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From: Kevin M. <mat...@ar...> - 2005-02-17 20:39:35
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Is this getting a bit whacky? Isn't there a clean approach? - K On Thu, 17 Feb 2005 12:15:44 -0800, James W. Walker wrote: > Roger Holmes <rog...@mi...> wrote: > >> As we never actually create any objects of class 'Light', only >> ambient, directional, spot and point lights, >> would it be OK to redefine kQ3ShapeTypeLight to be something like >> 'lghT' with a capital T or 'Lght' ? > > I have some code that uses Q3Group_GetFirstPositionOfType and > Q3Group_GetNextPositionOfType with kQ3ShapeTypeLight, and that will > break if you redefine kQ3ShapeTypeLight. > > Here's a possibility: In e3fformat_3dmf_bin_readobject, add a > special case, that checks whether the object type is 'lght' and > changes it to something else like 'lghd'. > -- > James W. Walker, ScriptPerfection Enterprises, Inc. > <http://www.write-brain.com/> > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: James W. W. <ja...@fr...> - 2005-02-17 20:15:53
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Roger Holmes <rog...@mi...> wrote: >As we never actually create any objects of class 'Light', only >ambient, directional, spot and point lights, >would it be OK to redefine kQ3ShapeTypeLight to be something like >'lghT' with a capital T or 'Lght' ? I have some code that uses Q3Group_GetFirstPositionOfType and Q3Group_GetNextPositionOfType with kQ3ShapeTypeLight, and that will break if you redefine kQ3ShapeTypeLight. Here's a possibility: In e3fformat_3dmf_bin_readobject, add a special case, that checks whether the object type is 'lght' and changes it to something else like 'lghd'. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Roger H. <rog...@mi...> - 2005-02-17 19:46:07
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Thanks for the clarification, but Houston, we have a problem... In the original QD3D.h kQ3ShapeTypeLight is defined as 'lght', so we naturally have the same in Quesa.h In Apple's QuickDraw3D meta file specification ( a copy is still at http://developer.apple.com/documentation/QuickTime/QD3D/ qd3dmetafile.6b.htm#pgfId=10116) and also in all the files produced by QD3D which have view hints, there is a 'Light Data' sub object, and its type is also 'lght', so when I try to register it as a class it fails because there is already a class of that type registered. So the whole process of reading the data in a container breaks down when I try to read any lights as they all have this as a sub-object. As we never actually create any objects of class 'Light', only ambient, directional, spot and point lights, would it be OK to redefine kQ3ShapeTypeLight to be something like 'lghT' with a capital T or 'Lght' ? Roger. |
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From: James W. W. <os...@jw...> - 2005-02-17 03:51:28
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Eariler today I was unable to post to this list. SourceForge claims the problem is fixed, so I want to see if it really is. -- <http://www.jwwalker.com/> |
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From: James W. W. <ja...@fr...> - 2005-02-16 18:24:11
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Peter Michelsen <Pet...@mi...> wrote: >I have had the same problem, as well. I think it has been down since >the 9th on Feb. It's up now. From the SourceForge site status page: ( 2005-02-14 11:38:28 - Project CVS Service ) As of 2005-02-09 there was an outage of anonymous CVS (tarballs, pserver-based CVS and ViewCVS) for projects whose UNIX names start with the letters m, n, p, q, t, y and z. This problem has since been resolved and the normal 5 hour sync delay will resume shortly. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Peter M. <Pet...@mi...> - 2005-02-16 10:30:13
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Hi all, I have had the same problem, as well. I think it has been down since the 9th on Feb. Peter. On 16 Feb 2005, at 09:45, Stefan Huber wrote: > Currently CVS don't seems to work for anonymous users. > > Stefan > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real > users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: Stefan H. <st...@to...> - 2005-02-16 09:47:46
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Currently CVS don't seems to work for anonymous users. Stefan |
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From: James W. W. <os...@jw...> - 2005-02-16 07:13:39
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On Feb 15, 2005, at 8:39 PM, Lars Jensen wrote: > I just downloaded d20 for Mac and ran GeomTest in the Carbon folder. I > switched to MultiBox and got a somewhat jerky frame rate (iMac G5 > 1.8GHz, > standard video card). > > Then I turned on Show FPS, and after a second or so, the rotation > became > quite noticeably smoother. > > I wouldn't expect a noticeable difference at all, and I certainly > wouldn't > expect it to get smoother with the extra computation/refreshing of the > title > bar... If you look at the code in QutMac.c, it makes sense. With FPS display off, it sleeps for 1 tick on every call to WaitNextEvent. This gives other processes some time, and makes it impossible to get more than 60 FPS. When you turn FPS display on, it starts hogging the processor as much as possible. -- <http://www.jwwalker.com/> |
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From: James W. W. <os...@jw...> - 2005-02-16 07:11:07
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On Feb 15, 2005, at 8:31 PM, Lars Jensen wrote: > To whom it may concern: http://quesa.org says: > > The latest release of Quesa is 1.6d18, released on 2003/08/15. > > which I believe is now out of date. It's fixed now. -- <http://www.jwwalker.com/> |
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From: Lars J. <lar...@rc...> - 2005-02-16 04:55:18
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I am getting MUCH better results from d20 than d18, BTW...the main problems I was having -- horrendous scissoring and wildly varing light levels as I rotated the camera -- have been tamed to the point that things feel on a par with QD3D. My frame rates seem better too. It inspires me to get back to work on my game projects...great job! lj |
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From: Lars J. <lar...@rc...> - 2005-02-16 04:40:03
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I just downloaded d20 for Mac and ran GeomTest in the Carbon folder. I switched to MultiBox and got a somewhat jerky frame rate (iMac G5 1.8GHz, standard video card). Then I turned on Show FPS, and after a second or so, the rotation became quite noticeably smoother. I wouldn't expect a noticeable difference at all, and I certainly wouldn't expect it to get smoother with the extra computation/refreshing of the title bar... I believe I can see this using the Quesa logo as well, but it's more subtle. I think I see the same thing with the Quesa logo in Classic, but MultiBox is so slow on Classic that it's hard to tell. This reminds me of a bug I filed long ago with REALbasic, where if I updated some text items onscreen, the animation got smoother. Never got to the bottom of that one... lj |
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From: Lars J. <lar...@rc...> - 2005-02-16 04:31:27
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To whom it may concern: http://quesa.org says: The latest release of Quesa is 1.6d18, released on 2003/08/15. which I believe is now out of date. lj |
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From: James W. W. <ja...@fr...> - 2005-02-15 21:34:08
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Roger Holmes <rog...@mi...> wrote: >Should I be calling Q3File_ReadObject inside e3viewhints_read? I would say so. >For objects like the attribute set it seems the obvious way to go >but things like the ImageClearColour does not generate an >object. Should I be reading the 4 byte code manually and >if its something like 'imcc' reading the data? What about >when its 'attr', should I backspace 4 bytes and then call >Q3File_ReadObject? I think that ImageClearColor (not ImageClearColour :-)) should generate an object. This would be the kind of object that appears only fleetingly during 3DMF reading, like the Caps object (kQ3ObjectTypeGeometryCaps). If you look at E3Read_3DMF_Geom_Cylinder, for instance, it calls Q3File_ReadObject to get child objects, and if the child is of type kQ3ObjectTypeGeometryCaps, it extracts the caps flag, puts the caps flag in the cylinder data, and disposes the caps object. >How does this all work with text 3DMF files? The 4 byte >codes are not there for these, do I need a different >e3viewhints_read for text? Or do a test to see which is >being read? Or have I totally missed the point (most >likely as nothing seems to fit properly). You'd register ImageClearColor as a class, and its read method would, I suppose, use Q3Float32_Read to read the components of the color. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Roger H. <rog...@mi...> - 2005-02-15 20:57:29
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Should I be calling Q3File_ReadObject inside e3viewhints_read? For objects like the attribute set it seems the obvious way to go but things like the ImageClearColour does not generate an object. Should I be reading the 4 byte code manually and if its something like 'imcc' reading the data? What about when its 'attr', should I backspace 4 bytes and then call Q3File_ReadObject? How does this all work with text 3DMF files? The 4 byte codes are not there for these, do I need a different e3viewhints_read for text? Or do a test to see which is being read? Or have I totally missed the point (most likely as nothing seems to fit properly). Can someone please explain. Roger. |
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From: Roger H. <rog...@mi...> - 2005-02-15 19:33:35
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View Hint objects contain cameras, lights, renderers etc. As far as I can see there is no code to read these. If Peter and I implement View Hints and ignore those items contained inside which we are not interested in, will this cause anyone a problem? Roger. |
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From: James W. W. <ja...@fr...> - 2005-02-15 02:43:43
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Roger Holmes <rog...@mi...> wrote: >As I have changed almost every single file in Quesa, I think jumping >into a release would >not be right. Peter and I will be producing a new version on >Interiors and Modeller and a >new product (oh alright, it was part 3D World on OS8/9 previously) >called animation tools, >and that will at least be going through a short QA session, so how >about we see what bugs >that turns up and then when any bugs are fixed, we issue 1.7 final? OK, sounds good. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: James W. W. <ja...@fr...> - 2005-02-15 02:19:15
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I just made some changes to the way the interactive renderer caches textures. Here's why: We were caching the texture object, but invalidating it if either the texture object or the texture shader had a change in edit index. This meant that if your scene contained two texture shaders using the same texture object, and the shaders happened to have different edit index, then the texture cache would always be invalid and the texture would be reloaded on every frame. Also, if the two shaders had different UV transforms, then that difference would not be maintained. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Roger H. <rog...@mi...> - 2005-02-14 12:42:48
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On Friday, February 11, 2005, at 09:19 PM, Frank Condello wrote: >> ...Does 3DMF and 3DS use different clockwise/anti-clockwise rule or >> left hand/right hand rule. > > It's more a rotation that handedness; Quesa uses +Y up with -Z into > the screen, and 3DS uses +Z up with +Y into the screen. So all you > need is a -90 degree rotation around the X axis to convert 3DS > coordinates to Quesa coordinates. > So it sounds like the X negation was indeed a bug. Unless someone objects soon I will check in the change. Roger. |
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From: Roger H. <rog...@mi...> - 2005-02-14 12:41:06
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On Saturday, February 12, 2005, at 01:23 AM, James W. Walker wrote: > Kevin Matthews <mat...@ar...> wrote: > >> Still, what's the harm of going through some letters? >> >> I like the sound of 1.7b1. After it has settled... > > I guess I'm just afraid that we'll revert to the previous pattern and > not release anything for months after 1.7b1. > As I have changed almost every single file in Quesa, I think jumping into a release would not be right. Peter and I will be producing a new version on Interiors and Modeller and a new product (oh alright, it was part 3D World on OS8/9 previously) called animation tools, and that will at least be going through a short QA session, so how about we see what bugs that turns up and then when any bugs are fixed, we issue 1.7 final? Roger. |
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From: James W. W. <ja...@fr...> - 2005-02-12 01:23:13
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Kevin Matthews <mat...@ar...> wrote: >Still, what's the harm of going through some letters? > >I like the sound of 1.7b1. After it has settled... I guess I'm just afraid that we'll revert to the previous pattern and not release anything for months after 1.7b1. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Kevin M. <mat...@ar...> - 2005-02-12 01:07:27
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Still, what's the harm of going through some letters? I like the sound of 1.7b1. After it has settled... QA is a methodology... best wishes, K On Fri, 11 Feb 2005 16:14:12 -0800, James W. Walker wrote: > Roger Holmes <rog...@mi...> wrote: > >> So 1.7b1 maybe? > > I don't get the impression that there are a lot of folks who are > going to be testing and reporting bugs other than those of us who > keep up to date with CVS. If I'm right, I would suggest forgetting > the letter, and just go to 1.7. > -- > James W. Walker, ScriptPerfection Enterprises, Inc. > <http://www.write-brain.com/> > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: Lane R. <la...@if...> - 2005-02-12 00:40:20
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on Fri, Feb 11, 2005 James W. Walker may have said: >>So 1.7b1 maybe? > >I don't get the impression that there are a lot of folks who are >going to be testing and reporting bugs other than those of us who >keep up to date with CVS. If I'm right, I would suggest forgetting >the letter, and just go to 1.7. I'm all for full releases; but the code should get a good round of testing before calling it 1.7 (as then people assume it's "safe", tested, etc.) But, I'd think it better to release this as a beta if it will take over a week to make sure everyone is comfortable calling it a "final" 1.7 release. I guess I need to see how the current code handles nano/bugdom ... Lane Roathe President Ideas From the Deep <http://www.ifd.com> ___________________________________________________________________ If we aren't supposed to eat animals, why are they made with meat? |
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From: James W. W. <ja...@fr...> - 2005-02-12 00:14:18
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Roger Holmes <rog...@mi...> wrote: >So 1.7b1 maybe? I don't get the impression that there are a lot of folks who are going to be testing and reporting bugs other than those of us who keep up to date with CVS. If I'm right, I would suggest forgetting the letter, and just go to 1.7. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Frank C. <dev...@ch...> - 2005-02-11 21:19:47
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On 11-Feb-05, at 11:13 AM, Roger Holmes wrote: > ...Does 3DMF and 3DS use different clockwise/anti-clockwise rule or > left hand/right hand rule. It's more a rotation that handedness; Quesa uses +Y up with -Z into the screen, and 3DS uses +Z up with +Y into the screen. So all you need is a -90 degree rotation around the X axis to convert 3DS coordinates to Quesa coordinates. Frank. ------------ <http://developer.chaoticbox.com> |
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From: Roger H. <rog...@mi...> - 2005-02-11 16:13:18
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Before my next big project I have been asked to look at .3ds import into a 3DMF document. I compiled up Quesa's 3ds plugin, put it into 3D World and contrary to what Peter had told me, it almost works. I tried a model of a wooden toy train downloaded from '3DNuts' . By a stroke of luck I happened to choose a model which was not symmetrical. I had to set the Mac file type to 3DMF in Resorcerer, but it read in. There was no colour and some of the wheels were missing, it was a mirror image and it was 'inside out' i.e. a light shining from above illuminated the bottom surface. Looking at the code I found inside parse3DSChunk in case 'kChunkVertList' that were three lines which set the output x to minus the input x, the output y to the input z, and the output z to minus the input y, like this: pointList[n].x = -vertex.x; pointList[n].y = vertex.z; pointList[n].z = -vertex.y; If I remove the minus sign on the x coordinate I find two of my problems disappear, the model is no longer mirrored and it is no longer inside out so that the sun shines on the top of the train. Should I check in the change? Are there any other corresponding changes needed? Does 3DMF and 3DS use different clockwise/anti-clockwise rule or left hand/right hand rule. Any thoughts on why some of the objects do not appear? Roger. |