IRC log for #brlcad on 20090625

00:01.29 *** join/#brlcad Axman6 (n=Axman6@pdpc/supporter/student/Axman6)
02:40.20 *** join/#brlcad stevegt_1 (n=stevegt@c-24-130-122-25.hsd1.ca.comcast.net)
03:33.16 Ralith okay, I've tried saving and restoring as much OpenGL state as I can think of
03:33.25 Ralith all three buffers, and all the attribs
03:33.27 Ralith er
03:33.30 Ralith all three matrixes
03:33.32 Ralith er
03:33.33 Ralith all four
05:19.24 CIA-32 BRL-CAD: 03jdoliner * r34876 10/brlcad/trunk/src/proc-db/brepintersect.cpp: Added integrative test for the entire suite and fixed multiple bugs throughout the entire suite. Still a strange bug with SimpleArrays
10:45.40 d-lo Merininin all!
11:06.55 Ralith morning
11:07.10 d-lo how goes the ogre debacle?
11:07.25 Ralith not terriblywell.
11:07.36 Ralith digging around for some clue as to how to put things back in order for Qt.
11:07.43 d-lo what exactly is the issue with ogre?
11:08.12 Ralith it's doing something that interferes with Qt rendering its widgets
11:08.28 Ralith every frame that Ogre renders, the widgets don't show up; when Ogre doesn't render a frame, the widgets show up fine.
11:08.41 d-lo interesting.
11:09.08 d-lo do you know if the version of ogre that *was* in the repo (aka the one that got nuked) was working?
11:09.16 Ralith huh?
11:09.33 Ralith the ogre that *was* in the repo wouldn't have even rendered to Qt's context.
11:09.54 Ralith only the most recent svn versions can do that.
11:10.14 d-lo kk. That version of ogre had the 'bug fix' already done. Just checking to see if its the same bug or a different one.
11:10.23 d-lo Sounds different.
11:10.52 Ralith what bug fix?
11:11.04 Ralith this is the first time we've tried to integrate Qt...
11:11.07 d-lo dunno. It was before my time.
11:11.26 d-lo Not Qt integration. Previous version of ogree
11:11.29 d-lo heh, ogre.
11:11.58 Ralith the issue only manifests through the issue with Qt integration.
11:12.06 d-lo there was *something* wrong with ogre and it needed to have changes done to it.
11:12.09 Ralith if I wasn't trying to do that, this version would work fine.
11:12.15 d-lo roger that.
11:12.20 Ralith yeah, that got fixed in the official version a long time ago
11:12.23 d-lo is up to speed now.
11:13.11 Ralith I was using stable ogre to run g3d even last summer
11:13.12 Ralith kk
11:13.12 d-lo any guesses as to the widget 'sync' issue?
11:13.12 Ralith got a thread going on the Ogre forums, but all I'm getting is messy workaround suggestions.
11:13.20 Ralith I'm not sure I'd call it a sync issue
11:13.40 Ralith Ogre's doing *something* that screws with the context state, and Qt is somehow resetting it such that it's capable of rendering correctly once Ogre stops.
11:14.33 Ralith whatever it is isn't a trivial OpenGL state thing, because I've tried saving/restoring that and I'm pretty sure I didn't miss anything
11:15.21 Ralith so at this point I'm trying to work out how Qt resets things
11:15.30 Ralith so I can do that manually right after Ogre renders
11:16.15 d-lo sounds like a good approach.
11:17.21 d-lo I need to dig into ogre more, but am slightly familiar with qt. Are you thinking of setting up ogre's render completion as a signal?
11:20.44 Ralith Ogre does its rendering in the drawBackground function of a class derived grom QGraphicsScene
11:21.10 Ralith as Qt already has support for rendering widgets directly into an OpenGL-backed QGraphicsScene, and Qt examples show OpenGL rendering being done in the background like this.
11:21.17 d-lo Ralith: Possibly a silly question, but are you 1) integrating Ogre into Qt or 2) Qt into Ogre? I was assuming #1 but realized #2 is completely possible also.
11:21.26 Ralith both actually
11:21.32 Ralith Qt-in-Ogre-in-Qt
11:21.41 Ralith the Qt sort of wraps around
11:22.02 d-lo Excellent :)
11:22.03 Ralith the important bit is that the GL context is created and managed by Qt, though.
11:22.14 Ralith have a look at OgreScene in svn if you like
11:22.37 Ralith I haven't checked in the main code yet 'cuz I don't want to break existing g3d until I have something at least approaching functional
11:22.49 Ralith the main code as in the main.cxx code; the important code is all in OgreScene
11:22.49 d-lo just got back in the office. Took 10 days off and have tons of catchup to do... email, voicemails, etc. But I will look at it at somepoint :)
11:22.55 Ralith hehe, 'kay
11:45.34 Ralith grabs some much-needed sleep
12:10.05 *** join/#brlcad BigAToo (n=BigAToo@pool-96-230-124-196.sbndin.btas.verizon.net)
12:16.00 starseeker Ralith: do you know anything about the "Render Queue Listener" used in that native code inside Ogre example? http://www.ogre3d.org/forums/viewtopic.php?p=296902
12:53.36 *** join/#brlcad mafm (n=mafm@165.Red-81-35-69.dynamicIP.rima-tde.net)
13:01.18 *** join/#brlcad mafm_ (n=mafm@165.Red-81-35-69.dynamicIP.rima-tde.net)
13:17.04 *** join/#brlcad BigAToo (n=BigAToo@pool-96-230-124-196.sbndin.btas.verizon.net)
13:48.53 *** join/#brlcad Elrohir (n=kvirc@p5B14E2F8.dip.t-dialin.net)
14:15.43 starseeker hmm - rt^3 evidently isn't set up for out of dir building
14:16.24 brlcad heh
14:28.40 d-lo fyi: working on the conversion to cmake in rt^3
14:31.46 brlcad cool
14:32.00 brlcad no commits, though?
14:32.12 d-lo just started today :) first day back.
14:32.13 brlcad that's easily parselable
14:32.28 brlcad ah okey, sounded like you were well underway
14:33.00 brlcad w/b, cya in a bit -- dog needed some attention this am so i'll be in at/after lunch
14:33.56 *** join/#brlcad BigAToo (n=BigAToo@pool-96-230-124-196.sbndin.btas.verizon.net)
14:54.55 brlcad is going to grab a sushi lunch at japan house around 11:45 if anyone is interested and in the area ;)
15:12.27 ``Erik hrmmm
15:27.00 *** join/#brlcad BigAToo1 (n=BigAToo@pool-96-230-124-196.sbndin.btas.verizon.net)
15:28.11 *** join/#brlcad louipc (n=louipc@archlinux/trusteduser/louipc)
16:06.31 *** join/#brlcad BigAToo (n=BigAToo@pool-96-230-124-196.sbndin.btas.verizon.net)
16:09.13 CIA-32 BRL-CAD: 03davidloman * r34877 10/rt^3/trunk/src/GS/gsph0.cxx: Simple change to main(). Making it output something instead of being a stub.
16:13.08 CIA-32 BRL-CAD: 03davidloman * r34878 10/rt^3/trunk/ (. src/ src/GE/ src/GS/ src/iBME/): Adding CMake stuff to svn:ignore
16:28.13 *** join/#brlcad samrose (n=samrose@adsl-68-77-162-150.dsl.sfldmi.ameritech.net)
17:32.33 ``Erik http://9to5mac.com/macbook-missing-feature
17:38.45 CIA-32 BRL-CAD: 03davidloman * r34879 10/rt^3/trunk/ (43 files in 43 dirs): More svn:ingore additions pertaining to CMake generated files.
17:54.52 CIA-32 BRL-CAD: 03brlcad * r34880 10/brlcad/trunk/NEWS: keith and cliff have been making extensive progress on brep/nurbs raytracing support
18:26.02 *** join/#brlcad Don_ (n=Don@c-71-238-51-148.hsd1.mi.comcast.net)
18:30.09 *** join/#brlcad jdoliner (n=jdoliner@c-68-51-75-169.hsd1.il.comcast.net)
19:21.15 CIA-32 BRL-CAD: 03jdoliner * r34881 10/brlcad/trunk/src/proc-db/brepintersect.cpp: fixed segfault bug in code, it turns out that ON_SimpleArray<ON_SimpleArray<T> > will segfault on initialization. The workaround is to us ON_ClassArray<ON_SimpleArray<T> >
19:28.20 *** join/#brlcad madant (i=cb7baf0f@gateway/web/freenode/x-e10aeb456076ae64)
19:29.31 madant is going through week-long orientation program at a business school which lets you sleep 4 hours a day
20:02.38 ``Erik hahaha, awesome :D
20:02.47 ``Erik kline city
21:08.08 *** join/#brlcad m03sizlak (n=x0100100@pool-98-117-160-192.bflony.fios.verizon.net)
21:12.30 CIA-32 BRL-CAD: 03starseeker * r34882 10/brlcad/trunk/src/librt/primitives/brep/brep.cpp: Clean up 4corner newton solver code - remove logic duplication.
21:49.21 CIA-32 BRL-CAD: 03starseeker * r34883 10/brlcad/trunk/src/librt/primitives/brep/brep.cpp: Doggone it, somehow that broke some of the raytracing. Tweaks to get it closer to original behavior, but still missing something.
22:48.09 *** join/#brlcad Elrohir (n=kvirc@p5B14E91A.dip.t-dialin.net)
22:49.37 *** join/#brlcad SWPadnos_ (n=Me@dsl107.esjtvtli.sover.net)
22:51.33 *** join/#brlcad SWPadnos_ (n=Me@dsl107.esjtvtli.sover.net)
23:07.15 CIA-32 BRL-CAD: 03starseeker * r34884 10/brlcad/trunk/src/librt/primitives/brep/brep.cpp: Oops - don't pass intersect count between multiple solver runs.
23:14.36 *** join/#brlcad BigAToo (n=BigAToo@pool-96-230-124-196.sbndin.btas.verizon.net)
23:28.21 CIA-32 BRL-CAD: 03jdoliner * r34885 10/brlcad/trunk/src/proc-db/brepintersect.cpp: hunted down bugs in MeshMeshIntersection now works a expected
23:34.48 *** join/#brlcad starseeker (n=starseek@bz.bzflag.bz)
23:34.49 *** join/#brlcad brlcad (n=sean@bz.bzflag.bz)
23:35.07 starseeker \q
23:35.09 starseeker whoops
23:35.35 *** join/#brlcad starseeker (n=starseek@bz.bzflag.bz)
23:42.18 CIA-32 BRL-CAD: 03starseeker * r34886 10/brlcad/trunk/src/librt/primitives/brep/brep.cpp: For reasons not immediately clear, still getting more visual artifacts with breakout of solver logic. In the interm, restore previous version - need to figure out what the difference is.
23:42.29 starseeker mutter, mutter...
23:45.15 Ralith starseeker: no, don't know much about that, but it seems to be one way people have gotten standard opengl calls to work with Ogre and I may play with it if all else fails
23:45.19 Ralith however
23:45.29 Ralith some opengl calls, at least, seem to work without any special handling
23:45.35 Ralith e.g. the aforementioned glclear
23:46.03 Ralith possibly the issue discussed on the ogre forums was because they were trying to render opengl inline, rather than calling it after renderOneFrame
23:46.52 starseeker Right - what I was wondering about was whether that example is a method for making Ogre more "receptive" to external OpenGL drawing
23:48.42 starseeker e.g could Qt do whatever it is that demo external OpenGL input was doing...
23:49.58 starseeker we don't care about Direct3D at the moment, so Karan's concerns don't apply...
23:50.50 Ralith yeah
23:51.03 Ralith the main issue is that the Qt stuff is designed to draw when it wants to, not when you want it to.
23:51.12 Ralith so it'd require hacking a good bit deeper.
23:53.03 Ralith hm.
23:58.45 brlcad ahh, there we go

Generated by irclog2html.pl Modified by Tim Riker to work with infobot.