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From: Sean M. <se...@ro...> - 2006-11-21 19:19:54
|
On 2006-11-21 09:07, James W. Walker said: > >On Nov 20, 2006, at 2:18 PM, Sean McBride wrote: > >> Hi all, >> >> Is it just me or do Quesa views tear a lot=3F > >I haven't seen any. Can you see tearing in Geom Test=3F Yes. With several views in fact. For example, "Box (textured)" or "Quesa logo" when I make the window very big. Can you repro=3F >There was an inconclusive discussion of this in 2005. If you weren't >a subscriber back then, you might want to check the archive. Thanks, I checked it out. I see why one would not want it on all the time. But it seems to me an option would be good, wouldn't you say=3F Thanks, -- =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. W. <os...@jw...> - 2006-11-21 17:07:17
|
On Nov 20, 2006, at 2:18 PM, Sean McBride wrote: > Hi all, > > Is it just me or do Quesa views tear a lot? I haven't seen any. Can you see tearing in Geom Test? > This shows how to enable VBL syncing with AGL: > <http://developer.apple.com/technotes/tn/tn2014.html#Section5> > > I don't see AGL_SWAP_INTERVAL anywhere in the Quesa source which I > guess > explains things. > > Should Quesa turn on VBL syncing, at least optionally via some API? There was an inconclusive discussion of this in 2005. If you weren't a subscriber back then, you might want to check the archive. |
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From: SourceForge.net <no...@so...> - 2006-11-21 03:20:11
|
Bugs item #1196267, was opened at 2005-05-05 16:21 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1196267&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: Frank Condello (pox) Assigned to: James W. Walker (jwwalker) Summary: Texture matrix not properly set for transparent primitives Initial Comment: The interactive renderer's transparency pass doesn't handle texture shader matrix transforms. It also doesn't doesn't reset the GL texture matrix, so any translations on the last solid texture affect all transparent primitives. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2006-11-20 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: 2006-11-06 16:01 Message: Logged In: YES user_id=433183 I believe the code now in CVS handles this correctly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1196267&group_id=45158 |
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From: Sean M. <se...@ro...> - 2006-11-20 22:18:30
|
Hi all, Is it just me or do Quesa views tear a lot=3F This shows how to enable VBL syncing with AGL: <http://developer.apple.com/technotes/tn/tn2014.html#Section5> I don't see AGL=5FSWAP=5FINTERVAL anywhere in the Quesa source which I guess explains things. Should Quesa turn on VBL syncing, at least optionally via some API=3F Thanks, -- =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: SourceForge.net <no...@so...> - 2006-11-07 00:01:47
|
Bugs item #1196267, was opened at 2005-05-05 16:21 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1196267&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: Frank Condello (pox) >Assigned to: James W. Walker (jwwalker) Summary: Texture matrix not properly set for transparent primitives Initial Comment: The interactive renderer's transparency pass doesn't handle texture shader matrix transforms. It also doesn't doesn't reset the GL texture matrix, so any translations on the last solid texture affect all transparent primitives. ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2006-11-06 16:01 Message: Logged In: YES user_id=433183 I believe the code now in CVS handles this correctly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1196267&group_id=45158 |
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From: Roger H. <rog...@mi...> - 2006-09-26 16:51:20
|
On 26 Sep, 2006, at 15:03, Daniele Cavallini wrote: > What is Microspot Renderer? It is the renderer which ships with Microspot Interiors and Microspot Modeller. I wrote it years ago for the all singing all dancing 3D World product which very few people bought, we cut out loads of the functionality, renamed it, increased the price and now we sell reasonable quantities. The Microspot renderer does lighting and shadows on a per pixel basis and supports various levels of anti aliasing. > I know Rayshade support this. I must try to get it to compile sometime. > Thank's. I immagined this My pleasure. |
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From: Daniele C. <dca...@in...> - 2006-09-26 14:03:02
|
