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From: <lo...@ma...> - 2006-02-21 17:26:22
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On 21 f=E9vr. 06, at 05:04, James W. Walker wrote: > > On Feb 20, 2006, at 6:50 PM, lo=EFc s=E9galou wrote: > >> I just add the cast (uintptr_t) before the cachedTexture. (need to =20= >> add #include <stdint.h>) > > Do you mean like (GLuint) (uintptr_t) cachedTexture ? Yes. > >> PS : do I need to commit the modification ? > > Can you? I thought only project administrators had CVS commit =20 > privileges. Oops you right I can't do it. -- lo=EFc |
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From: James W. W. <os...@jw...> - 2006-02-21 04:04:06
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On Feb 20, 2006, at 6:50 PM, lo=EFc s=E9galou wrote: > I just add the cast (uintptr_t) before the cachedTexture. (need to =20 > add #include <stdint.h>) Do you mean like (GLuint) (uintptr_t) cachedTexture ? > PS : do I need to commit the modification ? Can you? I thought only project administrators had CVS commit =20 privileges. I would consider this a temporary fix. It is conceivable, though =20 probably extremely unlikely, for two pointers to convert to the same =20 GLuint.= |
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From: <lo...@ma...> - 2006-02-21 02:50:29
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On 21 f=E9vr. 06, at 03:04, lo=EFc s=E9galou wrote: > Method but it's the same thing here. doing an error with GCC 4.0.1 I just add the cast (uintptr_t) before the cachedTexture. (need to =20 add #include <stdint.h>) I found more information about 64 bit pointer inside the AMD =20 documentation : http://www.amd.com/us-en/assets/content_type/DownloadableAssets/=20 AMD64_Porting_Guide_Final_Jul03.pdf -- lo=EFc PS : do I need to commit the modification ? |
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From: <lo...@ma...> - 2006-02-21 02:04:54
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On 21 f=E9vr. 06, at 02:42, James W. Walker wrote: > > There are two ways to approach this, the easy way and the hard =20 > way. The easy way would be to find a way to make the compiler stop =20= > complaining. Actually, I am surprised that it is an error rather =20 > than a warning. What happens if you use reinterpret_cast instead =20 > of a C-style cast? I've tried with reinterpret_cast method but it's the same thing here. =20= doing an error with GCC 4.0.1 I'll keep you inform if I find a solution thanks, -- lo=EFc |
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From: James W. W. <os...@jw...> - 2006-02-21 01:42:27
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On Feb 20, 2006, at 4:56 PM, lo=EFc s=E9galou wrote: > Hello the Quesa Team, > > I have some trouble to compile Quesa under Linux (Mandriva 2006 - =20 > AMD 64bit) : > > ./Source/Renderers/Interactive/IRTexture.c: In function 'TQ3Status =20 > ir_texture_load(TQ3CachedTexture*)': > ./Source/Renderers/Interactive/IRTexture.c:526: error: cast from =20 > 'TQ3CachedTexture*' to 'GLuint' loses precision > ./Source/Renderers/Interactive/IRTexture.c: In function 'TQ3Status =20 > IRRenderer_Texture_Set(OpaqueTQ3Object*, TQ3InteractiveData*, =20 > OpaqueTQ3Object*, OpaqueTQ3Object*)': > ./Source/Renderers/Interactive/IRTexture.c:863: error: cast from =20 > 'TQ3CachedTexture*' to 'GLuint' loses precision > > > (using version from CVS) > > Any idea how to solve this problem ? There are two ways to approach this, the easy way and the hard way. =20 The easy way would be to find a way to make the compiler stop =20 complaining. Actually, I am surprised that it is an error rather =20 than a warning. What happens if you use reinterpret_cast instead of =20 a C-style cast? The harder way would be for us to stop using a pointer as an OpenGL =20 texture name. Instead perhaps we could use glGenTextures, and add =20 that field to the TQ3CachedTexture structure.= |
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From: <lo...@ma...> - 2006-02-21 00:56:34
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Hello the Quesa Team, I have some trouble to compile Quesa under Linux (Mandriva 2006 - AMD =20= 64bit) : ./Source/Renderers/Interactive/IRTexture.c: In function 'TQ3Status =20 ir_texture_load(TQ3CachedTexture*)': ./Source/Renderers/Interactive/IRTexture.c:526: error: cast from =20 'TQ3CachedTexture*' to 'GLuint' loses precision ./Source/Renderers/Interactive/IRTexture.c: In function 'TQ3Status =20 IRRenderer_Texture_Set(OpaqueTQ3Object*, TQ3InteractiveData*, =20 OpaqueTQ3Object*, OpaqueTQ3Object*)': ./Source/Renderers/Interactive/IRTexture.c:863: error: cast from =20 'TQ3CachedTexture*' to 'GLuint' loses precision (using version from CVS) Any idea how to solve this problem ? Thanks, -- lo=EFc |
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From: Daniele C. <dca...@in...> - 2006-02-17 08:37:03
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When you release a new version of quesa is possible add line feed into all file? This because in windows there are some problem. I must open all file, modify and save again. A newbie maybe don't succeed to open the windows project and least of all to compile. Thanks |
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From: Roger H. <rog...@mi...> - 2006-01-18 12:27:09
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Hi Sean and all, We also have success with Quesa running in Intel, though the rest of the application and its plugins still need work. We can drag and drop into the Intel version from the released version running under Rosetta, no problems with byte swapping, though we have not yet tried textures. I am hoping there will not be any problems with reading and writing files as Quesa has been working on Windows for some time. Roger Holmes. On 17 Jan, 2006, at 22:11, Sean McBride wrote: > Hi all, > > So have many of you tried Quesa on Intel Macs? > > I've been using it on a DTK for several months, and its working =20 > very nicely! > > In our app, there are a few byte swapped images, it may be our bug or > Quesa's bug. Before digging deeper, I thought I'd ask here if other > people have tried it out at all. > > Thanks, > > -- > ____________________________________________________________ > Sean McBride, B. Eng se...@ro... > Rogue Research www.rogue-research.com > Mac Software Developer Montr=E9al, Qu=E9bec, Canada > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through =20 > log files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD =20 > SPLUNK! > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=103432&bid#0486&dat=121642= > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: Sean M. <se...@ro...> - 2006-01-17 22:11:39
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Hi all, So have many of you tried Quesa on Intel Macs=3F I've been using it on a DTK for several months, and its working very nicely! In our app, there are a few byte swapped images, it may be our bug or Quesa's bug. Before digging deeper, I thought I'd ask here if other people have tried it out at all. 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: Roger H. <rog...@mi...> - 2005-12-28 17:00:29
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Hi, Some of my company's customers used to import 3DMF from Poser into our products back in the days of QuickDraw3D. We have done some testing and found that recent versions of Poser produce files purporting to be 3DMF, but which can not be read either by our OS-X products using Quesa or even by our original OS-9 products using QuickDraw3D. Maybe we were just unlucky with the particular files we tested, maybe some files do work. When tested with the older versions of Poser, we could import its files into any of our products, including the OS-X ones using Quesa. I believe the fault lies in Poser, but their technical support people seem disinterested and suggest we use 3DS (which lacked any texture data when we tried it). They then suggested another format, the name escapes me and my emails from that week got wiped from my machine. I understand (from a third party who downloaded a demo version of the very latest version) that there was no 3DMF support. Of course it might be they have no 3DMF export in a demo version, but perhaps do in the issued product. Personally I hope that I get a pleasant surprise when they fix it, but it looks unlikely. Roger Holmes. On 26 Dec, 2005, at 17:46, Don Bice wrote: > Hello, > > When I export a 3dmf from poser 6, rb crashes when trying to open > it. I > have the latest update for poser. > > Anyone know what the deal is with poser 3dmfs? > > If I export a .lwo 3d object from Poser, my other 3d program Cararra > can open it and then save it as a 3dmf. These 3dmfs from Cararra work > fine in rb. The bad news is that in the process, a 100k 3dmf (when > poser exports it) turns into a 1mb 3dmf when Cararra exports it. So, > this becomes an issue when having a lot of objects/shapes in rb3d > spaces. > > Another issue with poser is that if an object has a texture, (like > pants or a custom face) the texture gets lost when opening it in > Cararra (ive tried every 3d format). > > > I think all these issues would go away if Poser 3dmfs didnt make rb > crash. But, I realize this is probably Poser's fault and not quesa's > fault, but this is a serious bummer. Does anyone have any insight in > this? > > Thanks. > > _________________________________________________________________ > Express yourself instantly with MSN Messenger! Download today - > it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/ > direct/01/ > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through > log files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD > SPLUNK! > http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: James W. W. <os...@jw...> - 2005-12-28 15:45:56
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On Dec 28, 2005, at 1:09 AM, Edward K. Chew wrote: > That sort of makes it difficult to open a file without calling on > deprecated APIs, doesn't it? True. > I guess you can turn an FSRef into a path and go that route, but > paths aren't without problems either, from what I've heard. Yes, there is the 1024-character limit on path length. > I think I'll go back to using FSSpecs for now... Another option would be to write the 3DMF data to a memory storage object, and then copy the memory to a file using FSRef APIs. |
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From: Edward K. C. <ek...@lg...> - 2005-12-28 06:09:30
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On Dec 28, 2005, at 12:14 AM, James W. Walker wrote: > I believe that Q3MacintoshStorage_New expects a file reference > number, as created for example by FSpOpenDF, not a fork reference > number. I'm surprised it worked at all, because I don't think the > two kind of reference numbers are compatible. Oh. For some reason, I had assumed FSOpenFork was just the FSRef equivalent of FSpOpenDF/FSpOpenRF. Thanks for setting me straight. That sort of makes it difficult to open a file without calling on deprecated APIs, doesn't it? I guess you can turn an FSRef into a path and go that route, but paths aren't without problems either, from what I've heard. I think I'll go back to using FSSpecs for now... -Ted |
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From: James W. W. <os...@jw...> - 2005-12-28 05:14:11
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On Dec 27, 2005, at 11:02 PM, Edward K.Chew wrote: > Sorry to keep harping on about this 3DMF export business, but I > seem to have run into another problem with files that end > prematurely. They always seem to come out an exact kilobyte > multiple in size, which suggests some kind of cache-flushing issue. > As it stands, my write function makes these calls: > > FSOpenFork (data fork with fsWrPerm) > Q3MacintoshStorage_New ... I believe that Q3MacintoshStorage_New expects a file reference number, as created for example by FSpOpenDF, not a fork reference number. I'm surprised it worked at all, because I don't think the two kind of reference numbers are compatible. |
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From: Edward K.C. <ek...@lg...> - 2005-12-28 04:02:34
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Sorry to keep harping on about this 3DMF export business, but I seem to have run into another problem with files that end prematurely. They always seem to come out an exact kilobyte multiple in size, which suggests some kind of cache-flushing issue. As it stands, my write function makes these calls: FSOpenFork (data fork with fsWrPerm) Q3MacintoshStorage_New Q3File_New Q3File_SetStorage Q3File_OpenWrite Q3View_StartWriting do yadayada_Submit while(Q3View_EndWriting(fileObj) == kQ3ViewStatusRetraverse) Q3File_Close Q3Object_Dispose(fileObj) Q3Object_Dispose(storageObj) FSCloseFork Is there something wrong or missing from this sequence? -Ted |
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From: James W. W. <os...@jw...> - 2005-12-26 21:14:09
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On Dec 26, 2005, at 12:46 PM, Don Bice wrote: > When I export a 3dmf from poser 6, rb crashes when trying to open > it. I > have the latest update for poser. > > Anyone know what the deal is with poser 3dmfs? > > If I export a .lwo 3d object from Poser, my other 3d program Cararra > can open it and then save it as a 3dmf. These 3dmfs from Cararra work > fine in rb. The bad news is that in the process, a 100k 3dmf (when > poser exports it) turns into a 1mb 3dmf when Cararra exports it. So, > this becomes an issue when having a lot of objects/shapes in rb3d > spaces. If you could post an example of such a .3dmf file somewhere, I could try to figure out what's wrong with it. One possibility would be to create a bug report at <http://sourceforge.net/tracker/? group_id=45158&atid=442052> and attach a sample file. |
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From: Don B. <bic...@ho...> - 2005-12-26 17:46:53
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Hello, When I export a 3dmf from poser 6, rb crashes when trying to open it. I have the latest update for poser. Anyone know what the deal is with poser 3dmfs? If I export a .lwo 3d object from Poser, my other 3d program Cararra can open it and then save it as a 3dmf. These 3dmfs from Cararra work fine in rb. The bad news is that in the process, a 100k 3dmf (when poser exports it) turns into a 1mb 3dmf when Cararra exports it. So, this becomes an issue when having a lot of objects/shapes in rb3d spaces. Another issue with poser is that if an object has a texture, (like pants or a custom face) the texture gets lost when opening it in Cararra (ive tried every 3d format). I think all these issues would go away if Poser 3dmfs didnt make rb crash. But, I realize this is probably Poser's fault and not quesa's fault, but this is a serious bummer. Does anyone have any insight in this? Thanks. _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today - it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
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From: Roger H. <rog...@mi...> - 2005-12-23 11:24:30
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Applications which read 3DMF should accept files with extensions .3DMF , .3dmf or .3dm or any HFS file with file type '3DMF' even if they have no extension. Microspot applications currently still produce files with creator type '3DMF' with no extension unless manually added by the user. On 22 Dec, 2005, at 20:46, Edward K. Chew wrote: > On Dec 22, 2005, at 14:29, Roger Holmes wrote: > >> The export of Text 3DMF has not been implemented in Quesa yet. >> We can read text 3DMF, so any old text files you may have are safe. > > Okay, thanks. > > By the way, is the accepted file name extension for a 3DMF file > simply ".3dmf"? I ask, because I have seen a number of variations > depending on where I look. > > --Ted > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through > log files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD > SPLUNK! > http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: James W. W. <os...@jw...> - 2005-12-22 20:59:30
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On Dec 22, 2005, at 3:46 PM, Edward K. Chew wrote: > By the way, is the accepted file name extension for a 3DMF file > simply ".3dmf"? I ask, because I have seen a number of variations > depending on where I look. Yes, .3dmf is the standard extension for either text or binary. |
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From: James W. W. <os...@jw...> - 2005-12-22 20:59:24
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On Dec 22, 2005, at 3:46 PM, Edward K. Chew wrote: > By the way, is the accepted file name extension for a 3DMF file > simply ".3dmf"? I ask, because I have seen a number of variations > depending on where I look. Yes, .3dmf is the standard extension for either text or binary. |
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From: Edward K. C. <ek...@lg...> - 2005-12-22 20:46:28
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On Dec 22, 2005, at 14:29, Roger Holmes wrote: > The export of Text 3DMF has not been implemented in Quesa yet. > We can read text 3DMF, so any old text files you may have are safe. Okay, thanks. By the way, is the accepted file name extension for a 3DMF file simply ".3dmf"? I ask, because I have seen a number of variations depending on where I look. --Ted |
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From: Roger H. <rog...@mi...> - 2005-12-22 19:29:39
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The export of Text 3DMF has not been implemented in Quesa yet. We can read text 3DMF, so any old text files you may have are safe. Roger Holmes. On 22 Dec, 2005, at 17:08, Edward K. Chew wrote: > I was getting a -28292 (kQ3WarningTypeHasNotBeenRegistered) warning > on trying to export a 3DMF file, and the resultant file contained > zero bytes. Eventually, I tried switching from kQ3FileModeText to > kQ3FileModeNormal and it seems happy once more. Are ASCII 3DMFs no > longer supported? > > --Ted > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through > log files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD > SPLUNK! > http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: Edward K. C. <ek...@lg...> - 2005-12-22 17:08:19
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I was getting a -28292 (kQ3WarningTypeHasNotBeenRegistered) warning on trying to export a 3DMF file, and the resultant file contained zero bytes. Eventually, I tried switching from kQ3FileModeText to kQ3FileModeNormal and it seems happy once more. Are ASCII 3DMFs no longer supported? --Ted |
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From: Roger H. <rog...@mi...> - 2005-12-01 12:39:08
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> There seems to be a memory leaks when assigning textures to shapes > (general polygon in my example) which have been assigned UV > coordinates with large values (a range from -500 to 500 in my example). > When seting the UVs to a range of 0..1, the memory leaks goes away. > Should the UV always be in range 0..1 > No, I use numbers 0 to around 20 frequently. Maybe it is the negative numbers which are causing the problem. Could you try adding 500 to all your UV values so they go from 0 to 1000 instead? Roger Holmes. |
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From: SourceForge.net <no...@so...> - 2005-11-30 20:51:31
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Bugs item #1370363, was opened at 2005-11-30 14:51 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1370363&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: Open Resolution: None Priority: 5 Submitted By: nstensland (nstensland) Assigned to: Nobody/Anonymous (nobody) Summary: Memory Leak with UVs set too large numbers Initial Comment: There seems to be a memory leaks when assigning textures to shapes (general polygon in my example) which have been assigned UV coordinates with large values (a range from -500 to 500 in my example). When seting the UVs to a range of 0..1, the memory leaks goes away. Should the UV always be in range 0..1 ? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=1370363&group_id=45158 |
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From: Roger H. <rog...@mi...> - 2005-11-24 13:07:27
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Hi, Yes we are using it. We went to the universal binary kitchen in London and came back with a simple Cocoa universal binary application which uses Quesa Cocoa. We reported at least half a dozen bugs whilst we were there. We are doing the development on Apple's Intel machine using the very latest X-Code and Tiger. One of the problems is that compiler optimisation above level two caused our App to crash. There were issues with not stripping the code so that RTTI was available to the program when it needed to throw out of a framework into the application, but I think that was more to do with our Quesa C++ wrapping Framework than with Quesa Cocoa itself, but something to be aware of. Roger. On 23 Nov, 2005, at 08:21, Jose' Cruanyes wrote: > Hi > > I've not get any feedback about the Cocoa version of Quesa > > Is there anyone using it? > > > Pax et Bonum > > # dott. Jose' Cruanyes Aguilar - C.E. Soft srl > # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA > # 02,33603122 0372,460602 > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by the JBoss Inc. Get Certified Today > Register for a JBoss Training Course. Free Certification Exam > for All Training Attendees Through End of 2005. For more info visit: > http://ads.osdn.com/?ad_id=7628&alloc_id=16845&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |