This list is closed, nobody may subscribe to it.
| 2004 |
Jan
(7) |
Feb
(117) |
Mar
(37) |
Apr
(46) |
May
(14) |
Jun
(255) |
Jul
(100) |
Aug
(76) |
Sep
(65) |
Oct
(38) |
Nov
(49) |
Dec
(41) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2005 |
Jan
(106) |
Feb
(70) |
Mar
(9) |
Apr
(4) |
May
(42) |
Jun
(29) |
Jul
(106) |
Aug
(38) |
Sep
(11) |
Oct
(31) |
Nov
(14) |
Dec
(14) |
| 2006 |
Jan
(2) |
Feb
(9) |
Mar
(15) |
Apr
(13) |
May
(16) |
Jun
(5) |
Jul
(11) |
Aug
(1) |
Sep
(7) |
Oct
|
Nov
(9) |
Dec
(1) |
| 2007 |
Jan
(13) |
Feb
(107) |
Mar
(43) |
Apr
(43) |
May
(38) |
Jun
(38) |
Jul
(63) |
Aug
|
Sep
(30) |
Oct
(52) |
Nov
(4) |
Dec
(10) |
| 2008 |
Jan
(12) |
Feb
(10) |
Mar
(5) |
Apr
(3) |
May
(15) |
Jun
(2) |
Jul
|
Aug
(10) |
Sep
(20) |
Oct
(6) |
Nov
|
Dec
(6) |
| 2009 |
Jan
(1) |
Feb
(5) |
Mar
(3) |
Apr
(51) |
May
|
Jun
|
Jul
|
Aug
(14) |
Sep
|
Oct
|
Nov
|
Dec
(4) |
| 2010 |
Jan
(9) |
Feb
|
Mar
(8) |
Apr
|
May
(2) |
Jun
|
Jul
|
Aug
(1) |
Sep
(3) |
Oct
|
Nov
|
Dec
|
| 2011 |
Jan
|
Feb
|
Mar
(9) |
Apr
|
May
|
Jun
|
Jul
|
Aug
(1) |
Sep
|
Oct
|
Nov
(7) |
Dec
(1) |
| 2012 |
Jan
|
Feb
(6) |
Mar
(3) |
Apr
|
May
(6) |
Jun
(5) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2013 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2018 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
|
From: Jeff Q. <jq...@mi...> - 2007-03-23 04:57:30
|
I'm entirely new to Xcode and to frameworks, but I'd like to give the latest Quesa's OpenGL renderer a run as I use it in conjunction with REALbasic. I've been able to compile a universal binary framework, but I'm not sure how to proceed. I've linked my app to a Quesa.framework folder before, but what I get back is a Quesa.build folder. What are my next steps? == Jeff Quan jq...@mi... http://www.jcquan.com/JQportfolio |
|
From: SourceForge.net <no...@so...> - 2007-03-15 02:20:12
|
Bugs item #902950, was opened at 2004-02-23 12:10 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902950&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 view state stack performance Initial Comment: A performance bottleneck at present is that pushing/popping the view state stack is quite expensive. This could be improved by doing some kind of lazy-updating of the stack, where values would only be pushed if they were changed since the view state was 'pushed'. ------- Additional Comments From Dair Grant 2002-04-17 09:58 ------- Additional comments from Erik Olson: > Profiling under Quesa did reveal that about one third of cpu > time was spent copying and destructing attribute sets on > stack pops. An optimization would be to have lazy > construction of the stack frame's attribute set. > > I rely on the stack to unwind hierarchical matrix transforms > and infrequent color highlights, so most of the time the > attribute set is constant. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2007-03-14 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: 2007-02-27 21:14 Message: Logged In: YES user_id=433183 Originator: NO We're no longer duplicating or destroying attribute sets when the view state stack is pushed or popped. The statement of the bug is a bit too ill-defined to state definitively that it has been "fixed", but I'm not sure we need the bug around any more. In the future, performance bugs should contain specific instructions on how to duplicate a particularly slow case. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902950&group_id=45158 |
|
From: Roger H. <rog...@mi...> - 2007-03-13 18:40:30
|
On 13 Mar, 2007, at 17:00, James Walker wrote: > Roger Holmes wrote: > >> No. My mental model is that of the plug-in (shadow) renderer we ship >> for Quesa, which I wrote. To speed up rendering, I do not do the slow >> calculations for the texturing, shading, lighting (and shadowing) of >> a z buffer pixel until I know it is front most. Game programmers have >> control of their data and can cull lots of stuff which is behind >> other items, but for fully user defined data this is not easy, >> probably impossible without using more time than it saves. So for >> each front most pixel there are dozens behind, and with user defined >> ordering of the data that means I can save doing the calculations for >> many of them. > > Oh, interesting. Does your renderer use the GPU or is it all on > the CPU? No it only uses the CPU. Version 3.6 used only one CPU but 4.0 will use them all. It is not an interactive renderer but it supports shadows and the quality is configurable to balance the complexity of the drawing, the available processing power, the time the user is willing to wait and the quality required. Turn off the bells and whistles and it could be used as an interactive renderer. A user visited us on Friday and showed us her 860,000 triangle model, and even the interactive renderer was struggling with it, and she was willing to wait several minutes for a fully rendered image, and she was using 3.6 under Rosetta! > > By the way, I notice that Quesa's contributors page has broken > links for > MicroSpot. Do you have replacements for them? > Could it please be changes to reference our home page www.microspot.co.uk Robin Landsbert no longer works for Microspot. I am quite happy to credit him, but his e-mail address is no longer valid. Maybe my name should be first anyway as I was always more senior than Robin and in view of my big speed up exercise a while back. Although we have an internal development build called 3D World, the issued version still is for OS9 on PowerPC (which uses real QuickDraw 3D). Our shipping OS-X products which use Quesa are called Microspot Interiors and Microspot Modeller. We are about to ship a 4.0 version of Microspot Interiors for Intel and PowerPC and then we will do the extra plugins to make a 4.0 version of Modeller too. The program icons will be changing too. |
|
From: James W. <ja...@fr...> - 2007-03-13 17:01:16
|
Roger Holmes wrote: > No. My mental model is that of the plug-in (shadow) renderer we ship > for Quesa, which I wrote. To speed up rendering, I do not do the slow > calculations for the texturing, shading, lighting (and shadowing) of > a z buffer pixel until I know it is front most. Game programmers have > control of their data and can cull lots of stuff which is behind > other items, but for fully user defined data this is not easy, > probably impossible without using more time than it saves. So for > each front most pixel there are dozens behind, and with user defined > ordering of the data that means I can save doing the calculations for > many of them. Oh, interesting. Does your renderer use the GPU or is it all on the CPU? By the way, I notice that Quesa's contributors page has broken links for MicroSpot. Do you have replacements for them? -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Roger H. <rog...@mi...> - 2007-03-13 14:03:33
|
On 13 Mar, 2007, at 01:04, James Walker wrote: > Roger Holmes wrote: > >>> In answer to the question "why do they have to be known before >>> StartRender time", my answer is: because any OpenGL-based renderer >>> needs >>> to have the lights set up before you render anything that should be >>> lit >>> by said lights. >> >> Well if that is a restriction of OpenGL then fair enough. I just >> think that no processing of lights can be done until a (non shadow) >> renderer has the Z buffer set up with depths and references to the >> triangles, and whilst the renderer builds the list of triangles (and >> culls some) it could have set up the list of lights whilst it parsed >> the group structures. > > Either I'm misunderstanding you, or you have a mental model of > rendering > that doesn't correspond to the way any of our built-in renderers work. > There isn't any separate phase of setting up the Z buffer with depths > and references to triangles. There's a continuous process of breaking > triangles into fragments, updating the Z and color buffers with new > fragment data, and so on. Once a particular triangle has passed > through > the pipeline, there is no opportunity to change the way it has been > lit. No. My mental model is that of the plug-in (shadow) renderer we ship for Quesa, which I wrote. To speed up rendering, I do not do the slow calculations for the texturing, shading, lighting (and shadowing) of a z buffer pixel until I know it is front most. Game programmers have control of their data and can cull lots of stuff which is behind other items, but for fully user defined data this is not easy, probably impossible without using more time than it saves. So for each front most pixel there are dozens behind, and with user defined ordering of the data that means I can save doing the calculations for many of them. Roger. |
|
From: James W. <ja...@fr...> - 2007-03-13 01:04:44
|
Roger Holmes wrote: >> In answer to the question "why do they have to be known before >> StartRender time", my answer is: because any OpenGL-based renderer >> needs >> to have the lights set up before you render anything that should be >> lit >> by said lights. > > Well if that is a restriction of OpenGL then fair enough. I just > think that no processing of lights can be done until a (non shadow) > renderer has the Z buffer set up with depths and references to the > triangles, and whilst the renderer builds the list of triangles (and > culls some) it could have set up the list of lights whilst it parsed > the group structures. Either I'm misunderstanding you, or you have a mental model of rendering that doesn't correspond to the way any of our built-in renderers work. There isn't any separate phase of setting up the Z buffer with depths and references to triangles. There's a continuous process of breaking triangles into fragments, updating the Z and color buffers with new fragment data, and so on. Once a particular triangle has passed through the pipeline, there is no opportunity to change the way it has been lit. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Roger H. <rog...@mi...> - 2007-03-13 00:42:24
|
On 12 Mar, 2007, at 19:54, James Walker wrote: > Roger Holmes wrote (on 2/17/07): > >> I would like to go back to being able to store lights in display >> groups, >> preferably so that when their group gets submitted, they get added >> to the light group so that I would no longer have to do a pre-pass >> to read all the lights and add them to the light group myself with >> their correct transforms and then afterward remove them from the >> light group. Lights are real things in the real world, we do not need >> to do anything with them until EndRender time, so why do they >> have to be known before StartRender time? > > While I agree that it would be nice to be able to have lights anywhere > in the scene, I don't know how to do it without two passes. > > I don't know what you mean by "go back to being able to store > lights in > display groups". When was this possible? The QD3D manual says: "A > display group is a group of objects that are drawable. Drawable > objects > include geometric objects, styles, transforms, attributes and > attribute > sets, and other display groups." No mention of lights. I think the manual was published after version 1.0 shipped. We had a series of much more detailed specs up to that time (I wish I still had them - some tidy person threw them away because 'we have the proper manual now'). I think it was about version 1.2 that Apple made display groups reject the adding of a light. Not that they ever had any effect, I always had to do a rendering pre-pass. Now I have to do pre-passes before rendering, before saving (to convert lights to custom attributes and custom light groups to display groups) and do a post pass after reading to convert them back again. I also do special processing during the finding of bounding boxes and bounding balls so that they include the lights, and have to have light widgets so that picking works. > > In answer to the question "why do they have to be known before > StartRender time", my answer is: because any OpenGL-based renderer > needs > to have the lights set up before you render anything that should be > lit > by said lights. Well if that is a restriction of OpenGL then fair enough. I just think that no processing of lights can be done until a (non shadow) renderer has the Z buffer set up with depths and references to the triangles, and whilst the renderer builds the list of triangles (and culls some) it could have set up the list of lights whilst it parsed the group structures. |
|
From: James W. <ja...@fr...> - 2007-03-12 19:54:59
|
Roger Holmes wrote (on 2/17/07): > I would like to go back to being able to store lights in display groups, > preferably so that when their group gets submitted, they get added > to the light group so that I would no longer have to do a pre-pass > to read all the lights and add them to the light group myself with > their correct transforms and then afterward remove them from the > light group. Lights are real things in the real world, we do not need > to do anything with them until EndRender time, so why do they > have to be known before StartRender time? While I agree that it would be nice to be able to have lights anywhere in the scene, I don't know how to do it without two passes. I don't know what you mean by "go back to being able to store lights in display groups". When was this possible? The QD3D manual says: "A display group is a group of objects that are drawable. Drawable objects include geometric objects, styles, transforms, attributes and attribute sets, and other display groups." No mention of lights. In answer to the question "why do they have to be known before StartRender time", my answer is: because any OpenGL-based renderer needs to have the lights set up before you render anything that should be lit by said lights. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Sauro A. <int...@in...> - 2007-03-12 18:12:42
|
We ported RayShade renderer to XCode. Project, binaries and modified source files are downloadable from the following address: http://www.interstudio.net/quesa/RayShade/Rayshade.zip RayShade is a Quesa plugin renderer with raytracing, casted shadows and antialiasing. To use the shader, it must be placed in one of the following folders: - Plugin folder inside the application package - Library/CFMSupport - User/Library/CFMSupport I posted a Geom-test application with inside the shader: http://www.interstudio.net/quesa/RayShade/Geom_Test_MachO_D.zip Sauro -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
|
From: James W. <ja...@fr...> - 2007-03-07 22:17:33
|
