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Subject: 
Re: Some bugs with LDGLite
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Tue, 11 Jun 2002 06:07:58 GMT
Viewed: 
2037 times
  
In article <GxHwJq.MK@lugnet.com>,
"Don Heyse" <dheyse@hotmail.spam.go.away.com> wrote:

In lugnet.cad.dev.mac, Christopher Masi writes:
Just to be clear, the two step jump has nothing to do with LDGLite
Launcher.

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.

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?

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 highlighting to work correctly. But I'll try the
resize thing to see if that fixes the highlighting problem.

Hmmm, a quick calculation says 1024x768 times 32 bits per pixel for
the front buffer, 32 bpp back buffer, 32bpp depth/stencil buffer
adds up to 9 MB so that's out of the question with only 8 on board.
But you should have plenty of memory for slightly lesser modes,
unless the memory is partitioned badly.  Maybe it abandons the stencil
buffer at higher resolutions to conserve memory?  (That would explain
the problem since I use the stencil buffer to highlight the parts.)
Does ldglite print something different for GL_STENCIL_BITS and
GL_DEPTH_BITS when you go over 750x550?

For 750x550
GL_VENDOR ='ATI Technologies Inc.'
GL_RENDERER ='Rage 128 OpenGL Engine'
GL_RGBA_BITS: (8, 8, 8, 8)
GL_DEPTH_BITS = 24
GL_STENCIL_BITS = 8
Buffer Swap Mode = 0
Editing mode =  1{0}

at 800x600
GL_VENDOR ='ATI Technologies Inc.'
GL_RENDERER ='Rage 128 OpenGL Engine'
GL_RGBA_BITS: (8, 8, 8, 8)
GL_DEPTH_BITS = 24
GL_STENCIL_BITS = 8
Buffer Swap Mode = 0
Editing mode =  1{0}


Do you have any way to try a 16bpp mode?

I just tried that. I tried it while LDGLite was running, and the colors
went all to hell, but the highlighting function started working
correctly. When I set my screen to 16bit (1024x768 pixels) before
launching LDGLedit, everything worked fine! I could even run LDGLedit at
1024x768! (Woo hoo)

Also, I noticed that turning down my screen resolution to 800x600
(leaving the depth at 32 bit per pixel), the part highlighting works
properly.

Meanwhile what happens to the highlights?  Do they change at all when
you select a different piece.

No, they don't change. They look the same.

I had a problem like this with the
Nvidia TNT that I worked around by using the ktx_buffer_region
extension.  You don't have that extension, but perhaps I could use
a similar technique.

Don

I was just about to start looking at the other thread, but it is late
(2:00 am late), and I need to go to bed. I look into the mouse
rotation/debuggin mode stuff tomorrow.

Thanks!
Goodnight,
Chris

--
remove *nogarbageplease*. to e-mail me

Do you see these anomalies in OS X too?
http://homepage.mac.com/cjmasi/osx-issues/os_x_issues.htm



Message is in Reply To:
  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)

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