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From: SourceForge.net <no...@so...> - 2007-06-25 16:03:13
|
Bugs item #907866, was opened at 2004-03-01 13:29 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907866&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: James W. Walker (jwwalker) Summary: DisplayGroupBBox object not handled Initial Comment: "We have to match the group bounding box handling with QD3D, both for IO an in implementation, culling ecc." ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-06-25 09:03 Message: Logged In: YES user_id=433183 Originator: NO DisplayGroupBBox is now read and written. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=907866&group_id=45158 |
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From: SourceForge.net <no...@so...> - 2007-06-24 01:22:46
|
Bugs item #901427, was opened at 2004-02-20 14:39 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901427&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: James W. Walker (jwwalker) Summary: Implement visibility culling Initial Comment: Implement the kQ3XMethodTypeRendererIsBoundingBoxVisible method for OpenGL renderers, and make use of this when submitting groups with bounding boxes. Was discussed on the mailing list, and a proposal was: -------------------------------- > Do you see this general-purpose test in QuesaMath.h as something > we would expose to users, or something only for internal use? I think it's similar to the Q3Ray3D_IntersectXXX routines: these were written internally for the picking code (E3Utils.c is a good place for these to live temporarily until you firm up the interface), but they're really general purpose 3D utilities. A general visibility test routine would be useful in other circumstances (perhaps you have your own data structure for organising the world: if you can derive a bounding box from it, you could use this routine to do your own culling), and it would also be useful to have a bounding-sphere version as well. These are quicker, if less accurate, so perhaps what we need is: typedef enum TQ3Visibility { kQ3VisibleIsNot = 0, // kQ3False kQ3VisibleCompletely = 1, // kQ3True kQ3VisiblePartially = 2, } TQ3Visibility; TQ3Visibility Q3BoundingBox_IsVisible(box, TQ3View-or-camera- spec) TQ3Visibility Q3BoundingSphere_IsVisible(sphere, TQ3View-or- camera-spec) Currently the IsBoundingBox renderer method returns a TQ3Boolean. It would be useful to change this to return one of these visibility enums, so we could do this in a binary compatible manner by having the first two enum values correspond to the values for kQ3False/kQ3True. It wouldn't be source compatible, but a)it's a simple cast to fix and b)the only code I know of that uses this method is the code in QD3D that queries the QD3D IR. The reason for changing the return type is it'd be useful to add an IsBoundingSphere method to renderers as well. Both box and sphere methods would be implemented just by calling on to the Q3BoundingXXX_IsVisible methods for our IR, but this would mean Quesa could be a bit smarter. >> 2. When submitting a display group with a bounding box, call the >> method to decide if the group really needs to be submitted. I.e., this test (or any bounding box test) could now be: - Call the IsBoundingSphere method. This gives you a fast test, and if it returns kQ3VisibleIsNot or kQ3VisibleCompletely then you're done. - If it returns kQ3VisiblePartially, call the IsBoundingBox method. This takes longer, but gives you a better decision for some edge cases. I suppose you could implement the above simply by sticking to bools and having the Q3BoundingBox_IsVisible do an internal test on a bounding sphere first and then on the box, but having both methods available would be more flexible. Flexible in that there's an OpenGL extension where you can hint that the geometry is entirely visible on the screen (rather than partially clipped) for a slight performance boost. If we were able to pass back an enum rather than a bool then we'd be able to identify this case in the future and use the extension if it's present. -------------------------------- ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-06-23 18:22 Message: Logged In: YES user_id=433183 Originator: NO Visibility culling is now implemented for the built-in renderers, though some of the suggestions were not adopted (no use of bounding spheres, no partial visibility result). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901427&group_id=45158 |
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From: Jose' C. <cru...@ce...> - 2007-06-14 21:50:24
|
Il giorno 14/giu/07, alle ore 21:29, Stefan Huber ha scritto:
> I've just found a Mac only bug in file RSRegister.h -> RS_EndPass.
>
> Cancelling the rendering process calls cleanup: Here
> RSRasterizer_Finish should be called. (Else the grafPort remains
> locked and may cause trouble.)
>
> cleanup:
> if (theRasterizer)
> {
> RSRasterizer_Finish(theRasterizer);
> RSRasterizer_Delete(theRasterizer);
> }
>
> Stefan
> http://www.topoi.ch
>
Fixed, Thanks!!
Pax et Bonum
# Dott. Jos=E9 Cruanyes Aguilar - C.E. Soft srl
# Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA
# 02,3923101 0372,460602
|
|
From: Stefan H. <st...@to...> - 2007-06-14 19:31:26
|
I've just found a Mac only bug in file RSRegister.h -> RS_EndPass.