What is Microspot Renderer? I know Rayshade support this. Thank's. I immagined this At 15.21 26/09/2006, you wrote: >On 26 Sep, 2006, at 08:41, Daniele Cavallini wrote: > > > With quesa the attribute kQ3AttributeTypeAmbientCoefficient seem > > don't work. It is a problem of Opengl? It don't support this > > possibilty? > > >The Interactive Renderer does not support this. The Microspot Renderer >does. Probably the ray trace renderer does too. > > > >------------------------------------------------------------------------- >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 |
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From: Roger H. <rog...@mi...> - 2006-09-26 13:21:16
|
On 26 Sep, 2006, at 08:41, Daniele Cavallini wrote: > With quesa the attribute kQ3AttributeTypeAmbientCoefficient seem > don't work. It is a problem of Opengl? It don't support this > possibilty? The Interactive Renderer does not support this. The Microspot Renderer does. Probably the ray trace renderer does too. |
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From: Daniele C. <dca...@in...> - 2006-09-26 07:41:25
|
With quesa the attribute kQ3AttributeTypeAmbientCoefficient seem don't work. It is a problem of Opengl? It don't support this possibilty? |
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From: Daniele C. <dca...@in...> - 2006-09-21 08:05:13
|
Good ideas. I thought something like you. Thank's a lot. At 15.43 19/09/2006, you wrote: >Here at Microspot we use widgets dependant on what tool is >selected. For the normal arrow tool we draw the 3D equivalent >of what 2D programs use, i.e. instead of a rectangle with squares >at the corners we use a black wire frame cuboid with solid (red) >cubes at each of the eight corners. > >If you do not support object resizing maybe you could use just >the wire frame cuboid, or maybe a semi-transparent cuboid. > >Alternatively it might be appropriate to just change the object's >colour. > >Roger Holmes. > > >On 19 Sep, 2006, at 10:12, Daniele Cavallini wrote: > > > When an object is select in 3D I use some little square make with > > TQ3PixmapMarkerData for the handle of object. > > > > Can you see the result at http://www.interstudio.net/quesa/select.jpg > > > > The result is not very good because the handle partially hide back > > some face. > > > > Can you see the result at http://www.interstudio.net/quesa/select2.jpg > > > > What I can use for highlight a selection? > > I will appreciate any help > > Daniele > > > > > > > > > > ---------------------------------------------------------------------- > > --- > > 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 > > >------------------------------------------------------------------------- >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 |
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From: Roger H. <rog...@mi...> - 2006-09-19 13:43:34
|
Here at Microspot we use widgets dependant on what tool is selected. For the normal arrow tool we draw the 3D equivalent of what 2D programs use, i.e. instead of a rectangle with squares at the corners we use a black wire frame cuboid with solid (red) cubes at each of the eight corners. If you do not support object resizing maybe you could use just the wire frame cuboid, or maybe a semi-transparent cuboid. Alternatively it might be appropriate to just change the object's colour. Roger Holmes. On 19 Sep, 2006, at 10:12, Daniele Cavallini wrote: > When an object is select in 3D I use some little square make with > TQ3PixmapMarkerData for the handle of object. > > Can you see the result at http://www.interstudio.net/quesa/select.jpg > > The result is not very good because the handle partially hide back > some face. > > Can you see the result at http://www.interstudio.net/quesa/select2.jpg > > What I can use for highlight a selection? > I will appreciate any help > Daniele > > > > > ---------------------------------------------------------------------- > --- > 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 |
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From: Daniele C. <dca...@in...> - 2006-09-19 09:12:41
|
When an object is select in 3D I use some little square make with TQ3PixmapMarkerData for the handle of object. Can you see the result at http://www.interstudio.net/quesa/select.jpg The result is not very good because the handle partially hide back some face. Can you see the result at http://www.interstudio.net/quesa/select2.jpg What I can use for highlight a selection? I will appreciate any help Daniele |
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From: <ach...@ya...> - 2006-08-09 15:30:54
|
Hi, Sorry bothering you, but folowed instructions to see 3D buildings using Design Workshop Lite and QuickDraw 3D, but I found that the last was retired from Apple. I downloaded Quick Time but still I can´t see the files. Can Quesa 1.8 be downloaded and used instead QuickDraw 3? Do I have to uninstall Quick Time? I have a Windows XP Proffesional plattform. Thank you for your attention. I would ask you if you can answer to my email adress. Gonzalo Gutierrez __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
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From: Roger H. <rog...@mi...> - 2006-07-25 16:36:09
|
You changes works well. An elegant solution. Thank you very much. Roger. |
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From: James W. W. <ja...@fr...> - 2006-07-24 18:11:24
|
Roger Holmes <rog...@mi...> wrote: >We have been using Q3RasterizeCameraTransform_New for some time to >draw a square with a background pattern on it, we have also allowed >the user to do the same thing for a foreground pattern, though that >was fairly useless as it hid all the 3D Objects. I have now allowed >patterns with an alpha channel to be used for the foreground, but >nothing appears. > >I have traced the problem down to ir_geom_transparent_add, which >multiplies all the points >by the Local To Camera matrix (which is a unit matrix at this time), >and then checks if any of the >z coordinates are <= zero. None are, they are all 0.0001 (Peter tells >me this is so that they are in front of the clipping plane). Because >now are <= 0 the routines simply returns (presumably it thinks >the triangle is clipped). If I comment out the test, all is well. > >Should this be fixed in ir_geom_transparent_add or should the >Rasterize Camera Transform set the Local To Camera matrix up >differently? The latter. Camera coordinates are supposed to have the camera pointing down the negative z axis. I have committed a fix. It seems to work right in Geom Test if I use a z value of .0001, but let me know if you see any problems. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Roger H. <rog...@mi...> - 2006-07-24 16:37:08
|
We have been using Q3RasterizeCameraTransform_New for some time to draw a square with a background pattern on it, we have also allowed the user to do the same thing for a foreground pattern, though that was fairly useless as it hid all the 3D Objects. I have now allowed patterns with an alpha channel to be used for the foreground, but nothing appears. I have traced the problem down to ir_geom_transparent_add, which multiplies all the points by the Local To Camera matrix (which is a unit matrix at this time), and then checks if any of the z coordinates are <= zero. None are, they are all 0.0001 (Peter tells me this is so that they are in front of the clipping plane). Because now are <= 0 the routines simply returns (presumably it thinks the triangle is clipped). If I comment out the test, all is well. Should this be fixed in ir_geom_transparent_add or should the Rasterize Camera Transform set the Local To Camera matrix up differently? Roger |
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From: James W. W. <os...@jw...> - 2006-07-20 15:41:41
|
On Jul 20, 2006, at 5:05 AM, Roger Holmes wrote: > > On 20 Jul, 2006, at 01:23, James W. Walker wrote: > >> Can anyone explain why IRUpdate.c defines kAALineSize and >> kAAPointSize as 0.5? I'd think that 1.0 would be a more obvious >> value. > > > No I can't explain it but the value is used in only one place, and > a few > lines further up it calls glDisable(GL_POLYGON_SMOOTH) which disables > point antialiasing, and in that condition the value gets rounded to > an integer. A few lines later, there is glEnable(GL_POINT_SMOOTH), and depending on the style, there is glEnable(GL_LINE_SMOOTH). Therefore, when the antialiasing happens, the width is not rounded to an integer. |
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From: Roger H. <rog...@mi...> - 2006-07-20 12:27:57
|
On 19 Jul, 2006, at 21:56, James W. Walker wrote: > Roger Holmes <rog...@mi...> wrote: > >> Ah, the problem was there but not quite as I remembered. It was >> getting >> a reference to the plug-in's bundle. If you are writing an >> application then >> this is very easy, but there does not seem to be an easy way for a >> plug-in. > > > I've seen this question asked and answered more than once on Apple > mailing lists. The standard answer is to use > CFBundleGetBundleWithIdentifier. Of course, your plug-in should have > a unique bundle ID. There's a hole in my bucket dear Liza... When I read about that routine I thought " I need the bundleID, its in the Info.plist, how do I get it from the info.plist, I need the bundleRef". As a die hard Mac Programmer I always try not to have hard coded strings in my program, but I suppose I should use one here. > >>> 1. Hardware-accelerated offscreen rendering would be helpful >>> e.g. for >>> high-resolution printing. This could be done by tiling and pbuffer >>> rendering. >> >> I always assumed it was accelerated, there is not much of a delay >> anyway >> considering the huge number of pixels being generated. Hi-res >> printing is >> not really that fast from Quartz either, but I agree a speed gain >> would be useful. > > > It's not just speed that motivates this wish. On the Mac, the > software OpenGL renderer is quite capable, but on Windows, it's in > the stone age. If I want to be able to use any OpenGL extensions, I > need to avoid software rendering on Windows. I see. Does anyone know if OpenGL can do anything like the CSG operations supported on the old Apple NuBus graphics accelerator card? Roger Holmes Microspot Ltd |
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From: Roger H. <rog...@mi...> - 2006-07-20 12:05:44
|
On 20 Jul, 2006, at 01:23, James W. Walker wrote: > Can anyone explain why IRUpdate.c defines kAALineSize and > kAAPointSize as 0.5? I'd think that 1.0 would be a more obvious > value. No I can't explain it but the value is used in only one place, and a few lines further up it calls glDisable(GL_POLYGON_SMOOTH) which disables point antialiasing, and in that condition the value gets rounded to an integer. This could be zero or one, but it says if it is zero it gets replaced with one, so according to my reading of the documentation it will use the value one anyway so its all very pointless ( no pun intended ). Roger |
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From: James W. W. <ja...@fr...> - 2006-07-20 00:23:47
|
Can anyone explain why IRUpdate.c defines kAALineSize and kAAPointSize as 0.5? I'd think that 1.0 would be a more obvious value. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: James W. W. <ja...@fr...> - 2006-07-19 20:56:07
|
Roger Holmes <rog...@mi...> wrote: >Ah, the problem was there but not quite as I remembered. It was getting >a reference to the plug-in's bundle. If you are writing an >application then >this is very easy, but there does not seem to be an easy way for a >plug-in. I've seen this question asked and answered more than once on Apple mailing lists. The standard answer is to use CFBundleGetBundleWithIdentifier. Of course, your plug-in should have a unique bundle ID. >> 1. Hardware-accelerated offscreen rendering would be helpful e.g. for >> high-resolution printing. This could be done by tiling and pbuffer >> rendering. > >I always assumed it was accelerated, there is not much of a delay anyway >considering the huge number of pixels being generated. Hi-res >printing is >not really that fast from Quartz either, but I agree a speed gain >would be useful. It's not just speed that motivates this wish. On the Mac, the software OpenGL renderer is quite capable, but on Windows, it's in the stone age. If I want to be able to use any OpenGL extensions, I need to avoid software rendering on Windows. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Roger H. <rog...@mi...> - 2006-07-19 19:55:36
|
On 18 Jul, 2006, at 21:06, James W. Walker wrote:
> Roger Holmes <rog...@mi...> wrote:
>
>> For our renderer we had a problem getting the initialisation called
>> when the Macho module gets loaded by Quesa and have patched
>> our version of Quesa so it now works. I am not sure whether
>> checking this in would be a good idea or not, I don't want to break
>> anything, but if it would be of benefit I am happy to do so.
>
> I'd like to hear more about this. I'm using the VRML reader plugin,
> and as far as I know it's working correctly.
Ah, the problem was there but not quite as I remembered. It was getting
a reference to the plug-in's bundle. If you are writing an
application then
this is very easy, but there does not seem to be an easy way for a
plug-in.
Because the renderer could not find its resources it was refusing to
initialise, which is why at the start I thought the initialisation
code had not
been called.
I defined an external routine in my plugin called
__BeGivenMyOwnBundleRef__
(double underscores both ends of name), this has one parameter of type
CFBundleRef and returns a void.
Then I have changed e3macho_load_plugin to read thus:
static void e3macho_load_plugin( CFBundleRef theBundle )
{
E3MacSystem_PluginSlotPtr newSlot = NULL;
short oldResFile = CurResFile();
// Load the plugin, which causes the function marked as CALL_ON_LOAD
// to be called.
if (CFBundleLoadExecutable( theBundle ))
{
newSlot = (E3MacSystem_PluginSlotPtr)Q3Memory_Allocate(sizeof
(E3MacSystem_PluginSlot));
if (newSlot != NULL)
{
newSlot->pluginBundle = theBundle;
CFRetain( theBundle );
newSlot->nextSlot = e3macsystem_pluginSlotHead;
e3macsystem_pluginSlotHead = newSlot;
}
typedef void (*PlugInProcPtr) ( CFBundleRef theBundle ) ;
PlugInProcPtr plugInProcPtr = (PlugInProcPtr)
CFBundleGetFunctionPointerForName ( theBundle , CFSTR
( "__BeGivenMyOwnBundleRef__" ) ) ;
if ( plugInProcPtr )
plugInProcPtr ( theBundle ) ;
}
// In case the plug-in's initialization routine changed the resource
file
UseResFile( oldResFile );
}
If I ever check this in we should perhaps come up with a more 'Quesa-
ish' name than __BeGivenMyOwnBundleRef__.
>
>> Any other ideas? Either about Quesa and
>> Intel or ideas about Quesa in general. Do we have a wish
>> list? Or is that the 'to do' list, and is that up to date?
>
> Of course we have the bug and feature-request lists at SourceForge,
> but not really a simple prioritized list.
>
> A couple of wishes I've had more than once:
>
> 1. Hardware-accelerated offscreen rendering would be helpful e.g. for
> high-resolution printing. This could be done by tiling and pbuffer
> rendering.
I always assumed it was accelerated, there is not much of a delay anyway
considering the huge number of pixels being generated. Hi-res
printing is
not really that fast from Quartz either, but I agree a speed gain
would be useful.
>
> 2. A new OpenGL-based renderer that would pay less attention to
> compatibility with QD3D behavior and more attention to maximizing
> performance. For instance if we let OpenGL handle backface culling,
> it would be more practical to use vertex buffer objects.
Now your talking. The old behaviour would still have to be available of
course. There seems to be lots of new stuff in OpenGL at each WWDC,
none of which is currently much use to us. It would be great to make it
available. After all, even QuickDraw3D was designed to be extendable.
Roger Holmes,
Microspot Ltd
|
|
From: James W. W. <ja...@fr...> - 2006-07-18 20:35:32
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Roger Holmes <rog...@mi...> wrote: >For our renderer we had a problem getting the initialisation called >when the Macho module gets loaded by Quesa and have patched >our version of Quesa so it now works. I am not sure whether >checking this in would be a good idea or not, I don't want to break >anything, but if it would be of benefit I am happy to do so. I'd like to hear more about this. I'm using the VRML reader plugin, and as far as I know it's working correctly. >Any other ideas? Either about Quesa and >Intel or ideas about Quesa in general. Do we have a wish >list? Or is that the 'to do' list, and is that up to date? Of course we have the bug and feature-request lists at SourceForge, but not really a simple prioritized list. A couple of wishes I've had more than once: 1. Hardware-accelerated offscreen rendering would be helpful e.g. for high-resolution printing. This could be done by tiling and pbuffer rendering. 2. A new OpenGL-based renderer that would pay less attention to compatibility with QD3D behavior and more attention to maximizing performance. For instance if we let OpenGL handle backface culling, it would be more practical to use vertex buffer objects. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Roger H. <rog...@mi...> - 2006-07-18 19:36:51
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Hi all, We're entering the silly season and the list has gone very quiet. As nobody has answered this I guess the reply has to be no. Here at Microspot some of our old OS9 customers used rayshade I think, and I've known the source was part of Quesa but never found a project that compiled it on CodeWarrior even. As we have our own shadow renderer we are not that bothered but I wouldn't mind trying it out if we could get it working. For our renderer we had a problem getting the initialisation called when the Macho module gets loaded by Quesa and have patched our version of Quesa so it now works. I am not sure whether checking this in would be a good idea or not, I don't want to break anything, but if it would be of benefit I am happy to do so. We are progressing well with moving one of our Quesa based applications to Intel. Would there be any point in making Quesa multi-processor so it can use the dual core Intel chip fully? Is there anything processor intensive which is not also memory intensive. I am thinking about the texture conversions we do, but I think maybe their limiting factor is more the memory bus speed than the processor itself, so maybe this would not be worthwhile. Any other ideas? Either about Quesa and Intel or ideas about Quesa in general. Do we have a wish list? Or is that the 'to do' list, and is that up to date? Roger Holmes. On 14 Jun, 2006, at 10:22, Daniele Cavallini wrote: > > Did someone compile rayshade with XCode? > I didn't find any xcode project into cvs. > We are porting our program to mac os x intel. Quesa is working pretty > well and we would add rayshade, too. > |
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From: Daniele C. <dca...@in...> - 2006-06-14 09:22:36
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Did someone compile rayshade with XCode? I didn't find any xcode project into cvs. We are porting our program to mac os x intel. Quesa is working pretty well and we would add rayshade, too. |