00:05.25 |
starseeker |
wow... it looks like they're trying to lay the
ground work for modernizing how Xorg and hardware autodetection
(hal) work together |
00:06.56 |
starseeker |
figures... I upgrade, get power failure,
reboot with bad config setup... |
00:07.03 |
starseeker |
yeesh, one of those weeks |
00:07.31 |
starseeker |
oh, well - I guess on the bright side I didn't
get killed by a tornado, so it's all good... |
00:20.07 |
starseeker |
there we go - ah, X feels good |
01:28.48 |
Ralith |
hm. |
01:29.01 |
Ralith |
I can't seem to get a test mesh visible in
Ogre-in-Qt :/ |
01:29.31 |
Ralith |
Ogre seems to be working, though; at least,
its background color is showing up fine. |
01:30.56 |
Ralith |
mafm: you around? |
01:44.00 |
mafm |
Ralith: briefly, almost 4am here and I want to
go to bed :) |
01:51.39 |
Ralith |
mafm: ah. How'd you get that shape thingy to
render in ogre? |
01:52.03 |
Ralith |
I've got ogre at least apparently rendering,
but nothing seems to be visible |
01:52.36 |
mafm |
I had a shape floating around, for testing
purposes |
01:52.42 |
mafm |
aren't you using it? |
01:52.55 |
Ralith |
no, I mean how did you get it to actually
RENDER? |
01:52.58 |
Ralith |
I'm loading a mesh fine. |
01:53.22 |
mafm |
well, it's been almost a year ago since I did
that, I can't remember |
01:53.29 |
Ralith |
'kay |
01:53.35 |
mafm |
probably you have to put it in a point where
you can see it |
01:53.51 |
Ralith |
I'm using: |
01:53.52 |
Ralith |
_camera->lookAt(sphereNode->getPosition()); |
01:53.52 |
mafm |
I don't think that you need anything
special |
01:54.00 |
Ralith |
so I'm pretty sure it's visible |
01:54.07 |
indianlarry |
starseeker: back up and runnin I see |
01:54.08 |
mafm |
is the camera far away? |
01:54.15 |
Ralith |
shouldn't be |
01:54.20 |
Ralith |
camera's at 0,0,0 and the sphere's at
10,0,0 |
01:55.18 |
mafm |
I meant that if it's inside the sphere
(because the sphere has a large radius) probably it's not painting
the inside, so you can't see it |
01:55.29 |
Ralith |
could be |
01:55.30 |
mafm |
try to get controls working, too |
01:55.32 |
Ralith |
s/10/50/ |
01:55.47 |
mafm |
I remember to have problems with
culling |
01:55.50 |
Ralith |
I'm hesitant to do that until I have something
to look at, cuz there'd be no way to test |
01:56.03 |
Ralith |
I pretty much copypasted the scene setup code
from Application.cxx |
01:56.14 |
Ralith |
so any solution you applied should be working
here, too. |
01:56.30 |
mafm |
so in some distances, for no obvious reasons,
I couldn't see my tetrahedron in action |
01:56.49 |
Ralith |
yeah, nothing visible at 50,0,0
either |
01:56.50 |
mafm |
so I had sometimes to zoom in or out,
etc |
01:57.27 |
mafm |
mmm, check if the node is visible, it should
have a getter method for that |
01:57.45 |
Ralith |
I already force it to visibility |
01:58.47 |
Ralith |
I think maybe I'll add the Qt overlay, get a
widget up for displaying current camera position/orientation, and
then see about enabling controls. |
02:03.24 |
mafm |
yep |
02:03.35 |
mafm |
aren't you using my camera controls? |
02:03.51 |
mafm |
you can hook it to Qt right away, I
think |
02:04.00 |
mafm |
blender mode, mged mode, etc |
02:04.21 |
Ralith |
since I had to drop RBGui, right now I'm
working with a very minimal setup that just tests the
Ogre/Qtness. |
02:04.30 |
mafm |
so you would readily have zooming, rotating
around the object and so on |
02:04.54 |
Ralith |
I'll be bringing your code back in once I get
this working and can begin to swap in Qt for the existing
stuff. |
02:04.57 |
mafm |
well, I think that you can use it even without
Qt |
02:05.08 |
mafm |
probably the input is still working |
02:05.21 |
mafm |
it only requires OGRE and OIS, IIRC |
02:05.44 |
mafm |
so you don't really need anything related with
GUI to control the camera |
02:05.54 |
Ralith |
I'm not init'ing OIS currently, partly due to
some weird singleton errors it was causing |
02:06.03 |
mafm |
ops :S |
02:06.13 |
Ralith |
and I think Qt provides input, too, so it
shouldn't be necessary long-term |
02:06.29 |
Ralith |
I'll see if I can wire up Qt's input to your
existing camera control stuff, though; good idea thre. |
02:06.40 |
Ralith |
after I get Qt widgets rendering. |
02:12.18 |
mafm |
I think that my input works directly with OIS,
so it would be easier if you get it working |
02:12.54 |
mafm |
also, I don't know if you can pass the input
Qt->OGRE, or you have to get the input in Ogre and pass it over
to Qt |
02:13.13 |
mafm |
since Qt works with OpenGL probably you
can |
02:17.07 |
Ralith |
ah, crap, looks like I dropped the Ogre stuff
in the wrong place |
02:19.02 |
Ralith |
well, thanks for the input |
02:21.59 |
mafm |
ok |
02:22.02 |
mafm |
good night! |
02:22.06 |
Ralith |
nite! |
02:39.12 |
starseeker |
indianlarry: heh, yep |
02:58.36 |
CIA-32 |
BRL-CAD: 03ralith * r34866
10/rt^3/trunk/src/g3d/ (OgreGLWidget.cxx OgreGLWidget.h
OgreScene.cxx OgreScene.h): Moved code Ogre to a subclass of
QGraphicsScene, OgreScene, instead of a subclass of QGLWidget, in
preparation for drawing Qt GUI elements on top. |
03:13.59 |
CIA-32 |
BRL-CAD: 03ralith * r34867
10/rt^3/trunk/src/g3d/ (OgreScene.cxx OgreScene.h): Removed an
unnecessary state-tracking bool and added experimental resize
handling. |
03:26.06 |
Ralith |
damn, Qt stuff isn't working first try
:/ |
03:27.17 |
louipc |
not too bad. my shell script doesn't even work
first try heheheh |
03:28.37 |
Ralith |
hm |
03:28.53 |
CIA-32 |
BRL-CAD: 03ralith * r34868
10/rt^3/trunk/src/g3d/OgreScene.cxx: Qt test widgets (not yet
working) |
03:28.56 |
Ralith |
maybe my tiling wm is to blame. |
03:29.00 |
Ralith |
needs to go eat,
though |
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04:12.21 |
Ralith |
okay, the widget shows up when Ogre doesn't
render anything. |
04:24.00 |
Ralith |
it looks like, somehow, Ogre is rendering on
top of the Qt stuff. |
04:24.05 |
Ralith |
anyone here familiar with OpenGL? |
04:33.46 |
Ralith |
I need to work out how to force Ogre's
rendering to happen *underneath* Qt's. |
04:44.27 |
starseeker |
is this something Qt would need to
manage? |
04:44.48 |
starseeker |
I would suggest checking how Qt manages
overlapping windows in OpenGL without Ogre being involved |
04:48.23 |
Ralith |
starseeker: I'm not sure I see what
overlapping windows has to do with it. |
04:48.36 |
Ralith |
Ogre's being drawn in the 'background' of a
GraphicsScene |
04:48.48 |
Ralith |
but somehow it's also ending up on top of the
widgets. |
04:48.49 |
starseeker |
hmm |
04:49.06 |
Ralith |
I thought generally things drawn first ended
up underneath things drawn later? |
04:49.14 |
starseeker |
not sure |
04:49.19 |
Ralith |
maybe I should clear the depth buffer after
drawing Ogre? |
04:49.54 |
starseeker |
what happens with a "normal" background in Qt
+ opengl? |
04:50.04 |
starseeker |
if you change the background I mean |
04:50.11 |
Ralith |
change? |
04:50.27 |
starseeker |
that's essentially what Ogre is doing -
continually updating the background |
04:50.56 |
starseeker |
if you painted a different color (or
something) in the background of a GraphicsScene, does something
similar happen? |
04:51.06 |
starseeker |
doesn't know, just throwing
out questions |
04:51.31 |
Ralith |
Ogre isn't exactly doing anything
continuously; it's doing it whenever Qt asks it to draw. |
04:51.55 |
Ralith |
it's Qt-in-Ogre-in-Qt, and the two Qts are
actually one Qt, so in theory it should know what's up. |
04:52.27 |
Ralith |
I'm doing things very similar to the way
they're done in a known-working Qt-in-OpenGL-in-Qt example I
have |
04:53.02 |
starseeker |
hmm. |
04:54.08 |
Ralith |
just instead of calling OpenGL stuff directly
in drawBackground, I call ogreRoot->renderOneFrame(); |
04:54.57 |
starseeker |
and the render is painting the OpenGL context
and overwriting the dialog views? |
04:55.13 |
Ralith |
or something that looks that way. |
04:55.25 |
Ralith |
okay, clearing depth buffer did no
good |
04:56.07 |
starseeker |
what about calling an explicit repaint (or
something like that) for the dialog widgets after the
renderOneFrame? |
04:57.12 |
Ralith |
I'm pretty sure that already
happens. |
04:57.17 |
starseeker |
hmm |
04:57.24 |
stevegt_1 |
okay, for the record, lurkers, and irc logs
(after struggling with it and digging through the code off and on
all afternoon trying to figure out what some of the parms mean),
the 'in ... extrude' command to generate extrude primitives can be
used like this: |
04:57.24 |
Ralith |
okay, it's def. something that Ogre
does |
04:57.27 |
stevegt_1 |
in foo.e extrude 0 0 0 0 0 5 1 0 0 0 1 0
sketch.1 |
04:58.12 |
Ralith |
starseeker: if I comment out the Ogre render
call and just do glClearColor(...) and glClear(colorbuffer |
depthbuffer) I get a white background with my widget on top of
it. |
04:58.26 |
stevegt_1 |
that's assuming that you want a 5 mm thick
extruded sheet in the shape of sketch.1, which in my case was
imported from qcad using dxf-g |
05:00.07 |
Ralith |
(when white is my clear color, that
is |
05:00.33 |
starseeker |
Ralith: probably means renderOneFrame is
making some assumption it shouldn't |
05:00.41 |
Ralith |
yeah |
05:00.43 |
Ralith |
but what :/ |
05:00.44 |
stevegt_1 |
the '1 0 0 0 1 0' vectors (A and B in the mged
prompts, uvec and vvec in the code) are the part of that i haven't
yet completely understood -- they control stretching and rotation,
but i haven't figured out exactly how yet, so i just used the
vectors brlcad mentioned earlier today |
05:01.09 |
stevegt_1 |
(we now return you to our regular
programming...) |
05:01.13 |
Ralith |
stevegt_1: if you leave the params out it will
prompt informatively for them. |
05:01.37 |
stevegt_1 |
informatively?!? it wants "A" and
"B"... |
05:01.47 |
Ralith |
hm, maybe not. |
05:01.50 |
stevegt_1 |
hee |
05:04.02 |
stevegt_1 |
the closest i came to any enlightenment was in
Unigraphics/ug-g.c, which makes me think that looking at some
Unigraphics docs might explain the history of those two
vectors |
05:04.54 |
Ralith |
or just fiddle them and ratyrace and see what
it looks like :P |
05:05.54 |
starseeker |
Ralith: you probably don't want to hear this,
but I would suggest looking at the source of the glClear stuff and
renderOneFrame to see what the differences are in how they address
the ogl window |
05:06.00 |
Ralith |
starseeker: here's something interesting; if I
render the Ogre stuff then glClear everything, the widgets are
*still* not rendered. |
05:06.13 |
stevegt_1 |
did that, didn't get a feel for what I was
doing |
05:06.15 |
Ralith |
...the source of glClear? I'm pretty sure
that's in the drivers >_> |
05:06.32 |
starseeker |
it's not a Qt function? |
05:06.39 |
Ralith |
no, it's an OpenGL function. |
05:06.42 |
starseeker |
ah |
05:06.55 |
Ralith |
that's why its results as mentioned above are
interesting |
05:07.16 |
starseeker |
if you render Ogre, do a glClear, and then
call some sort of Qt redraw event does that restore the
widgets? |
05:07.22 |
Ralith |
Ogre's renderOneFrame does something that
makes *all* GL stuff go on top, at least until Qt resets it (it
doesn't happen if I only call renderOneFrame once) |
05:07.33 |
stevegt_1 |
would have to play with it a while longer,
probably while looking at the code |
05:07.55 |
Ralith |
starseeker: because glClear alone results in
the widgets displaying, and based on the aforementioned working
example, I think a widget redraw happens automatically. |
05:08.14 |
Ralith |
as I mentioned above, if I render Ogre and
then do a glClear, the widgets do NOT display. |
05:08.20 |
Ralith |
so Ogre's setting some OpenGL flag or
something. |
05:08.53 |
Ralith |
wonders if there's some way
to catch all OpenGL calls ogre makes |
05:09.34 |
stevegt_1 |
hint to future self: play with those 'in ...
extrude' vectors in mged while looking at
src/librt/primitives/extrude/extrude.c; also see how extrusions are
handled in src/conv/* |
05:11.15 |
starseeker |
Ralith: is this related?
http://www.ogre3d.org/forums/viewtopic.php?p=296902&highlight=&sid=ce193664e1d3d7c4af509e6f4e2718c6 |
05:13.38 |
Ralith |
starseeker: hmm, looks like it might be; I
don't know how Qt does its OpenGL, but it could well be immediate
mode. |
05:17.18 |
starseeker |
I'm wondering about the last post here, if
it's still true in Qt: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=33065 |
05:17.33 |
Ralith |
seems like there must be some way to reenable
whatever it is that Ogre disables |
05:17.41 |
Ralith |
I mean, if I render a single Ogre frame, Qt
manages to recover. |
05:17.47 |
Ralith |
so obviously it's reset somehow. |
05:20.19 |
starseeker |
are the Qt widgets creating their own GL
contexts? I thought it was one shared context, but maybe I'm
wrong... |
05:20.27 |
Ralith |
it is one shared context. |
05:20.45 |
Ralith |
this thread is from before Ogre supportes
context sharing. |
05:23.13 |
Ralith |
it looks like renderOneFrame is doing extra
stuff, though; I'll try finding this RenderTarget;:update thing and
using that |
05:31.12 |
Ralith |
:/ |
05:32.04 |
starseeker |
no dice? |
05:32.28 |
starseeker |
is wondering about the
swapBuffers parameter on RenderTarget::update... |
05:32.31 |
Ralith |
wait... |
05:32.33 |
Ralith |
yeah I'm trying that |
05:33.35 |
Ralith |
yeah, doesn't work |
05:33.50 |
Ralith |
that is, it has the same results as
renderOneFrame |
05:34.18 |
starseeker |
hmm. any chance of asking the ogre forums
what's going on? |
05:34.34 |
Ralith |
could give that a try |
05:34.55 |
Ralith |
I think I'll try the approach in that first
thread you posted, if I can find some way to manually call the
widget update |
05:40.19 |
starseeker |
Ralith: is QGLWidget::isSharing
important? |
05:40.45 |
Ralith |
don't think so |
05:41.01 |
Ralith |
that's to do with display lists |
05:41.02 |
starseeker |
there's also QGLWidget::paintGL and
QGLWidget::paintOverlayGL... |
05:41.05 |
Ralith |
good go dthis example code sucks. |
05:41.36 |
Ralith |
I'm not actually touching QGLWidget here; the
Ogre stuff is going on in GraphicsScene::drawBackground |
05:41.44 |
Ralith |
well, a class derived from
GraphicsScene |
05:41.47 |
starseeker |
erm |
05:42.25 |
starseeker |
oh, right |
05:43.10 |
Ralith |
this guy uses variable and class names that
take up almost the entire width of my editor singlehandedly
;_; |
05:43.20 |
starseeker |
you're doing what this is doing? http://doc.trolltech.com/qq/qq26-openglcanvas.html
? |
05:43.35 |
Ralith |
yup |
05:45.13 |
starseeker |
so the widgets are QGraphicsItem
objects? |
05:45.28 |
Ralith |
they get wrapped in those at some point, I
imagine |
05:45.39 |
Ralith |
the whole point is that they can be any
QWidget though. |
05:47.16 |
starseeker |
yeah, I'd contact Samuel Rodal and/or ask in
the ogre forums |
05:48.05 |
starseeker |
be right back, must reboot |
06:03.01 |
starseeker |
phew - it worked |
06:03.20 |
starseeker |
sets up large packages for
overnight rebuild and turns off brain... |
06:05.55 |
Ralith |
heh |
06:05.55 |
Ralith |
nite |
06:05.59 |
Ralith |
Ogre forum post made. |
06:10.12 |
CIA-32 |
BRL-CAD: 03Ralith 07http://brlcad.org * r1505
10/wiki/User:Ralith: Log for 2009-06-23 |
06:52.48 |
CIA-32 |
BRL-CAD: 03Ralith 07http://brlcad.org * r1506
10/wiki/User:Ralith: Addendum to log for 2009-06-23 |
07:40.01 |
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CIA-32 |
BRL-CAD: 03irpguardian * r34869
10/brlcad/trunk/src/proc-db/human.c: Fixed some formatting, and
added a hollow bounding box representation |
16:28.14 |
CIA-32 |
BRL-CAD: 03irpguardian * r34870
10/brlcad/trunk/BUGS: Added bug in regards to rtedge and
perspective viewing |
16:34.41 |
CIA-32 |
BRL-CAD: 03bob1961 * r34871
10/brlcad/trunk/src/libged/typein.c: Fixed a few cases where the
return value should be GED_MORE instead of GED_ERROR. |
16:39.20 |
CIA-32 |
BRL-CAD: 03erikgreenwald * r34872
10/brlcad/trunk/misc/Makefile.am: msvc9 went byebye |
16:42.27 |
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CIA-32 |
BRL-CAD: 03indianlarry * r34873
10/brlcad/trunk/configure.ac: more msvc9 removal |
17:08.04 |
brlcad |
oops |
17:19.11 |
CIA-32 |
BRL-CAD: 03irpguardian * r34874
10/brlcad/trunk/BUGS: |
17:19.11 |
CIA-32 |
BRL-CAD: Added that rtedge works correctly in
non-perspective mode, but still incorrect in |
17:19.12 |
CIA-32 |
BRL-CAD: low-res perspective modes |
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17:55.50 |
jdoliner |
does anyone know why this is
segfaulting?: |
17:56.04 |
jdoliner |
ON_SimpleArray<ON_Polyline>
answer; |
17:56.27 |
jdoliner |
ON_Polyline initial_segment =
ON_Polyline(); |
17:56.27 |
jdoliner |
initial_segment.Append(segments.First()->from); |
17:56.27 |
jdoliner |
initial_segment.Append(segments.First()->to); |
17:56.27 |
jdoliner |
answer.Append(initial_segment); |
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18:54.21 |
brlcad |
jdoliner: not without a debugger |
18:54.51 |
jdoliner |
yeah I figured it out |
18:57.00 |
jdoliner |
weird thing during the initialization that was
causing it to try to extend the array |
20:09.25 |
CIA-32 |
BRL-CAD: 03indianlarry * r34875
10/brlcad/trunk/ (include/opennurbs_ext.h
src/librt/primitives/brep/brep.cpp): |
20:09.25 |
CIA-32 |
BRL-CAD: changed tolerance on vertical trim
check; added near hit/miss logic to shotline cleanup |
20:09.29 |
CIA-32 |
BRL-CAD: but still WIP |
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21:53.43 |
m03sizlak |
i need a high quality 3d model of
manhattan |
21:54.59 |
Ralith |
starseeker: thanks for the participation in
the thread |
22:39.48 |
starseeker |
Ralith: well, I don't know if it accomplished
anything :-/ |
22:40.05 |
starseeker |
figured if it was active it might attract more
attention |
22:40.08 |
Ralith |
starseeker: at the very least, it held the
attention of someone knowledgable. |
22:40.12 |
Ralith |
yeah. |
22:40.31 |
Ralith |
and answered an important question |
22:42.29 |
starseeker |
hmm, I can't get the forums to come up - have
there been more replies? |
22:43.21 |
Ralith |
nothing of interest, unless you count my own
recent post explaining why I'd rather like to make things work
within the current setup |
22:43.47 |
starseeker |
ah, there we go. |
22:43.48 |
Ralith |
and simplifying the question down to two
simple queries |
22:44.32 |
Ralith |
if only there was some simple way to log all
OpenGL calls g3d as a whole makes |
22:45.13 |
Ralith |
that way we could see what Qt does to get the
context back to a usable state after an Ogre render call |
22:45.24 |
Ralith |
and isolate Qt's own rendering for test
purposes |
22:45.40 |
starseeker |
hmm: http://www.opengl.org/sdk/tools/GLIntercept/
? |
22:46.21 |
Ralith |
windows only. |
22:46.32 |
Ralith |
I don't have any windows devboxes |
22:46.43 |
Ralith |
perhaps I could get someone to log it for
me? |
22:47.38 |
Ralith |
brb |
22:47.47 |
starseeker |
http://www.hawksoft.com/gltrace/
claims to have preliminary Linux support |
22:48.21 |
Ralith |
worth a try |
22:48.44 |
*** join/#brlcad Elrohir
(n=kvirc@p5B14D386.dip.t-dialin.net) |
22:49.04 |
starseeker |
http://graphics.stanford.edu/courses/cs448a-01-fall/glsim.html |
22:50.23 |
Ralith |
NOTE: trace doesn't seem to work with Linux
NVIDIA OpenGL drivers. If you need to make a trace on Linux, use a
Linux machine with Mesa drivers. |
22:50.26 |
Ralith |
>:/ |
22:50.28 |
starseeker |
http://www.opengl.org/sdk/tools/BuGLe/ |
22:50.46 |
Ralith |
oh nice |
22:51.20 |
starseeker |
GPL, but usable as a tool I would think
(brlcad?) |
22:51.26 |
Ralith |
certainly |
22:51.28 |
Ralith |
gcc is GPL, after all |
22:51.46 |
starseeker |
nods - this is for debugging,
not for inclusion anyhow |
22:52.01 |
Ralith |
grabs some
lunch |
22:54.54 |
starseeker |
old, but maybe useful? http://spyglass.sourceforge.net/ |
22:55.52 |
brlcad |
m03sizlak: and I need a high quality model of
a lightcycle and a replicator ;) |
22:56.44 |
starseeker |
Ralith: yeah, it's looking like most roads
lead to BuGLe |
22:57.11 |
brlcad |
okay to use during development, it's not being
integrated |
22:57.23 |
brlcad |
there's also a very powerful opengl debugger
on the mac |
22:57.43 |
brlcad |
part of the performance tools |
22:58.42 |
brlcad |
still, you should be able to back down to
basic qt tests first without having to worry about opengl
calls |
23:16.51 |
Ralith |
brlcad: basic qt tests like what? |
23:17.10 |
Ralith |
I've already confirmed that everything works,
even rendering OpenGL stuff, when Ogre isn't called. |
23:17.27 |
Ralith |
(including rendering Qt widgets, if that
wasn't clear) |
23:17.30 |
*** join/#brlcad samrose
(n=samrose@c-24-11-214-181.hsd1.mi.comcast.net) |
23:17.52 |
starseeker |
what about setting up the "bad" condition
(Ogre having futzed up the rendering) and walk through the Qt cycle
that restores it? |
23:18.01 |
Ralith |
starseeker: that's what I was planning to
do. |
23:18.05 |
starseeker |
nods |
23:18.14 |
Ralith |
only, save a lot of time by stripping it down
to just the OpenGL calls. |
23:18.23 |
Ralith |
I guess I could grab a source checkout of Qt
and do it the other way, though |
23:18.34 |
Ralith |
might lead to a tidier fix. |
23:18.41 |
starseeker |
would recommend that,
actually |
23:18.54 |
starseeker |
awareness of Qt source code will probably be a
requirement sooner or later... |
23:19.16 |
starseeker |
eyes the Tcl/Tk trees living
in src/other |
23:20.14 |
Ralith |
let's not intern Qt |
23:20.18 |
Ralith |
:P |
23:20.42 |
starseeker |
heh :-) |
23:20.52 |
starseeker |
well, the chips will fall where they need
to |
23:22.40 |
Ralith |
I'm certainly not checking it in myself after
that Ogre mess. |
23:22.48 |
starseeker |
hehe |
23:23.14 |
starseeker |
if it has to be checked in, I'll take a stab
at it - only if we need to though |