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 CAD / Development / 6833
    BrickDraw3D development announcement —Erik Olson
   I've abandoned BrickDraw3D on Mac OS X. I am going back to the Mac OS 9 codebase to finish support for OpenGL in the core. The OS X version was going nowhere - CodeWarrior, Carbon, and QD3D was a stew of bugs on OS X. It's possible that I will pick (...) (23 years ago, 5-Feb-02, to lugnet.cad.dev)
   
        Re: BrickDraw3D development announcement —Matthew Gerber
   (...) Works for me! Have any of the advances James has made in the last few weeks led you to your decision? I was really kinda' hoping that with some more hands involved you might get the help you needed to flesh out BrickDraw, possibly for both 9 (...) (23 years ago, 5-Feb-02, to lugnet.cad.dev)
   
        Re: BrickDraw3D development announcement —Erik Olson
   (...) No, I just am fed up with OS X, that's all. I'd rather crash Mac OS 9 than lock up the debugger on OS X. It's a personal preference. P.S. It was spider poop. P.P.S. Does anybody know why glBegin(GL_LINES) would return GL_INVALID_OPERATION (...) (23 years ago, 5-Feb-02, to lugnet.cad.dev)
   
        Re: BrickDraw3D development announcement —David Goeb
     (...) Four cases that come to mind 1. as you say existing begin 2. command other than vert,color,index,nor...Co,evalPo, arrayEl,material,edg...allList(s) & Some '_EXT's if storable in begin end. Keep anything else after or before as needed. 3. Some (...) (23 years ago, 5-Feb-02, to lugnet.cad.dev)
   
        Re: BrickDraw3D development announcement —Travis Cobbs
   (...) It's easy to miss OpenGL errors. Are you sure it's the glBegin causing the error, and not some previous command? Remember that successful commands don't clear the GL error state. Did you check for an error right before calling glBegin? (...) (23 years ago, 6-Feb-02, to lugnet.cad.dev)
   
        Re: BrickDraw3D development announcement —Erik Olson
   (...) Heh heh. Fixed this bug last night. err = glCheckError(); // no error! glBegin(GL_LINES); err = glCheckError(); // dies! In my zeal to add error checking everywhere to find the real error, I put glCheckError inside a lot of glBegin/glEnd (...) (23 years ago, 11-Feb-02, to lugnet.cad.dev)
 

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