Stefan Huber wrote: > It seems that the cartoon renderer does not fully initialize the > OpenGL renderer. > > Rendering a Polyhedron (will be decomposed) fails; rendering a > Trimesh works correctly. > In "CCartoonRendererQuesa::Cartoon_Geometry_Submit_TriMesh" > "GetParentRendererMethod( kQ3GeometryTypeTriMesh )" crashes. > > The crash does not happen If the Polyhedron will be rendered with the > OpenGL renderer first and then with the cartoon renderer. You're right, thanks for the bug report. I have committed a fix. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Stefan H. <st...@to...> - 2007-03-07 21:21:04
|
It seems that the cartoon renderer does not fully initialize the OpenGL renderer. Rendering a Polyhedron (will be decomposed) fails; rendering a Trimesh works correctly. In "CCartoonRendererQuesa::Cartoon_Geometry_Submit_TriMesh" "GetParentRendererMethod( kQ3GeometryTypeTriMesh )" crashes. The crash does not happen If the Polyhedron will be rendered with the OpenGL renderer first and then with the cartoon renderer. Stefan __________ www.topoi.ch |
|
From: Jose' C. <cru...@ce...> - 2007-03-03 09:05:51
|
Il giorno 03/mar/07, alle ore 07:49, Jose' Cruanyes ha scritto: >> >> When I tried a more standard definition of E3Num_Max and E3Num_Min, I >> was surprised to find that we weren't using them directly with mixed >> types, the only problem was with E3Num_Clamp. So, I wrote a template >> version of E3Num_Clamp that casts its second and third parameters to >> match the type of the first parameter. > > > the fact is that there are mix of types detected by Visual_C... > I'll investigate, and eventually add a cast in code... > The fact is that I have to wake up before post.... Quesa on Visual Studio 2005 compiles beautifully now, Thanks Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: Jose' C. <cru...@ce...> - 2007-03-03 06:49:57
|
Il giorno 03/mar/07, alle ore 00:25, James Walker ha scritto: > Jose' Cruanyes wrote: >> Il giorno 01/mar/07, alle ore 18:33, James W. Walker ha scritto: >> >>> or we could change E3Num_Max to be a function template defined >>> exactly like std::max. >>> >> >> taked... I'm leaving now (CET here) if tomorrow is still to do, I'll >> do it. > > So, where did you get that template implementation? my own... my wrong own... > > When I tried a more standard definition of E3Num_Max and E3Num_Min, I > was surprised to find that we weren't using them directly with mixed > types, the only problem was with E3Num_Clamp. So, I wrote a template > version of E3Num_Clamp that casts its second and third parameters to > match the type of the first parameter. the fact is that there are mix of types detected by Visual_C... I'll investigate, and eventually add a cast in code... > > I've committed an update to E3Utils.h with the new template > definitions. > -- > James W. Walker, Innoventive Software LLC > <http://www.frameforge3d.com/> > > ---------------------------------------------------------------------- > --- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to > share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php? > page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: James W. <ja...@fr...> - 2007-03-02 23:25:50
|
Jose' Cruanyes wrote: > Il giorno 01/mar/07, alle ore 18:33, James W. Walker ha scritto: > >> or we could change E3Num_Max to be a function template defined >> exactly like std::max. >> > > taked... I'm leaving now (CET here) if tomorrow is still to do, I'll > do it. So, where did you get that template implementation? It's not the one used in Xcode or in CodeWarrior. Those reference casts looked suspicious, so I tried it out... float res1 = E3Num_Max( 23, 1.0f ); float res2 = E3Num_Max( 23, 100.0f ); float res3 = E3Num_Max( 1.0f, 23 ); float res4 = E3Num_Max( 100.0f, 23 ); The results I saw were 1e+9, 1e+9, 1.0, and 100.0 respectively. Not good. The answer to my original question "what is the advantage of using E3Num_Max rather than std::max?" seems to be: std::max does not allow operands of mixed type. Not only can you not mix int and float, you can't mix int and unsigned long. See <http://www.aristeia.com/Papers/C++ReportColumns/jan95.pdf> for a discussion of these issues. When I tried a more standard definition of E3Num_Max and E3Num_Min, I was surprised to find that we weren't using them directly with mixed types, the only problem was with E3Num_Clamp. So, I wrote a template version of E3Num_Clamp that casts its second and third parameters to match the type of the first parameter. I've committed an update to E3Utils.h with the new template definitions. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Jose' C. <cru...@ce...> - 2007-03-02 22:00:21
|
Il giorno 02/mar/07, alle ore 21:18, James Walker ha scritto: > Too bad you didn't get CodeWarrior 10 when they were selling that for > $99. I'll add some XML project files. I'm using it almost only to build win32 binaries... Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: James W. <ja...@fr...> - 2007-03-02 20:18:25