Cancelling the rendering process calls cleanup: Here
RSRasterizer_Finish should be called. (Else the grafPort remains
locked and may cause trouble.)
cleanup:
if (theRasterizer)
{
RSRasterizer_Finish(theRasterizer);
RSRasterizer_Delete(theRasterizer);
}
Stefan
http://www.topoi.ch
|
|
From: James W. W. <os...@jw...> - 2007-06-13 22:19:57
|
In case anyone wants to look for me in the remaining time, I have a red backpack and a leather jacket. |
|
From: Daniele C. <dca...@in...> - 2007-06-11 07:24:46
|
Great! It seem works very well. James Walker ha scritto: > James W. Walker wrote: > >> On Jun 6, 2007, at 9:04 AM, James W. Walker wrote: >> >> >>> On Jun 6, 2007, at 2:22 AM, Daniele Cavallini wrote: >>> >>> >>>> Do you think It will be possibile work with orthographic cameras into >>>> future? >>>> >>> I don't know how. The problem is that the shadow volume algorithm >>> involves rendering infinite points, which requires setting yon to >>> infinity. But there is no sensible way to set yon to infinity for an >>> orthographic camera. >>> >> I read something saying that if you have the GL_NV_depth_clamp >> extension, you can do it without an infinite yon. >> > > Daniele, you might want to try it with an orthographic camera. On the > 6th, I changed the shadow code so that it does not use infinite yon if > the camera is orthographic, and the code already uses GL_NV_depth_clamp > if that extension is available. > |
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From: Lane R. <la...@if...> - 2007-06-09 18:38:12
|
on Fri, Jun 8, 2007 James Walker may have said: >I'll be there. I'll be there as well. Should be able to find me in the open source lab Tuesday and Thursday from 10:30 - 12AM. Lane Roathe President Ideas From the Deep <http://www.ifd.com> ___________________________________________________________________ Forget about world peace, visualize using your turn signals! |
|
From: Sean M. <se...@ro...> - 2007-06-08 19:36:40
|
On 2007-06-08 12:22, James Walker said: >I'll be there. Me too. Maybe I'll find you there! -- =5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F= =5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F=5F= =5F=5F=5F=5F=5F=5F=5F=5F=5F=5F Sean McBride, B. Eng se...@ro... Rogue Research www.rogue-research.com Mac Software Developer Montr=E9al, Qu=E9bec, Canada |
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From: James W. <ja...@fr...> - 2007-06-08 19:23:03
|
I'll be there. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: James W. <ja...@fr...> - 2007-06-08 19:22:11
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James W. Walker wrote: > On Jun 6, 2007, at 9:04 AM, James W. Walker wrote: > >> On Jun 6, 2007, at 2:22 AM, Daniele Cavallini wrote: >> >>> Do you think It will be possibile work with orthographic cameras into >>> future? >> I don't know how. The problem is that the shadow volume algorithm >> involves rendering infinite points, which requires setting yon to >> infinity. But there is no sensible way to set yon to infinity for an >> orthographic camera. > > I read something saying that if you have the GL_NV_depth_clamp > extension, you can do it without an infinite yon. Daniele, you might want to try it with an orthographic camera. On the 6th, I changed the shadow code so that it does not use infinite yon if the camera is orthographic, and the code already uses GL_NV_depth_clamp if that extension is available. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Daniele C. <dca...@in...> - 2007-06-07 07:27:46
|
I had the same problem in the past when I want use Qd3d.dll from QuickDraw3d apple and Quesa.dll. If I change name Quesa.dll into qd3d.dll I had not problem. Now Quesa is better than QuickDraw3d so I use only Quesa. I don't succeed to have two different link so I must copy and paste the dll into folder. Jim Witte ha scritto: > On Jun 6, 2007, at 5:22 AM, Daniele Cavallini wrote: > >> Just two small adjust for release Version into Visual studio: >> - I Add HiddenLine.h into Additional Include Directories (C/C++ >> General) >> - I Change name in Output file QD3D.dll into Quesa.dll (linker >> General) >> > > Not being from the Windows world, a naive question: would changing > the output name from QD3D.dll break existing apps that expect QD3D? > (Are there any?) Is it possible to have one DLL file link to two > different names? > > Jim > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
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From: James W. W. <os...@jw...> - 2007-06-07 06:02:47
|
