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 CAD / Development / Macintosh / 162
    Re: Could someone run a perspective mode test on ldglite? —Jim DeVona
   (...) Here is the post where the mouse issue was originally pointed out: (URL) (at the bottom of the post). It doesn't matter what mode the program is in (perspective or orthographic), mouse rotation is still off somewhat. Basically the problem is (...) (22 years ago, 10-Jun-02, to lugnet.cad.dev.mac)
   
        mouse model manipulation —Jim DeVona
     More about mouse spinning - as Chris mentioned in the post I noted before, when rotating the model with the mouse it often doesn't seem to rotate appropriately for the direction of mouse movement -- the model will rotate about a given axis as if it (...) (22 years ago, 10-Jun-02, to lugnet.cad.dev.mac)
    
         Re: mouse model manipulation —Don Heyse
     (...) Maybe we can get to the bottom of this one. Try the debugging command line switch -g and see what it prints out when you do a mouse spin. It should spew all sorts of stuff to the console window. Look for pdn(x,y) and pan(x,y) to see if there's (...) (22 years ago, 10-Jun-02, to lugnet.cad.dev.mac)
    
         Re: mouse model manipulation —Jim DeVona
      (...) Well, I looked at the pdn and pan values, but they never seemed to get crazy or anything (although I'm not familiar with the inner workings of OpenGL so I'm not entirely sure what constitutes fishy). Their values stay relatively close (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
     
          Re: mouse model manipulation —Don Heyse
       (...) Do you mean cursor doesn't disappear when you drag the mouse with the button pressed? It's supposed to. That way you can't see it warp back to the center of the window when it strays too far. Or does the cursor reappear when you leave the (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
      
           Re: mouse model manipulation —Jim DeVona
       (...) The cursor does not disappear when the you drag the mouse with button pressed. However, neither does it "warp" back to the center of the window when it leaves the window - the cursor just moves as expected. (Although since I don't know OpenGL (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
      
           Re: mouse model manipulation —James Reynolds
        (...) I like the idea of absolute based on the zoom. So, at 100% zoom, 100 pixels will rotate it x degrees. At 50% zoom, 100 pixels will rotate it by x/2 degrees. Just my idea. I don't know if it would actually be nicer or not. James (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
       
            Re: mouse model manipulation —James Reynolds
        (...) What am I saying. At 50% zoom, 100 pixels will rotate it by x*2 degrees. So basically, the same "perspective" drag distance will rotate it the same. Don't know if this is a good idea or not. James (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
      
           Re: mouse model manipulation —Don Heyse
       (...) Ok based on this and the observation that the first tiny rotation seems to be in the right direction I'm almost positive it's because the glutWarpPointer function doesn't work. I don't start warping the pointer until you've moved 10 pixels. (...) (22 years ago, 12-Jun-02, to lugnet.cad.dev.mac)
      
           Re: mouse model manipulation —Don Heyse
        (...) What the heck, since it's a one liner I hopped onto the sourceforge compile farm and did it myself. For good luck I also added the 3 line ATI perspective mode fix. Grab the new executable at: (URL) it works, I'll update the web page to serve (...) (22 years ago, 12-Jun-02, to lugnet.cad.dev.mac)
       
            Re: mouse model manipulation —James Reynolds
         The update rotates much more predictably. Here are some movies of the 2 different version. In the old version, a slight mouse movement flips the model quite a bit. In the new version, the model doesn't move so much. Both of them show the pointer. I (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: mouse model manipulation —Don Heyse
         (...) That's funny, both movies look awful on my computer. I suspect it's because they run at too high a resolution for the old piece of junk. Don (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: mouse model manipulation —James Reynolds
         (...) I captured these with Snapz Pro. Durring the capture, it took snapshots in the middle of redraws, so that explains one reason why it doesn't look all that great. Snapz also slows everything down (I suppose constantly storing a section of the (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
       
            Re: mouse model manipulation —Jim DeVona
         (...) It works great! Mouse rotation works as it ought to now. Definitely a big improvement. I'm glad you were able to deduce what the source of the problem was from all the symptoms we were reporting. Thanks, Jim (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: mouse model manipulation —Don Heyse
         (...) Dang! I suppose that means nobody's gonna be all that motivated to investigate the updated version of GLUT for me. Wait, wasn't there a whole list of other bugs with the keyboard and the mouse? I'm sure this'll fix them. Go ahead, give it a (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: mouse model manipulation —Jim DeVona
         (...) And earlier, he wrote: (...) no modifications needed) and substituted it for the old GLUT.framework... unfortunately, when I ran ldglite (0.9.5, not 0.9.5c) mouse rotation did not work at all in ledit l3 mode, which is the mode I started up (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             GLUT 4 for Mac OS X —Jim DeVona
         (...) I just tried it again, and must retract what I said about it before. I'm not sure why it didn't work before, but it does now. Additionally, the cursor disappears during mouse rotation, as it is supposed to. If there is anything else you'd like (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: GLUT 4 for Mac OS X —Jim DeVona
          (...) Am I correct in assuming that the contents of this menu are universal for all platforms? In any case I think there a few minor tweaks that could be done to it that would help it seem even more "Mac like", but I think they' d be helpful on all (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: GLUT 4 for Mac OS X —Don Heyse
          (...) Cool, now I'm faced with the dilemma of which version to distribute for OS X. I guess it's better to assume the user hasn't replaced the default GLUT library. (...) Somewhere in this thread there was a whole list of bugs with the keyboard and (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
         
              Re: GLUT 4 for Mac OS X —Jim DeVona
          (...) I would distribute the 0.9.5c one, it works better than 0.9.5 even without the new GLUT. (Although yes I would agree not assume the user has replaced the default GLUT library.) (...) It was the Control key that didn't work in the old GLUT--nor (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
         
              Re: GLUT 4 for Mac OS X —Jim DeVona
           (...) I think I just found a bug in one of the current pop-menu commands, under Options - when you select "Visible Spin" it acts as if you pressed lowercase 'v' and displays the 'vector (x,y,z):" prompt. I think its supposed to act like you pressed (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
         
              Mac MPD Utility source code released —Jim DeVona
          Hi! I have released the Project Builder project files and source code for my Mac MPD Utility ((URL) There are no restrictions on the code, but no guarantees or external documentation, either. Note that there isn't very much lego or ldraw specific (...) (22 years ago, 14-Jun-02, to lugnet.cad.dev.mac)
        
             Re: GLUT 4 for Mac OS X —James Reynolds
         (...) Can you make the executable available? I can test it on my mac and see if the new glut libraries are included (I don't think they will be, but you never know, and one can hope). Does anyone know what prebinding does? Would that help? It is (...) (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: GLUT 4 for Mac OS X —Jim DeVona
         (...) What do you mean, an executable for the new GLUT, or for ldglite? (There is no executable for the new GLUT, its just a set of files in a folder that go in /System/Library/Frameworks.) Jim (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
        
             Re: GLUT 4 for Mac OS X —James Reynolds
         (...) ldglite executable. James (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
       
            Re: mouse model manipulation —Christopher Masi
        (...) Works great. By the way, is there a way to zoom in on a specific portion of a model? Thanks again! Chris (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
       
            Re: mouse model manipulation —Don Heyse
        (...) Not really, but the technique used in LEDIT is to center the view on a part and then zoom, if I remember the tutorial correctly. I might consider adding a key to switch the left mouse button to drag out a zoom rectangle. Someday. Don (22 years ago, 13-Jun-02, to lugnet.cad.dev.mac)
      
           Re: mouse model manipulation —Travis Cobbs
       (...) I just use the magnitude of the mouse movement, and feed it in as the first argument to a glRotate call. I use the delta X and delta Y as the second and third arguments, and 0 as the final argument. Remember that the magnitude of the vector (...) (22 years ago, 15-Jun-02, to lugnet.cad.dev.mac)
     
          Re: mouse model manipulation —Christopher Masi
      (...) snip (...) Sorry Jim, I have to disagree. Mouse rotation is not usable on my PowerBook. The model almost always rotates in one direction whether the I start LDGLedit or LDGLite with the j or J option. But for building, I have found that the (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
    
         Re: mouse model manipulation —Christopher Masi
     (...) Just clicking on the model in preparation for mouse rotation (LDGLite mode) gives pdn(314, 219), -> (-6.00, 21.00, -4000.00) platform_step(-1, 2, 0) platform_step(-1, 2, 0) platform_step(-1, 2, 0) platform_step(-1, 2, 0) platform_step(0, 1, 1) (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
    
         Re: mouse model manipulation —Don Heyse
     (...) [snip] (...) Ah ha, that comment comes from the ldlite parser. Try the l3 parser by renaming the executable to l3glite or by passing -l3 on the command line. It's much faster for interactive stuff. However, LEDIT mode should already be using (...) (22 years ago, 11-Jun-02, to lugnet.cad.dev.mac)
    
         Re: mouse model manipulation —Christopher Masi
     (...) Wow, the l3 parser is much faster even when comments are being written to the console, but the behavior is the same. The model is rotating on the Lego rotisserie always in the same direction. Here is the output pdn(324, 175), -> (4.00, 65.00, (...) (22 years ago, 12-Jun-02, to lugnet.cad.dev.mac)
   
        Re: Could someone run a perspective mode test on ldglite? —Don Heyse
   (...) Hmmm, well, I don't believe I've ever received a single comment on the "camera" moving keys before. Plus I've never been quite happy with the way they affect the opengl view matrix (but not the ldraw matrix). So I suppose I could just redefine (...) (22 years ago, 10-Jun-02, to lugnet.cad.dev.mac)
   
        Re: Could someone run a perspective mode test on ldglite? —Jim DeVona
   (...) That sounds good to me. If anyone else has any preferences on this issue (keyboard camera controls) I hope they speak up, I wouldn't want to push for something that was contrary to someone else's needs. But otherwise, sounds like a good (...) (22 years ago, 10-Jun-02, to lugnet.cad.dev.mac)
 

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