Xcode? > >> The Quesa framework cannot be linked (lazy symbol refs). The Quesa > > build of March 2007 works. > >What exactly is the link error? |
|
From: James W. W. <os...@jw...> - 2007-07-23 05:14:46
|
On Jul 22, 2007, at 3:17 PM, Stefan Huber wrote: > With the latest Quesa build my CW Mach-O application does not work > on Mac OS X 10.2.x anymore. Are you building Quesa with CW? Or do you mean an app built with CW but using Quesa built with Xcode? > The Quesa framework cannot be linked (lazy symbol refs). The Quesa > build of March 2007 works. What exactly is the link error? |
|
From: Stefan H. <st...@to...> - 2007-07-22 22:19:34
|
With the latest Quesa build my CW Mach-O application does not work on Mac OS X 10.2.x anymore. The Quesa framework cannot be linked (lazy symbol refs). The Quesa build of March 2007 works. Stefan http://www.topoi.ch |
|
From: James W. <ja...@fr...> - 2007-07-20 00:01:27
|
Jose' Cruanyes wrote: > Il giorno 24/mag/07, alle ore 00:51, James W. Walker ha scritto: > >> Update of /cvsroot/quesa/quesa/Development/Source/Renderers/Common >> In directory sc8-pr-cvs16.sourceforge.net:/tmp/cvs-serv18759/quesa/ >> Development/Source/Renderers/Common >> >> Modified Files: >> GLDrawContext.c >> Log Message: >> In gldrawcontext_win_new, try to fail more gracefully when >> SetPixelFormat fails to change the pixel format. >> >> Index: GLDrawContext.c >> =================================================================== >> RCS file: /cvsroot/quesa/quesa/Development/Source/Renderers/Common/ >> GLDrawContext.c,v >> retrieving revision 1.63 >> retrieving revision 1.64 >> diff -C2 -d -r1.63 -r1.64 >> *** GLDrawContext.c 18 May 2007 23:47:36 -0000 1.63 >> --- GLDrawContext.c 23 May 2007 22:51:11 -0000 1.64 >> *************** >> *** 1615,1618 **** >> --- 1615,1620 ---- >> goto fail; >> >> + int prevPixelFormat = GetPixelFormat( theContext->theDC ); >> + >> if (!SetPixelFormat(theContext->theDC, pixelFormat, >> &pixelFormatDesc)) >> { >> *************** >> *** 1623,1628 **** >> E3Assert( __FILE__, __LINE__, theString ); >> #endif >> ! Q3Error_PlatformPost(error); >> ! goto fail; >> } >> >> --- 1625,1640 ---- >> E3Assert( __FILE__, __LINE__, theString ); >> #endif >> ! >> ! // The docs on SetPixelFormat say that "Once a window's pixel >> format is >> ! // set, it cannot be changed". In that case, try falling back >> to the >> ! // previous format. >> ! >> ! pixelFormat = prevPixelFormat; >> ! >> ! if ( (pixelFormat == 0) || !SetPixelFormat(theContext->theDC, >> pixelFormat, &pixelFormatDesc) ) >> ! { >> ! Q3Error_PlatformPost(error); >> ! goto fail; >> ! } >> } > > > We've found that this change (or another triggered by this) cause > crashes on certain machines, when rebuilding the drawContext... > > if we open a window, print it (creating a pixmap DC), when rebuilding > the window, quesa crashes when trying to swap buffers at the end of > the first, render loop > > the machine has an onboard SIS video adaptor, so I think it's using > the software renderer > > throwing an error if SetPixelFormat fails, solves the problem (my > program tries to rebuild the Drawcontext in the next update event and > then it works) > > any ideas? I don't know why this change would cause a problem, but if you want to revert it, I won't be upset. As I recall, I noticed a problem with SetPixelFormat when switching to shadow rendering in Geom Test. That requires a stencil buffer, where none had been requested before, hence a change in pixel format. Of course my change did not actually solve that problem. One really needs to request a stencil buffer at the beginning if there is any chance that a stencil buffer will be needed later. If you do revert the change, please leave a comment that a window's pixel format cannot be set more than once, so that the next time SetPixelFormat fails, I won't have to figure it out again. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: James W. W. <os...@jw...> - 2007-07-17 06:24:48
|
I've made the Quesa framework able to handle both Cocoa and Carbon draw contexts. I don't use Cocoa day to day, but I modified the Cocoa example to use Quesa.framework, and it seems to work. Let me know if any problems show up. |
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From: SourceForge.net <no...@so...> - 2007-07-11 22:21:22
|
Bugs item #902964, was opened at 2004-02-23 12:29 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902964&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Pending >Resolution: Wont Fix Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Polyline should cache transparent state Initial Comment: The polyline geometry should cache if it contains transparent attributes or not, and invalidate its cache when its edit index changes. Would save interactive renderer from calculating this state each time. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-11 15:21 Message: Logged In: YES user_id=433183 Originator: NO I think we should generally not introduce performance optimizations without first seeing a case where the particular operation shows up as a significant percentage on a performance profile. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902964&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-11 00:49:41
|
Bugs item #901422, was opened at 2004-02-20 14:35 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901422&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Improve kQ3ShaderUVBoundaryClamp handling Initial Comment: If GL_CLAMP_TO_EDGE is available, the Interactive Renderer should implement kQ3ShaderUVBoundaryClamp with this extension in preference to GL_EDGE. This helps avoid seams between otherwise adjacent textures. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 17:49 Message: Logged In: YES user_id=433183 Originator: NO This was fixed in Oct. 2004, we just forgot to close the bug. ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-07-15 09:48 Message: Logged In: YES user_id=439944 Yes, sorry - GL_CLAMP and GL_REPEAT are the built-ins (that we currently use) while GL_CLAMP_TO_EDGE was the final name for the extension (which we should use if it's available). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-07-15 09:29 Message: Logged In: YES user_id=433183 You mean GL_CLAMP, there is no such thing as GL_EDGE. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901422&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-11 00:40:52
|
Bugs item #901439, was opened at 2004-02-20 14:45 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901439&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Hilight state does not match QD3D results Initial Comment: Fred Mandrea has an example demonstrating the way in which Quesa renders an object with a hilight style different to Quesa. Note that this happens with either the QD3D or the Quesa renderer, so the bug must be in the Quesa library rather than in the OpenGL code. Fred's example was at http://homepage.mac.com/genfred/ quesa3.html (no longer online). ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 17:40 Message: Logged In: YES user_id=433183 Originator: NO With no access to an example, there is no way to know if there is still a bug here. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901439&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-11 00:38:06
|
Bugs item #901440, was opened at 2004-02-20 14:46 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901440&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Pending >Resolution: Fixed Priority: 5 Private: No Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Wireframe renderer does not support hilighting Initial Comment: The Wireframe OpenGL renderer does not currently support the hilight style. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 17:38 Message: Logged In: YES user_id=433183 Originator: NO Now that the wireframe renderer derives from the OpenGL renderer, this bug seems to have gone away. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901440&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-10 23:24:11
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Bugs item #967639, was opened at 2004-06-06 08:19 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967639&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Nanosaur Overview Map not transparent Initial Comment: With the latest version of Quesa from cvs (6/1/4) the overview map in Nanosaur (for Windows) is not transparent. Using the cvs version from 2/1/3 the map is correctly transparent. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 16:24 Message: Logged In: YES user_id=433183 Originator: NO Too old, no response to question. ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 16:29 Message: Logged In: YES user_id=439944 Can you try rolling back IRTransparent to before 1.16? (you may need other bits as well, so try a version from CVS at 2004/01/01). That was the point where transparent prims were submitted in frustum coordinates rather than world coordinates, and the QD3D->GL camera code changed to using pushing matrices through. One of those two are probably the culprit. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967639&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-10 23:19:41
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Bugs item #967641, was opened at 2004-06-06 08:21 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967641&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Lane Roathe (raving) Assigned to: Nobody/Anonymous (nobody) Summary: Flickering objects (shading?) Initial Comment: Using the 6/1/4 cvs version of Quesa, there are flickering (triangles?) objects in Nanosaur for Windows; these look like they might be "shadows" or other shading objects being drawn incorrectly. The version of Quesa I am using from 2/1/3 does not have these artifacts. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 16:19 Message: Logged In: YES user_id=433183 Originator: NO Too old, too vague, no response to the question. ---------------------------------------------------------------------- Comment By: Dair Grant (grantd) Date: 2004-06-15 16:30 Message: Logged In: YES user_id=439944 This is probably the depth buffer - we ask for a deeper buffer now than we used to and although GL should fall back automatically perhaps it's not on this machine. Can you try tweaking the depthBits value used in gldrawcontext_win_new in GLDrawContext.c, and see how using 16/24/32 affects it? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967641&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-10 21:32:09
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Feature Requests item #1256902, was opened at 2005-08-11 10:19 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=1256902&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: None >Group: None >Status: Pending Priority: 5 Private: No Submitted By: MacFan (granit) Assigned to: Nobody/Anonymous (nobody) Summary: Custom Renders for Reflections and Shadows Initial Comment: As I was reading the Quick Draw 3D files at apple.com I Found that it supports Custom renders so I could create my own or use another. This means I could use raytracing to create Reflection and I knew a lot of people want quesa to have reflects. Even Alias's Maya, which uses opengl as well, needs to use raytracing to do reflections. This is the same with shadows, because these days it's done by the hardware, not software. So we could use the video card to make shadows ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 14:32 Message: Logged In: YES user_id=433183 Originator: NO We have the RayShade raytracing renderer, and the OpenGL renderer can now do shadows (but not reflections). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=1256902&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-07-10 20:40:58
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Feature Requests item #900675, was opened at 2004-02-19 13:48 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=900675&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Pending Priority: 5 Private: No Submitted By: Dair Grant (grantd) >Assigned to: James W. Walker (jwwalker) Summary: Add FSRef based storage object Initial Comment: We should add Mac OS TQ3StorageObjects based on FSRefs rather than FSSpecs, to support both types of file specifiers. The API should mirror the Q3FSSpecStorage_xxx calls, and Q3MacintoshStorage_GetType should be extended to return a kQ3MacintoshStorageTypeFSRef constant. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-07-10 13:40 Message: Logged In: YES user_id=433183 Originator: NO I have implemented the FSRef storage APIs, however FSRef storage objects are actually the same class of object as FSSpec storage objects. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442055&aid=900675&group_id=45158 |
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From: Stefan H. <st...@to...> - 2007-07-10 17:53:27
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>Now that I'm thinking about removing deprecated and otherwise dusty >code, do we still need to support Classic? I'm not talking about >assuming OS X yet, we could still run under OS 9 with Carbon. Fine to me too. I'm using Carbon on OS X only. Stefan |
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From: <jo...@st...> - 2007-07-10 17:16:10
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On Jul 10, 2007, at 17:07 UTC, Jim Witte wrote: > > Does anyone use it in a non Mac environment? > > Game developers that might use Quesa might like the portability. But > then, does *anyone* (aside from PangeaSoft) use Quesa/QD3D for > games? Yes! I feel like I'm repeating myself a lot here, but just to be clear: The built-in 3D capabilities of REALbasic are built on Quesa/QD3D. REALbasic is a very popular development environment on Mac, Windows, and Linux. And yes, people use REALbasic to write games. Here are some of mine: http://www.codenautics.com/ BrickBall, Armageddon, and Zombies are all using Quesa/QD3D (and the latter two have been quite popular, too, generating a lot of positive comments; Armageddon even won a Mac game programming contest). So yes, there are a lot of Quesa developers out there, both for games and for non-games -- but most of them are using it via REALbasic. Best, - Joe -- Joe Strout -- jo...@st... | Fusion power may be practical today. See: Strout Custom Solutions, LLC | http://www.strout.net/info/science/polywell |
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From: Jim W. <js...@bl...> - 2007-07-10 17:10:11
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> Does anyone use it in a non Mac environment?
Game developers that might use Quesa might like the portability. But
then, does *anyone* (aside from PangeaSoft) use Quesa/QD3D for
games? I had a feeling everyone just either used a more powerful
engine that included game-specific stuff (motion control, effects
built-in, etc), or - does anyone just write their own game engine
anymore?
Jim ("extreme lurker")
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From: <jo...@st...> - 2007-07-10 15:09:59
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On Jul 10, 2007, at 12:19 UTC, Roger Holmes wrote: > > On 9 Jul, 2007, at 17:27, James W. Walker wrote: > > > OK, I have updated E3MacSystem.c and E3MacStorage.c. Now the only > > deprecation warnings I get are from the viewer. I'm not sure if I > > want to rewrite that. > > Currently, we don't use it. Does anyone? Yes, Meshwork uses it. > Is so votes for Cocoa vs Carbon please. Carbon. > Does anyone use it in a non Mac environment? I don't. I do think it's a pretty nifty feature, though. Best, - Joe -- Joe Strout -- jo...@st... | Fusion power may be practical today. See: Strout Custom Solutions, LLC | http://www.strout.net/info/science/polywell |