On Jun 6, 2007, at 9:04 AM, James W. Walker wrote: > > On Jun 6, 2007, at 2:22 AM, Daniele Cavallini wrote: > >> Do you think It will be possibile work with orthographic cameras into >> future? > > I don't know how. The problem is that the shadow volume algorithm > involves rendering infinite points, which requires setting yon to > infinity. But there is no sensible way to set yon to infinity for an > orthographic camera. I read something saying that if you have the GL_NV_depth_clamp extension, you can do it without an infinite yon. |
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From: Jim W. <js...@bl...> - 2007-06-07 01:24:43
|
On Jun 6, 2007, at 5:22 AM, Daniele Cavallini wrote: > Just two small adjust for release Version into Visual studio: > - I Add HiddenLine.h into Additional Include Directories (C/C++ > General) > - I Change name in Output file QD3D.dll into Quesa.dll (linker > General) Not being from the Windows world, a naive question: would changing the output name from QD3D.dll break existing apps that expect QD3D? (Are there any?) Is it possible to have one DLL file link to two different names? Jim |
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From: <jo...@st...> - 2007-06-06 19:38:40
|
On Jun 06, 2007, at 18:44 UTC, Jim Witte wrote: > Not being from the Windows world, a naive question: would changing > the output name from QD3D.dll break existing apps that expect QD3D? > (Are there any?) Yes, and yes (there are quite a few -- any 3D app written in REALbasic links against QD3D). Windows libraries are resolved by file name. I believe this is true for Mach-O libraries too. (CFM was far more sensible, but alas...) Best, - Joe -- Joe Strout -- jo...@st... Strout Custom Solutions |
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From: Jim W. <js...@in...> - 2007-06-06 18:44:49
|
On Jun 6, 2007, at 5:22 AM, Daniele Cavallini wrote: > Just two small adjust for release Version into Visual studio: > - I Add HiddenLine.h into Additional Include Directories (C/C++ > General) > - I Change name in Output file QD3D.dll into Quesa.dll (linker > General) Not being from the Windows world, a naive question: would changing the output name from QD3D.dll break existing apps that expect QD3D? (Are there any?) Is it possible to have one DLL file link to two different names? Jim |
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From: James W. W. <os...@jw...> - 2007-06-06 16:04:54
|
On Jun 6, 2007, at 2:22 AM, Daniele Cavallini wrote: > Do you think It will be possibile work with orthographic cameras into > future? I don't know how. The problem is that the shadow volume algorithm involves rendering infinite points, which requires setting yon to infinity. But there is no sensible way to set yon to infinity for an orthographic camera. > Is it possibile for object don't generate shadows? (example > handle). How > I can to do this? Yes. Create a cast-shadows style that specifies not casting a shadow. (Q3CastShadowsStyle_New( kQ3False )) Put this at the beginning of a group, and then later objects in that group will not cast shadows. |
|
From: Daniele C. <dca...@in...> - 2007-06-06 09:23:06
|
Just two small adjust for release Version into Visual studio: - I Add HiddenLine.h into Additional Include Directories (C/C++ General) - I Change name in Output file QD3D.dll into Quesa.dll (linker General) Two question: Do you think It will be possibile work with orthographic cameras into future? Is it possibile for object don't generate shadows? (example handle). How I can to do this? James Walker ha scritto: > Daniele Cavallini wrote: > >> I Add E3Math_Intersect.cpp ,QOShadowMarker QOCalctrimeshEdges.cpp (Just >> I change a "not" with "!") >> Now compiling and linking is correct with visual studio 2005 (debug >> version). >> > > I'm glad to hear you got it working. I checked in a change to > QOCalcTriMeshEdges.cpp, removing the not. > > |
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From: James W. <ja...@fr...> - 2007-06-05 18:21:54
|
Daniele Cavallini wrote: > I Add E3Math_Intersect.cpp ,QOShadowMarker QOCalctrimeshEdges.cpp (Just > I change a "not" with "!") > Now compiling and linking is correct with visual studio 2005 (debug > version). I'm glad to hear you got it working. I checked in a change to QOCalcTriMeshEdges.cpp, removing the not. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Daniele C. <dca...@in...> - 2007-06-05 16:25:52
|
