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 CAD / Development / Macintosh / 154
  Re: Some bugs with LDGLite
 
(...) Hehehe. I know. I never did implement it. I think I tried to disable it (so that I didn't have to delete it from the layout), but I couldn't figure out how. OK, so I didn't put that much time into it. That is why the version is pre 1.0. :-P (...) (22 years ago, 7-Jun-02, to lugnet.cad.dev.mac)
 
  Re: Some bugs with LDGLite
 
(...) That's most likely a problem with the version of GLUT available for Mac OS X. It's known to have bugs like that. There's an improved version of GLUT available, that I might try to use for the next release, but I don't know how difficult it is (...) (22 years ago, 7-Jun-02, to lugnet.cad.dev.mac)
 
  Re: Some bugs with LDGLite
 
(...) Just to be clear, the two step jump has nothing to do with LDGLite Launcher. Well, the problem with the full screen modes for me is that the parts remain highlighted. I can't go any bigger than about 750x550 if I want the selected part (...) (22 years ago, 7-Jun-02, to lugnet.cad.dev.mac)
 
  Re: Some bugs with LDGLite
 
(...) OK, this on made me laugh (the odd things that happened)j. First I didn't know that the enter key and space bar did anything, but they don't work quite right either. The spacebar causes LDGLite to draw two steps. The enter key causes LDGLite (...) (22 years ago, 7-Jun-02, to lugnet.cad.dev.mac)
 
  Re: Some bugs with LDGLite
 
(...) I'm pretty sure that's a bug with the OS X version of GLUT. I bet it gives 2 events for each key or button press. Probably a key up and a key down event. I'll have to filter out the extra ones. (...) Hmmm, a quick calculation says 1024x768 (...) (22 years ago, 10-Jun-02, to lugnet.cad.dev.mac)
 
  Re: Some bugs with LDGLite
 
(...) Did you get my last post about how all of the keys that do anything also casue LDGLite to step the model? From now on, should I say LDGLEdit for edit mode? Should I say LDGLDraw (a bit redundant) or LDGLIte for the viewing mode? (...) For (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)

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