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Subject: 
LDMC News Digest (To Get The Ball Rolling)
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Sat, 9 Feb 2002 01:45:10 GMT
Viewed: 
987 times
  
Greetings everybody!

As a way to launch this new newsgroup with a bang, I'm going to digest some
of the curent behind-the-scenes news from LDMC (LDraw for the Macintosh
Campaign - http://homepage.mac.com/ldmc/ ).

James Reynolds and I have still held out hope for this project, even as we
have been busy with other things. Lately, James has been able to devote some
time to developing some great new relationships with some top-notch Mac
programmers who really want to help. Also, Eric Olson has re-evaluated his
work on BrickDraw3D, and picked a new development path that will hopefully
have his efforts producing gold soon.

Matt

NOTE: Most of the folowing information wasn't written by me, so some things
may seem out of context or non sequitur.

_____

ldglite on Mac OS X

As all of you hopefully know already, Don [Heyse] and I got ldglite .94 to
work on Mac OS X.  I am not sure exactly what features ldglite has,
but it is possible to edit models with the -ledit or -LEDIT
parameters.

_____

Here's a movie showing the utility running...note the blazing-fast performance!

http://firebolt.mlmc.utah.edu/TerminalScreenSnapz004.mov

_____

1). What are we doing anyway?
2). Steps to get ldglite to compile on Mac OS X
3). What now for ldglite (Mac OS X and Mac OS 9)?
-----
What are we doing anyway?

I was asked what exactly we are working on.  Well, right now Don
Heyse, Wiz, and I have been working on ldglite (for Mac OS X and Mac
OS 9).  Erik Olson is working on BrickDraw3d.  Other than this, I
don't know what anyone else is doing.

Basically, join in on whatever you feel comfortable with.

The rest of this email should get you up to date on ldglite.

To get up to date on BrickDraw3d, go to Erik's webpage.  After
bringing ldglite up to date, I plan on getting involved with
BrickDraw3d and seeing if we can get a new version of it out.

Nothing has happened with the Cocoa app that I know of.  I think
everyone who wants to work on this is still getting to know the
territory first, after all, this LDraw stuff is totally new to the
people who want to work on the Cocoa app.
-----
Steps to get ldglite to compile on Mac OS X

This is all assuming that you have a similar setup as I do, which is
Mac OS X 10.1.2 with the Dec. Dev Tools installed.  I don't think my
machine makes a difference (I have heard OS X is a universal
install), but it is a dual 450 just in case it matters.

Download the .94 source code:
http://ldglite.sourceforge.net/ldglitesrc0_9_4.zip

Download these modified files and replace the old ones in the ldglite folder:
http://firebolt.mlmc.utah.edu/ldglite/makefile.macx
http://firebolt.mlmc.utah.edu/ldglite/dirscan.c
http://firebolt.mlmc.utah.edu/ldglite/platform.h
http://firebolt.mlmc.utah.edu/ldglite/platform.c

Add a folder named "GL" to the ldglite folder.
Add these 3 files to it:
http://firebolt.mlmc.utah.edu/ldglite/GL/gl.h
http://firebolt.mlmc.utah.edu/ldglite/GL/glu.h
http://firebolt.mlmc.utah.edu/ldglite/GL/glut.h

Add an empty file to the ldglite folder.  At the command line type:
touch malloc.h
-----
compile:

make -f makefile.macx

-----
You can then try to render a test file (It doesn't need the ldraw parts):
http://firebolt.mlmc.utah.edu/ldglite/test.dat

./ldglite -l3 -v0 -g test.dat

-----
To render models:

Download parts (the parts on www.marsbase.com are incomplete, use this one)
http://firebolt.mlmc.utah.edu/ldglite/LDRAW.zip

Set environment variable:
setenv LDRAWDIR /path/to/ldraw

ldglite -l3 -v0 -g 3002.dat

If part of the output is:
Could not find 3002.dat
then ldglite couldn't find the parts.  Sometimes it would crash on my
box if it couldn't find the parts.  I can't figure out why sometimes
it can find the parts, sometimes it can't, sometimes it will render,
sometimes it doesn't.  I haven't had time to try to figure it out.

Anyway, this is as far as I have gotten.

-----

What now for ldglite (Mac OS X and Mac OS 9)?

At 9:22 AM -0500 2/6/02, Don Heyse wrote:
Somebody should run the debugger on it to find that segfault
in the ldlite parser.  I can't run the debugger by proxy, and
I couldn't get it to happen on windows.

Also, it'd be nice to compile in the png support.  I commented
it out in makefile.macx because I couldn't tell if OSX comes with
a libpng, or if you need to build one, or if you should grab
a binary from the fink or darwin projects.

Finally we should switch to the latest code from CVS, stabilize
the build across all platforms and call it 0.9.5.

At 1:46 PM -0500 2/6/02, Don Heyse wrote:
I wouldn't spend too much time on 0.5 since that's been done already.
You really should be moving on to 0.94 at this point.  The problems
with 0.5 and the glut console window will also need to be solved for
0.9.4, but you're gonna want the bug fixes and the all the new features
added to current code.  The one trouble spot I can predict in advance
is dirscan.c.  I added a really cheesy file lookup menu at some point
that hasn't been tested on the Mac.  I tried to accomodate it with
the macos_dirent.c and macos_dirent.h files that I "borrowed" from
Mesa, but I really don't know if it works.  Take a look at the change
log on:

  http://ldglite.sourceforge.net

to see what's been added since 0.5.  Lots of stuff.

As for the Mac OS X debugger, I have no idea what it's called, or
even if it comes with one.  This page seems to indicate you have gdb:


http://www.opensource.apple.com/projects/documentation/howto/html/KEXT_Tutorials/HelloDebugger.html

If so, then the thing to do would be to run:

  gdb ldglite

Then type:

  r -v0 myfile.dat

and wait for it to segfault.  Then pop up the stack to a piece of
code from ldglite (I think it was in lex.yy.c) and examine the local
string variables (char *) to see which one is the NULL pointer.  If
I knew which line of code and which variable, I might be able to
discern what went wrong and fix it.

_____

Since many of you may be new to this whole thing, I thought I would
define what one need to know to develop a virtual LEGO modeler.  I
honestly don't know how much is really required knowledge or just
good to know.  Anyway, here it is.

1). 3D.

If you know what I mean with the following terms, you know 3D:
matrixes, transformations, rotations, rendering engine, z buffering,
clipping, shading, camera positioning, local coordinates, world
coordinates, local to world transformations, triangles,
quadrilaterals, line drawing functions, points, and vectors.

If you don't know this stuff, I suggest reading somehting.  I read
the "Black Art of 3D Game Programming" (old and written for DOS, but
ok I guess).  Here is a list of webpages I found by searching for "3d
matrix" on google.com:

http://www.makegames.com/3drotation/
http://www.gamedev.net/reference/articles/article695.asp
http://web3d.about.com/cs/mathfor3d/ (displays pop-behind ad, just a FYI)
http://www.niac.man.ac.uk/Tina/docs/programmers_guide/node83.html
http://www.flipcode.com/portal/issue03.shtml
http://www.programmersheaven.com/search/download.asp?FileID=6225

2). OpenGL, QuickDraw3D or Quesa.

OK, I don't know much about these, but I think a good description is
that it they are 3d frameworks libraries so that you don't have to
write your own rendering engine.

To learn more about OpenGL:
http://www.opengl.org/developers/index.html
http://developer.apple.com/opengl/
http://developer.apple.com/techpubs/macosx/Carbon/graphics/OpenGL/OpenGL/index.html

Erik says: Try to rebuild the Atlantis example project. It uses glut
and it's cute.

To learn more about QuickDraw 3D:
http://developer.apple.com/macos/quickdraw.html
http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3d_book.htm
http://developer.apple.com/techpubs/macos8/Legacy/QuickDraw3D/quickdraw3d.html

To learn more about Quesa:
http://www.quesa.org/

3). The ldraw file format.

This is a must.  And it isn't that much reading anyway.

Read: http://homepage.mac.com/ldmc/dat.html

Oh, the file extension has changed.  I believe it is just the file
extension that is changed and nothing else:
http://www.ldraw.org/news/2002-01-21-file-extension

4). Lugnet CAD newsgroup and the LDraw official website.

Not really required, but if you want to know what others are doing,
you will find out here.  This is where all of the Windows/Linux
developers hang out.

http://www.lugnet.com/
http://news.lugnet.com/cad/
http://www.ldraw.org/
http://www.ldraw.org/reference/

----------------------------------------------------------------------
----------------------------------------------------------------------
Summary of all current projects
----------------------------------------------------------------------
----------------------------------------------------------------------

Just as a recap, here is a list of the current projects and some
things you should have if you want to help:

------------------
First, everyone (even the end user) has to have the LEGO parts:
http://www.marsbase.com/macparts.shtm

------------------
BrickDraw 3D - This is targeted for Mac OS 9 and perhaps Carbon Mac OS X.

Main webpage:
http://olson.pair.com/brickdraw3d/

Developer webpage:
http://sourceforge.net/projects/brickdraw3d/

Source code:
http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/brickdraw3d/

------------------
ldglite - Several directions this is going.  Wiz has been updating
the .5 version to CW 7 and OpenGL 1.2 and Carbon for Mac OS X.  At
some point, we are going to tackle .94 version.

Don Heyse and I have been working on compiling .94 on Mac OS X with a
makefile on the command line.

LDMC webpage (info on macLDGLite, Mac version of LDGLite):
http://homepage.mac.com/ldmc/ldglite.html

LDGLite homepage (OpenGL version of LDLite)
http://ldglite.sourceforge.net/

LDLite homepage (windows version)
http://www.gyugyi.com/l3g0/ldlite/

OpenGL 1.0 SDK
ftp://ftp.apple.com/developer/Development_Kits/OpenGL_1.0_SDK.sit.hqx

OpenGL 1.2 SDK
ftp://ftp.apple.com/developer/opengl/SDK/OpenGL_SDK_1.2_Core.img.bin
(http://developer.apple.com/opengl/downloads.html)

.5 version of the source code from (has been successfully compiled on Mac):
http://ldglite.sourceforge.net/macLDGLite_source.sit.hqx

the latest source .9.4 from (hasn't been successfully compiled on Mac):
http://ldglite.sourceforge.net/ldglitesrc0_9_4.zip

------------------
Mac OS X carbon app.
Hasn't been started yet.  This is the plan:

Byron Han suggested:
Build a Cocoa application shell.  The .DAT -> OpenGL parser can
probably be ported over lock stock and barrel.  No need to
reimplement.  Use Cocoa for the GUI part, use existing code for the
file parsing/OpenGL stuff.



Message has 1 Reply:
  Re: LDMC News Digest (To Get The Ball Rolling)
 
Matt, thanks for posting that. I was too busy to get anything out earlier. In addition, I just wanted to add the following. Don has gotten ldglite to compile on Mac OS X and I tested it and it works. The steps to compile it are in Matt's email (the (...) (23 years ago, 9-Feb-02, to lugnet.cad.dev.mac)

Message is in Reply To:
  ------( Welcome to lugnet.cad.dev.mac )------
 
Welcome to lugnet.cad.dev.mac, a LUGNET discussion group. CHARTER/PURPOSE: lugnet.cad.dev (group and hierarchy): CAD developers forum: in-depth technical discussions, software architecture, interoperability, tools, parts planning & tracking, (...) (23 years ago, 8-Feb-02, to lugnet.cad.dev.mac)

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