I Add E3Math_Intersect.cpp ,QOShadowMarker QOCalctrimeshEdges.cpp (Just I change a "not" with "!") Now compiling and linking is correct with visual studio 2005 (debug version). James W. Walker ha scritto: > On Jun 5, 2007, at 12:43 AM, Daniele Cavallini wrote: > > >> Today I download from cvs quesa source and I try do compile. >> Now I have 6 unresolved externals: >> .... >> ...E3Ray3D_IntersectBoundingBox... >> ...QORenderer::ShadowMarker::MarkShadowOfTriMesh... >> ...E3Cone_IntersectBoundingBox... >> .... >> > > Those symbols are in QOShadowMarker.cpp and E3Math_Intersect.cpp. > Did you add them to the project, as I said? > > >> James W. Walker ha scritto: >> >>> On Jun 4, 2007, at 12:33 AM, Daniele Cavallini wrote: >>> >>> >>> >>>> I have made a breakthrough. >>>> Now the compiling is correct but I have a linking error: >>>> >>>> 1>Linking... >>>> 1> Creating library ../../../SDK/Libraries/Windows/Stub/Quesa.lib >>>> and >>>> object ../../../SDK/Libraries/Windows/Stub/Quesa.exp >>>> 1>QOLights.obj : error LNK2019: unresolved external symbol "public: >>>> void >>>> __thiscall QORenderer::ShadowMarker::MarkShadowOfTriMesh ... >>>> 1>QOLights.obj : error LNK2019: unresolved external symbol "public: >>>> void >>>> __thiscall QORenderer::ShadowMarker::MarkShadowOfTriangle ... >>>> >>>> >>> You need to add the new source file QOShadowMarker.cpp to the >>> project. Over the weekend, I made more commits, with another new >>> source, E3Math_Intersect.cpp. >>> >>> >>> --------------------------------------------------------------------- >>> ---- >>> This SF.net email is sponsored by DB2 Express >>> Download DB2 Express C - the FREE version of DB2 express and take >>> control of your XML. No limits. Just data. Click to get it now. >>> http://sourceforge.net/powerbar/db2/ >>> _______________________________________________ >>> Quesa-develop mailing list >>> Que...@li... >>> https://lists.sourceforge.net/lists/listinfo/quesa-develop >>> >>> >>> >> ---------------------------------------------------------------------- >> --- >> This SF.net email is sponsored by DB2 Express >> Download DB2 Express C - the FREE version of DB2 express and take >> control of your XML. No limits. Just data. Click to get it now. >> http://sourceforge.net/powerbar/db2/ >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
|
From: James W. W. <os...@jw...> - 2007-06-05 15:31:08
|
On Jun 5, 2007, at 12:43 AM, Daniele Cavallini wrote: > Today I download from cvs quesa source and I try do compile. > Now I have 6 unresolved externals: > .... > ...E3Ray3D_IntersectBoundingBox... > ...QORenderer::ShadowMarker::MarkShadowOfTriMesh... > ...E3Cone_IntersectBoundingBox... > .... Those symbols are in QOShadowMarker.cpp and E3Math_Intersect.cpp. Did you add them to the project, as I said? > > James W. Walker ha scritto: >> On Jun 4, 2007, at 12:33 AM, Daniele Cavallini wrote: >> >> >>> I have made a breakthrough. >>> Now the compiling is correct but I have a linking error: >>> >>> 1>Linking... >>> 1> Creating library ../../../SDK/Libraries/Windows/Stub/Quesa.lib >>> and >>> object ../../../SDK/Libraries/Windows/Stub/Quesa.exp >>> 1>QOLights.obj : error LNK2019: unresolved external symbol "public: >>> void >>> __thiscall QORenderer::ShadowMarker::MarkShadowOfTriMesh ... >>> 1>QOLights.obj : error LNK2019: unresolved external symbol "public: >>> void >>> __thiscall QORenderer::ShadowMarker::MarkShadowOfTriangle ... >>> >> >> You need to add the new source file QOShadowMarker.cpp to the >> project. Over the weekend, I made more commits, with another new >> source, E3Math_Intersect.cpp. >> >> >> --------------------------------------------------------------------- >> ---- >> This SF.net email is sponsored by DB2 Express >> Download DB2 Express C - the FREE version of DB2 express and take >> control of your XML. No limits. Just data. Click to get it now. >> http://sourceforge.net/powerbar/db2/ >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> >> > > ---------------------------------------------------------------------- > --- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: Daniele C. <dca...@in...> - 2007-06-05 07:44:11
|
Today I download from cvs quesa source and I try do compile. Now I have 6 unresolved externals: .... ...E3Ray3D_IntersectBoundingBox... ...QORenderer::ShadowMarker::MarkShadowOfTriMesh... ...E3Cone_IntersectBoundingBox... .... James W. Walker ha scritto: > On Jun 4, 2007, at 12:33 AM, Daniele Cavallini wrote: > > >> I have made a breakthrough. >> Now the compiling is correct but I have a linking error: >> >> 1>Linking... >> 1> Creating library ../../../SDK/Libraries/Windows/Stub/Quesa.lib >> and >> object ../../../SDK/Libraries/Windows/Stub/Quesa.exp >> 1>QOLights.obj : error LNK2019: unresolved external symbol "public: >> void >> __thiscall QORenderer::ShadowMarker::MarkShadowOfTriMesh ... >> 1>QOLights.obj : error LNK2019: unresolved external symbol "public: >> void >> __thiscall QORenderer::ShadowMarker::MarkShadowOfTriangle ... >> > > You need to add the new source file QOShadowMarker.cpp to the > project. Over the weekend, I made more commits, with another new > source, E3Math_Intersect.cpp. > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