|
Jose' Cruanyes wrote: > I'm still using (?) the old Codewarrior 8, and have no access to CW9, > so the new projects are unusable to me > > To solve this problem we can put on CVS the XML export instead of the > binary project, but obviously I can't do it Too bad you didn't get CodeWarrior 10 when they were selling that for $99. I'll add some XML project files. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
|
From: Jose' C. <cru...@ce...> - 2007-03-02 10:39:08
|
I'm still using (?) the old Codewarrior 8, and have no access to CW9, so the new projects are unusable to me To solve this problem we can put on CVS the XML export instead of the binary project, but obviously I can't do it Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: Jose' C. <cru...@ce...> - 2007-03-01 17:41:38
|
Il giorno 01/mar/07, alle ore 18:33, James W. Walker ha scritto: > or we could change E3Num_Max to be a function template defined > exactly like std::max. > taked... I'm leaving now (CET here) if tomorrow is still to do, I'll do it. Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: James W. W. <os...@jw...> - 2007-03-01 17:33:57
|
On Mar 1, 2007, at 9:23 AM, Jose' Cruanyes wrote: >> Now that we >> compile as C++, what is the advantage of using E3Num_Max rather than >> std::max? There is a disadvantage, that the operands are evaluated >> twice. > > max is #defined in VC, leading to compilation errors, > > if we find a way to detect availability of std::max, we can define > E3Num_Max, in terms of std::max, or just define it based in > platform... The CodeWarrior version of <algorithm> says #ifdef max #undef max #endif before defining std::max, we could do that... or we could change E3Num_Max to be a function template defined exactly like std::max. |
|
From: Jose' C. <cru...@ce...> - 2007-03-01 17:23:33
|
Il giorno 01/mar/07, alle ore 18:11, James W. Walker ha scritto: > Sounds like a good idea to me! Stomp!!! (dropped :-) > Now that we > compile as C++, what is the advantage of using E3Num_Max rather than > std::max? There is a disadvantage, that the operands are evaluated > twice. max is #defined in VC, leading to compilation errors, if we find a way to detect availability of std::max, we can define E3Num_Max, in terms of std::max, or just define it based in platform... Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: James W. W. <os...@jw...> - 2007-03-01 17:11:33
|
On Mar 1, 2007, at 6:03 AM, Jose' Cruanyes wrote: > I'm asking permission to drop support for VC++ 6.0 to build Quesa > > It does'n support a bunch of common C++ constructs, and I should > modify too many James' sources > Once we have no choice but support it, but now with the Visual Studio > 2005 freely downloadable, it's not a problem anymore Sounds like a good idea to me! > in the meanwhile I'm updating the VS 2005 projects to include the > OpenGL renderer One question about the changes you checked in today: Now that we compile as C++, what is the advantage of using E3Num_Max rather than std::max? There is a disadvantage, that the operands are evaluated twice. |
|
From: Jose' C. <cru...@ce...> - 2007-03-01 16:23:49
|
Il giorno 01/mar/07, alle ore 16:59, Daniele Cavallini ha scritto: > Are you sure the Visual Studio2005 is freely downloadable? > Well not Visual Studio, but Visual C++ 2005 Express all you need to compile Quesa http://www.microsoft.com/italy/msdn/prodotti/vs2005/editions/download/ vc.mspx Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: Daniele C. <dca...@in...> - 2007-03-01 16:01:30
|
Are you sure the Visual Studio2005 is freely downloadable? Jose' Cruanyes ha scritto: > I'm asking permission to drop support for VC++ 6.0 to build Quesa > > It does'n support a bunch of common C++ constructs, and I should > modify too many James' sources > Once we have no choice but support it, but now with the Visual Studio > 2005 freely downloadable, it's not a problem anymore > > in the meanwhile I'm updating the VS 2005 projects to include the > OpenGL renderer > > Pax et Bonum > > # dott. Jose' Cruanyes Aguilar - C.E. Soft srl > # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA > # 02,33603122 0372,460602 > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
|
From: Jose' C. <cru...@ce...> - 2007-03-01 15:42:29
|
I've updated the VC++2005 project to compile the latest modifications in rendering. Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
|
From: Jose' C. <cru...@ce...> - 2007-03-01 14:03:34
|
I'm asking permission to drop support for VC++ 6.0 to build Quesa It does'n support a bunch of common C++ constructs, and I should modify too many James' sources Once we have no choice but support it, but now with the Visual Studio 2005 freely downloadable, it's not a problem anymore in the meanwhile I'm updating the VS 2005 projects to include the OpenGL renderer Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |