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From: Roger H. <rog...@mi...> - 2005-01-24 13:23:42
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I have now completed the change to use a hierarchy of C++ classes so that the instance data of each Quesa object is allocated as a single block of memory. In CodeWarrior the class hierarchy window now shows the full tree of Quesa'a built in classes. I seek your input on what I have done and in particular could the versions for other platforms and even the Macho target for Mac be tested please. I suspect the problem with the 'Dump' code has sorted itself out, but could this be checked too please. For my remaining 'slack' time I would like your opinions on the possible use of C++ memory allocation and construction facilities. On Macintosh I think that using statements like: E3ClassInfo* theInfo = new E3ClassInfo ; E3ClassInfo* theClass = (E3ClassInfo*) Q3Memory_AllocateClear ( sizeof ( E3ClassInfo ) ) ; are (except for the zeroing of the block of memory) equivalent as they both end up calling malloc to actually reserve the memory. Am I correct, and what is the situation on the other platforms? The other thing I would like to bring forward from the faster Microspot version of Quesa is the elimination of the hash table search for methods each time they are used. I had originally hoped to use proper C++ virtual methods as these are exactly what Quesa is doing, but collective wisdom was that this was a bad move. An alternative is to replicate the class tree of the instance data with one which has ClassInfo at its root. Then there could be pointers to the member functions introduced at each level of the hierarchy, and these could be initialised with a call to E3ClassInfo::Find_Method which would find the appropriate method (by calling the meta handler for the class and if necessary each of its parents until it finds a method) in exactly the same way as is done now when a method is not found in the hash table. Your opinions please so I can get on with one or both of these if they are felt desirable. Roger. |
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From: Lane R. <la...@if...> - 2005-01-23 23:56:06
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on Sun, Jan 23, 2005 Joseph J. Strout may have said: >I may need to ship my product with my own custom builds of Quesa, >then. Any suggestions on how I should identify it? It's after >1.6d19, but prior to what will presumably be 1.6d20... Should I call >it 1.6d19b, perhaps? How about 1.6d20... >For that matter, if I find that 1.6d19 will work, are there official >builds of that available? ><http://sourceforge.net/project/showfiles.php?group_id=45158> seems >to have built SDKs for 1.6d18, but for 1.6d19, it has only source >code tarballs. Theoretically I can build one that comes out exactly >the same as anybody else's build, but in reality, that's not always >the case. So, is there an official build somewhere I'm missing, or >should I just build my own and bill it as 1.6d19? ...since such a major change should really move the version # up to 1.7 whatever. My suggestion: the Jan 1, 2005 is 1.6d20, your version is 1.6d21, and a merge of the two is the official 1.6 release. Bugs and all. (or maybe have a beta if you want, but make it short and make sure to have a final 1.6 release.) Then start the current CVS branch as 1.7 and move forward. Really, I think the project needs to move past the 1.6 roadblock in versioning, as well as the "development" status; you need beta releases and final releases and don't need to keep worrying about keeping the version set at the last QD3D version # ... from the outside it just makes it seem as if the project has died or is moving too slowly to bother with. (And maybe 5 people remember why the version # is 1.6 anyway.) mho of course :) Lane Roathe President Ideas From the Deep <http://www.ifd.com> ___________________________________________________________________ Data, data everywhere . . . and not a thought to to be had. |
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From: Jose' C. <cru...@ce...> - 2005-01-23 21:39:51
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Il giorno 23/gen/05, alle 21:51, Joseph J. Strout ha scritto: > Trying to get caught up here, and assuming that the answer to my last > question (is there an official build of 1.6d19) is "No," I'm now > trying to build one myself. This has turned out to be much harder > than I expected. The source tarball available on sourceforge doesn't > contain any of the platform code, as far as I can tell -- no "Quesa > Prefix Carbon Release.h", no project file, and so on. I've gotten > past that by merging in the missing pieces from my older copy (from a > while after 1.6d18). But now I'm stuck on this bit: > the 1.6d19 tarball on source forge is a unix release (the original d18 was broken) if you want to buils a release I suggest to get a CVS for date Jan,1 2005 and call the relase 1.6d20 then we have to up the version to 1.7 or so for the first C++ version Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: James W. W. <os...@jw...> - 2005-01-23 21:02:33
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On Jan 23, 2005, at 12:51 PM, Joseph J. Strout wrote: > I need to build a Carbon CFM library, and my understanding is that to > do that, I need the OpenGL SDK. I had that on my old machine, but the > new one doesn't seem to have it. Apple claims to have it available > here: <http://developer.apple.com/graphicsimaging/download/>, but > they've packed it up as a disk image, which of course won't mount on > my 10.3.7 machine. (I also tried mounting it manually with Disk > Utility, but that didn't work either.) > > So, am I barking up the wrong tree here somehow? If not, does anyone > happen to have a copy of the OpenGL CFM SDK they can share? I don't know why you say "of course won't mount on my 10.3.7 machine". Why wouldn't a disk image mount? I've always used the OS 9-compatible OpenGL SDK, <ftp://ftp.apple.com/developer/opengl/SDK/OpenGL_SDK_1.2.img.bin>. -- <http://www.jwwalker.com/> |
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From: Joseph J. S. <jo...@st...> - 2005-01-23 20:51:47
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Trying to get caught up here, and assuming that the answer to my last question (is there an official build of 1.6d19) is "No," I'm now trying to build one myself. This has turned out to be much harder than I expected. The source tarball available on sourceforge doesn't contain any of the platform code, as far as I can tell -- no "Quesa Prefix Carbon Release.h", no project file, and so on. I've gotten past that by merging in the missing pieces from my older copy (from a while after 1.6d18). But now I'm stuck on this bit: I need to build a Carbon CFM library, and my understanding is that to do that, I need the OpenGL SDK. I had that on my old machine, but the new one doesn't seem to have it. Apple claims to have it available here: <http://developer.apple.com/graphicsimaging/download/>, but they've packed it up as a disk image, which of course won't mount on my 10.3.7 machine. (I also tried mounting it manually with Disk Utility, but that didn't work either.) So, am I barking up the wrong tree here somehow? If not, does anyone happen to have a copy of the OpenGL CFM SDK they can share? Thanks, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |
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From: Joseph J. S. <jo...@st...> - 2005-01-23 19:53:18
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At 3:03 PM -0800 1/20/05, James W. Walker wrote: >>Any opinions on whether we're in that state now, and if not, what >>is it that's gotten worse? > >As you would know if you looked at the CVS mailing list, Roger >Holmes is in the midst of a wholesale change in Quesa's >infrastructure, taking advantage of our recent move to C++. We >should wait until that work is complete and has been tested before >making a release. In retrospect, we should have done a release before starting such major changes, but that's moot now. (I should have done a better job of keeping on top of this list, too -- I'll try to do so in the future.) I may need to ship my product with my own custom builds of Quesa, then. Any suggestions on how I should identify it? It's after 1.6d19, but prior to what will presumably be 1.6d20... Should I call it 1.6d19b, perhaps? For that matter, if I find that 1.6d19 will work, are there official builds of that available? <http://sourceforge.net/project/showfiles.php?group_id=45158> seems to have built SDKs for 1.6d18, but for 1.6d19, it has only source code tarballs. Theoretically I can build one that comes out exactly the same as anybody else's build, but in reality, that's not always the case. So, is there an official build somewhere I'm missing, or should I just build my own and bill it as 1.6d19? Thanks, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |
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From: James W. W. <ja...@wr...> - 2005-01-22 03:33:53
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Jose' Cruanyes <cru...@ce...> wrote: >really I use VC 6.0 only for Quesa (in production I use CW 8.3 >because the cross compiling abilities) but seems to me that is a >reasonable minimum target, given the huge installed base I'm not so sure that is a reasonable minimum target, given that we've run into several things that were standard C++ as of 1998 but not supported by VC++ 6. If no one that we know of actually needs to use VC++ 6 with Quesa, it seems like masochism to me. Anyone else have an opinion? -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Keith W. <kw...@cs...> - 2005-01-21 22:35:33
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On Fri, 21 Jan 2005, Frank Condello wrote: > That won't work because transparent objects are cached when submitted and > drawn last, so you're basically disabling fog, drawing nothing, enabling fog, > then Quesa draws the sun after the fact. > > Come to think of it, I think there's a bug where Quesa doesn't respect fog > states on transparent geometry so my recommendation may not work either - may > depend on the Quesa version you're using... ARGH! :-) Okay, that's it. I'm moving on. This project is big and I have lots of other stuff to work on. I'll figure out how to make the sun pretty at some later time. Thanks for all they help guys. I wish I were a Quesa guru, but really I just hammer on it a bunch. Thanks again. ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: Frank C. <dev...@ch...> - 2005-01-21 22:30:54
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On 21-Jan-05, at 1:35 PM, Keith Wiley wrote: > On Fri, 21 Jan 2005, Frank Condello wrote: > >> First ensure the alpha in your art is not pre-multiplied (likely the >> case already) then put the sun shape in a display group under a fog >> object with its visibility set to false. This will ensure no fog is >> drawn on the sun, which is typically a desired effect on all >> celestial bodies. Also place a Lambert shader before the sun geometry >> to turn off any potential specular highlights, since they may display >> a similar artifact as fog. > > I have a question on this approach. Is there something inherant about > the display group that is supposed to make this alpha-with-fog thing > work properly, or is that just the way you suggested to make sure the > fog is submitted prior to the sun object? The latter. > I ask because before trying to group the fog with the sun, I quickly > tried submiting a fog turned off just prior to submitting the sun and > then submitting the fog turned on again just after the sun...but the > alpha-fog error is still present. Is that what you would have > expected? Is the display group required? That won't work because transparent objects are cached when submitted and drawn last, so you're basically disabling fog, drawing nothing, enabling fog, then Quesa draws the sun after the fact. Come to think of it, I think there's a bug where Quesa doesn't respect fog states on transparent geometry so my recommendation may not work either - may depend on the Quesa version you're using... Frank. ------------ <http://developer.chaoticbox.com> |
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From: James W. W. <ja...@wr...> - 2005-01-21 20:41:08
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Keith Wiley <kw...@cs...> wrote: >Q3TriMesh_Submit( &mTriMeshData, view ); > >Where mTriMeshData is of type TQ3TriMeshData and view is of type >TQ3ViewObject. So, that's how I do it too because I didn't know >there was any other way. Any rate, I can't figure out how to group >these things. Are you saying they're not even the right type for >grouping? That I need to convert them into TQ3Objects somehow? Yes. The function you need is Q3TriMesh_New. >Would the conversion make the program run faster btw? Possibly, assuming that a particular trimesh may be submitted more than once. But it's more a matter of convenience and flexibility than speed. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Keith W. <kw...@cs...> - 2005-01-21 20:17:29
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>> I ask because before trying to group the fog with the sun, I quickly >> tried submiting a fog turned off just prior to submitting the sun >> and then submitting the fog turned on again just after the sun...but >> the alpha-fog error is still present. Is that what you would have >> expected? Is the display group required? > > I would not have expected that. I don't know what's going on there. Rats. That's annoying. Ah me. >> My problem with the display group is that I can't create it because >> I don't have a TQ3Object to add to it. My sun (and all the objects >> in my program) are TQ3TriMeshData, not TQ3Object. It won't compile >> passing that to Q3Group_AddObject. Same is true for passing a >> TQ3FogStyleData to the group. When I do this, Q3Group_AddObject >> returns NULL, which is supposed to mean there was an error with >> creating the group. > > You're doing everything in immediate mode? Is there some reason you don't > create a TriMesh object from your TQ3TriMeshData? I'm not sure what immediate mode is. I'll look it up in the QD3D manual in a minute. Basically, I'm using Joe's Queeg framework, as I generally learn systems by hacking existing code. So I'm just duplicating Joe's approach. Maybe Queeg was meant to be small and exemplory and isn't really fleshed out in the sense you're describing above. At any rate, during the submition loop, Queeg makes calls like this: Q3TriMesh_Submit( &mTriMeshData, view ); Where mTriMeshData is of type TQ3TriMeshData and view is of type TQ3ViewObject. So, that's how I do it too because I didn't know there was any other way. Any rate, I can't figure out how to group these things. Are you saying they're not even the right type for grouping? That I need to convert them into TQ3Objects somehow? Would the conversion make the program run faster btw? ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: James W. W. <ja...@wr...> - 2005-01-21 19:10:48
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Keith Wiley <kw...@cs...> wrote: >On Fri, 21 Jan 2005, Frank Condello wrote: > >> First ensure the alpha in your art is not pre-multiplied (likely >>the case already) then put the sun shape in a display group under a >>fog object with its visibility set to false. This will ensure no >>fog is drawn on the sun, which is typically a desired effect on all >>celestial bodies. Also place a Lambert shader before the sun >>geometry to turn off any potential specular highlights, since they >>may display a similar artifact as fog. > >I have a question on this approach. Is there something inherant >about the display group that is supposed to make this alpha-with-fog >thing work properly, or is that just the way you suggested to make >sure the fog is submitted prior to the sun object? A display group restricts the effect of a style. The idea was to turn off fog for the sun, but not for everything. >I ask because before trying to group the fog with the sun, I quickly >tried submiting a fog turned off just prior to submitting the sun >and then submitting the fog turned on again just after the sun...but >the alpha-fog error is still present. Is that what you would have >expected? Is the display group required? I would not have expected that. I don't know what's going on there. >My problem with the display group is that I can't create it because >I don't have a TQ3Object to add to it. My sun (and all the objects >in my program) are TQ3TriMeshData, not TQ3Object. It won't compile >passing that to Q3Group_AddObject. Same is true for passing a >TQ3FogStyleData to the group. When I do this, Q3Group_AddObject >returns NULL, which is supposed to mean there was an error with >creating the group. You're doing everything in immediate mode? Is there some reason you don't create a TriMesh object from your TQ3TriMeshData? -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Keith W. <kw...@cs...> - 2005-01-21 18:34:22
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On Fri, 21 Jan 2005, Frank Condello wrote: > First ensure the alpha in your art is not pre-multiplied (likely the case > already) then put the sun shape in a display group under a fog object with > its visibility set to false. This will ensure no fog is drawn on the sun, > which is typically a desired effect on all celestial bodies. Also place a > Lambert shader before the sun geometry to turn off any potential specular > highlights, since they may display a similar artifact as fog. I have a question on this approach. Is there something inherant about the display group that is supposed to make this alpha-with-fog thing work properly, or is that just the way you suggested to make sure the fog is submitted prior to the sun object? I ask because before trying to group the fog with the sun, I quickly tried submiting a fog turned off just prior to submitting the sun and then submitting the fog turned on again just after the sun...but the alpha-fog error is still present. Is that what you would have expected? Is the display group required? My problem with the display group is that I can't create it because I don't have a TQ3Object to add to it. My sun (and all the objects in my program) are TQ3TriMeshData, not TQ3Object. It won't compile passing that to Q3Group_AddObject. Same is true for passing a TQ3FogStyleData to the group. When I do this, Q3Group_AddObject returns NULL, which is supposed to mean there was an error with creating the group. Don't get too hung up my grouping problem is I am correct in my first paragraph. If the alpha-fog problem should be fixed by submitting a turned off fog prior to submitting the alpha object, then why isn't that working? Thanks for any help. ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: James W. W. <ja...@wr...> - 2005-01-21 18:15:29
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At 12:28 PM -0500 1/21/05, Frank Condello wrote: >> The only reason I used a square was to reduce the number of >>triangles. I considered a circle and thought it was "bad desig" to >>make shapes with triangles that could be made with transparent >>textures instead. > >Indeed... It's not that clear-cut. My experience is that if you use the software renderer, textures (even opaque ones) tend to be slower than colored triangles. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Frank C. <dev...@ch...> - 2005-01-21 17:28:14
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On 21-Jan-05, at 12:11 PM, Keith Wiley wrote: > On Fri, 21 Jan 2005, James W. Walker wrote: > >> On Jan 21, 2005, at 12:10 AM, Keith Wiley wrote: >> >>> I am trying to use an alpha channel to make a soft sun that fades >>> into the background sky. It works perfectly except at the horizon, >>> where the square shape of the plane the sun texture is put on shows >>> up as a translucent square. This problem vanishes if I turn off >>> fog. I am aware of the discussions pointing out that fog does not >>> work properly with alpha channeled textures...and I assume you will >>> agree that this bug is the problem I am experiencing. My question >>> is, does anyone havea reccomendation for how to work around it? >> >> Why not use a disk instead of a square for the sun? > > The only reason I used a square was to reduce the number of triangles. > I considered a circle and thought it was "bad desig" to make shapes > with triangles that could be made with transparent textures instead. Indeed... > I'll try it with a disk...although I would still like the alpha > texture to work properly if I want the sun to have a fuzzy edge. A similar effect can be achieved by using a subdivided disk with per-vertex colour/transparency attributes that fade out towards the outer edges, but there is a solution for some additive blended textures... First ensure the alpha in your art is not pre-multiplied (likely the case already) then put the sun shape in a display group under a fog object with its visibility set to false. This will ensure no fog is drawn on the sun, which is typically a desired effect on all celestial bodies. Also place a Lambert shader before the sun geometry to turn off any potential specular highlights, since they may display a similar artifact as fog. HTH! Frank. ------------ <http://developer.chaoticbox.com> |
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From: Keith W. <kw...@cs...> - 2005-01-21 17:25:50
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On Fri, 21 Jan 2005, James W. Walker wrote: > In the Geom Test example, choose the cone model. You'll see transparency > that is done with transparency color rather than alpha textures. If you then > select Toggle Texture, you will see how an opaque texture combines with > transparency color. It's not working. Without textures, the sides of the cone are partially transparent and I can see the bottom through the cone, but with textures the cone is opaque on the sides. I have played with the code a little bit and I can't figure out how to get the texture to exhibit transparency. Should it be doing it with the default code? ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: Keith W. <kw...@cs...> - 2005-01-21 17:09:39
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On Fri, 21 Jan 2005, James W. Walker wrote: > On Jan 21, 2005, at 12:10 AM, Keith Wiley wrote: > >> I am trying to use an alpha channel to make a soft sun that fades into the >> background sky. It works perfectly except at the horizon, where the >> square shape of the plane the sun texture is put on shows up as a >> translucent square. This problem vanishes if I turn off fog. I am aware >> of the discussions pointing out that fog does not work properly with alpha >> channeled textures...and I assume you will agree that this bug is the >> problem I am experiencing. My question is, does anyone havea >> reccomendation for how to work around it? > > Why not use a disk instead of a square for the sun? The only reason I used a square was to reduce the number of triangles. I considered a circle and thought it was "bad desig" to make shapes with triangles that could be made with transparent textures instead. I'll try it with a disk...although I would still like the alpha texture to work properly if I want the sun to have a fuzzy edge. A round disk doesn't really help with that problem. A sun disk with a hard edge doesn't look very realistic...but I understand that's a sacrifice I might have to make. Thanks for the tip on the circular disk. ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: James W. W. <os...@jw...> - 2005-01-21 17:03:13
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On Jan 21, 2005, at 12:10 AM, Keith Wiley wrote: > I am trying to use an alpha channel to make a soft sun that fades into > the background sky. It works perfectly except at the horizon, where > the square shape of the plane the sun texture is put on shows up as a > translucent square. This problem vanishes if I turn off fog. I am > aware of the discussions pointing out that fog does not work properly > with alpha channeled textures...and I assume you will agree that this > bug is the problem I am experiencing. My question is, does anyone > havea reccomendation for how to work around it? Why not use a disk instead of a square for the sun? > Incidently, if I make the texture "transparent" instead of alphaed it > works just fine, the square background is invisible. The transparent > texture is made by toggling transparency instead of alpha in Meshwork. > This confuses me because I assumed up until now that there is no such > thing as "transparency" in Quesa, and that what Meshwork is really > doing is simply constructing an alpha channel that is only black and > white and applying that to the texture in question...but since > Meshwork-made transparent textures work properly with fog and alpha > channel textures do not, I am not wondering if transparency is > actually something other than 1-bit alpha. In the Geom Test example, choose the cone model. You'll see transparency that is done with transparency color rather than alpha textures. If you then select Toggle Texture, you will see how an opaque texture combines with transparency color. -- <http://www.jwwalker.com/> |
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From: Roger H. <rog...@mi...> - 2005-01-21 14:28:13
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For your information, I think I have fixed a bug in E3FSSpecStorage_Get which had it parameters to Q3Memory_Copy the same way around as E3FSSpecStorage_Set. i.e. they both did a 'set' operation. Roger. |
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From: Keith W. <kw...@cs...> - 2005-01-21 08:10:42
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I am trying to use an alpha channel to make a soft sun that fades into the background sky. It works perfectly except at the horizon, where the square shape of the plane the sun texture is put on shows up as a translucent square. This problem vanishes if I turn off fog. I am aware of the discussions pointing out that fog does not work properly with alpha channeled textures...and I assume you will agree that this bug is the problem I am experiencing. My question is, does anyone havea reccomendation for how to work around it? Incidently, if I make the texture "transparent" instead of alphaed it works just fine, the square background is invisible. The transparent texture is made by toggling transparency instead of alpha in Meshwork. This confuses me because I assumed up until now that there is no such thing as "transparency" in Quesa, and that what Meshwork is really doing is simply constructing an alpha channel that is only black and white and applying that to the texture in question...but since Meshwork-made transparent textures work properly with fog and alpha channel textures do not, I am not wondering if transparency is actually something other than 1-bit alpha. Am I wrong in my assumption about how transparency is working? Thanks. ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: James W. W. <ja...@wr...> - 2005-01-20 23:03:14
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"Joseph J. Strout" <jo...@st...> wrote: >Any opinions on whether we're in that state now, and if not, what is >it that's gotten worse? As you would know if you looked at the CVS mailing list, Roger Holmes is in the midst of a wholesale change in Quesa's infrastructure, taking advantage of our recent move to C++. We should wait until that work is complete and has been tested before making a release. At 3:07 PM -0700 1/20/05, Keith Wiley wrote: >Did anyone ever fix the texture animation or the specular highlight >bugs I mentioned last summer? I only recently joined sourceforge, >so I have to confess I didn't officially put these bugs in the >pipeline, I just mentioned them on this list. I don't think so. Please do file bugs, preferably with sample code, sample objects, or whatever it takes to reproduce them. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |
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From: Keith W. <kw...@cs...> - 2005-01-20 22:06:15
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Hey. I'm not really a quesa developer so much as a user, but I follow this list anyway. Admittedly, I was wondering if Quesa was going to have any new versions or not, specifically because I've found some bugs I wish weren't there, so I've always hoped it isn't a completed project as a result. On Thu, 20 Jan 2005, Joseph J. Strout wrote: > I confess I haven't been keeping up with all the changes lately... but I have > One thing we might do is update the "Status" page periodically with some > notes about what's going on in the project. But even better would be to put > out a new release, as soon as we think it's in a better state than the last > one. Did anyone ever fix the texture animation or the specular highlight bugs I mentioned last summer? I only recently joined sourceforge, so I have to confess I didn't officially put these bugs in the pipeline, I just mentioned them on this list. Thanks for making quesa. I'm working on a pretty big project with it and I always like using it. Cheers! ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |
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From: Jose' C. <cru...@ce...> - 2005-01-20 21:55:52
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Il giorno 20/gen/05, alle 14:30, Roger Holmes ha scritto: > Is there any reason why I cannot change the line to test for > kQ3GeometryTypeNURBCurve rather > than kQ3ShapeTypeGeometry? > > seems to me a wild copy/paste Pax et Bonum # dott. Jose' Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,33603122 0372,460602 |
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From: Joseph J. S. <jo...@st...> - 2005-01-20 21:53:56
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I confess I haven't been keeping up with all the changes lately... but I have users with the belief that the Quesa project is dying, because they see that it's been many months since the last release. One thing we might do is update the "Status" page periodically with some notes about what's going on in the project. But even better would be to put out a new release, as soon as we think it's in a better state than the last one. Any opinions on whether we're in that state now, and if not, what is it that's gotten worse? Thanks, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |
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From: Roger H. <rog...@mi...> - 2005-01-20 13:30:33
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Can anyone tell me why in E3GeometryNURBCurve.c there are a number of calls to Q3_REQUIRE_OR_RESULT which seem to be very lax. For instance in Q3NURBCurve_SetKnot there is a line: Q3_REQUIRE_OR_RESULT(Q3Object_IsType(curve, (kQ3ShapeTypeGeometry)), kQ3Failure); The code then goes on to get the instance data of "curve" and uses as if were known to be a NURBS Curve. Though it is likely the application programmer has called it with the a NURB Curve, there does not seem to be anything to stop him passing any other geometry. Is there any reason why I cannot change the line to test for kQ3GeometryTypeNURBCurve rather than kQ3ShapeTypeGeometry? Roger. |