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From: James W. W. <os...@jw...> - 2007-06-04 16:08:27
|
On Jun 4, 2007, at 12:33 AM, Daniele Cavallini wrote: > I have made a breakthrough. > Now the compiling is correct but I have a linking error: > > 1>Linking... > 1> Creating library ../../../SDK/Libraries/Windows/Stub/Quesa.lib > and > object ../../../SDK/Libraries/Windows/Stub/Quesa.exp > 1>QOLights.obj : error LNK2019: unresolved external symbol "public: > void > __thiscall QORenderer::ShadowMarker::MarkShadowOfTriMesh ... > 1>QOLights.obj : error LNK2019: unresolved external symbol "public: > void > __thiscall QORenderer::ShadowMarker::MarkShadowOfTriangle ... You need to add the new source file QOShadowMarker.cpp to the project. Over the weekend, I made more commits, with another new source, E3Math_Intersect.cpp. |
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From: Daniele C. <dca...@in...> - 2007-06-04 07:33:50
|
I have made a breakthrough. Now the compiling is correct but I have a linking error: 1>Linking... 1> Creating library ../../../SDK/Libraries/Windows/Stub/Quesa.lib and object ../../../SDK/Libraries/Windows/Stub/Quesa.exp 1>QOLights.obj : error LNK2019: unresolved external symbol "public: void __thiscall QORenderer::ShadowMarker::MarkShadowOfTriMesh ... 1>QOLights.obj : error LNK2019: unresolved external symbol "public: void __thiscall QORenderer::ShadowMarker::MarkShadowOfTriangle ... James Walker ha scritto: > James W. Walker wrote: > > >> It looks like INFINITY is from C99, not C++... is there a C99 >> compatibility option you can turn on? >> >> INFINITY is only used in QOLights.cpp, right? You could try adding this >> >> #ifndef INFINITY >> #define INFINITY std::numeric_limits<float>::infinity() >> #endif >> >> in that file just after the #includes. >> > > P.S. I have checked in changes to QOLights.cpp and E3Math.c, replacing > INFINITY with std::numeric_limits<float>::infinity() and including > <limits>. Let me know if that works for you. > |
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From: James W. <ja...@fr...> - 2007-06-01 17:42:06
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James W. Walker wrote: > It looks like INFINITY is from C99, not C++... is there a C99 > compatibility option you can turn on? > > INFINITY is only used in QOLights.cpp, right? You could try adding this > > #ifndef INFINITY > #define INFINITY std::numeric_limits<float>::infinity() > #endif > > in that file just after the #includes. P.S. I have checked in changes to QOLights.cpp and E3Math.c, replacing INFINITY with std::numeric_limits<float>::infinity() and including <limits>. Let me know if that works for you. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: James W. W. <os...@jw...> - 2007-06-01 16:29:14
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On Jun 1, 2007, at 3:05 AM, Daniele Cavallini wrote: > If compile with mac os x I haven't problem. The new Renderer with > shadows seem work well, with windows xp I have some problem. > If I try to download with wincvs I don't download all file (For > example > Folder Hidden Line missing). > It is not a big problem because I can use file download into mac os x. > When I compile with visual studio 2005 there is an error: 'INFINITY' > undeclared identifier. > Can you help me? It looks like INFINITY is from C99, not C++... is there a C99 compatibility option you can turn on? INFINITY is only used in QOLights.cpp, right? You could try adding this #ifndef INFINITY #define INFINITY std::numeric_limits<float>::infinity() #endif in that file just after the #includes. > > > > > James W. Walker ha scritto: >> On May 31, 2007, at 1:29 AM, Daniele Cavallini wrote: >> >> >>> It is very interesting I would like to try it soon. Can I already >>> download it by cvs? >>> >> >> Yes. >> >> --------------------------------------------------------------------- >> ---- >> This SF.net email is sponsored by DB2 Express >> Download DB2 Express C - the FREE version of DB2 express and take >> control of your XML. No limits. Just data. Click to get it now. >> http://sourceforge.net/powerbar/db2/ >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> >> > > ---------------------------------------------------------------------- > --- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |