Let me guess .. Red Hat 9 maybe?

I have noticed that Red Hat 9's OpenGL.so.1 doesn't have the
glXGetProcAddressARB symbol. Vincent (and me) are mostly Debian users. I
think the configure stage needs to have a test for this symbol and
configure accordingly.

TTimo

On Sat, 31 May 2003 19:56:50 -0500
Levi Burton <[EMAIL PROTECTED]> wrote:

> Hello,
> 
> I am trying to build ngl-0.7.10 on linux 2.4.20.  Let me know what system 
> specs you need from me to resolve the issue.  Here is where the build fails:
> 
> g++ -DHAVE_CONFIG_H -I. -I. -I.. -I/usr/X11R6/include -Wall -Wpointer-arith 
> -Wstrict-prototypes -g -pipe -D_DEBUG_ -I../include -I/usr/X11R6/include 
> -I/usr/local/include/libpng12 -I/usr/include/freetype2 -MT 
> core/unix/nglContext.lo -MD -MP -MF core/unix/.deps/nglContext.Tpo -c 
> core/unix/nglContext.cpp  -fPIC -DPIC
> core/unix/nglContext.cpp: In member function `void (*
>    nglContext::LookupExtFunc(const char*))()':
> core/unix/nglContext.cpp:288: `glXGetProcAddressARB' undeclared (first use 
> this
>    function)
> core/unix/nglContext.cpp:288: (Each undeclared identifier is reported only 
> once
>    for each function it appears in.)
> make[2]: *** [core/unix/nglContext.lo] Error 1
> make[2]: Leaving directory 
> `/home/ldb/src/work/ngl-bundle-0.7.10/ngl-0.7.10/src'
> make[1]: *** [all-recursive] Error 1
> make[1]: Leaving directory `/home/ldb/src/work/ngl-bundle-0.7.10/ngl-0.7.10'
> make: *** [all] Error 2
> 
> Thanks for any help regarding this issue.
> 
> -- 
> Levi Burton
> http://www.puresimplicity.net/~ldb/
> 
> 
> 
> -------------------------------------------------------
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-- 


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From: Levi Burton <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: Re: [NGL-devel] ngl-0.7.10 build problems on linux
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Date: Sun Jun  1 03:35:05 2003
X-Original-Date: Sun, 1 Jun 2003 05:33:27 -0500

On Sunday 01 June 2003 05:11 am, Timothee Besset wrote:
> Let me guess .. Red Hat 9 maybe?

It start out 7.3, but is heavily modified now.

> I have noticed that Red Hat 9's OpenGL.so.1 doesn't have the
> glXGetProcAddressARB symbol. Vincent (and me) are mostly Debian users. I
> think the configure stage needs to have a test for this symbol and
> configure accordingly.
>
> TTimo

The opengl development stuff on my system is really confusing.  I am using 
NVIDIA opengl drivers - NVIDIA_GLX-1.0-4191.  I also seem to have Mesa on my 
system as well.  It seems that the Mesa GL headers are being used rather than 
the the what appear to be custome NVIDIA gl headers -- this is the result of 
a make install of my NVIDIA_GLX drivers:


Removing all old and conflicting files!
      rm -f     //usr/lib/libGL.*
      rm -f     //usr/lib/libGLcore.*
      rm -f     //usr/X11R6/lib/libGL.*
      rm -f     //usr/X11R6/lib/libGLcore.*
      rm -f     //usr/X11R6/lib/modules/extensions/libGLcore.*
      rm -f     //usr/X11R6/lib/modules/extensions/libglx.*
Installing new drivers
      install usr/lib/libGL.so.1.0.4191     //usr/lib
      install usr/lib/libGLcore.so.1.0.4191 //usr/lib
      install usr/X11R6/lib/modules/drivers/nvidia_drv.o           
//usr/X11R6/lib/modules/drivers
      install usr/X11R6/lib/modules/extensions/libglx.so.1.0.4191    
//usr/X11R6/lib/modules/extensions
if [ -f usr/X11R6/lib/libXvMCNVIDIA.a ]; then \
        install usr/X11R6/lib/libXvMCNVIDIA.a //usr/X11R6/lib/libXvMCNVIDIA.a; 
\
        install usr/X11R6/lib/libXvMCNVIDIA.so.1.0.4191 
//usr/X11R6/lib/libXvMCNVIDIA.so.1.0.4191; \
fi
/sbin/ldconfig -n //usr/lib
/sbin/ldconfig -n //usr/X11R6/lib
cd //usr/lib/; ln -fs libGL.so.1.0.4191 libGL.so
cd //usr/X11R6/lib/modules/extensions; \
        ln -fs libglx.so.1.0.4191 libglx.so
Installing documentation in //usr/share/doc/NVIDIA_GLX-1.0
      mkdir -p //usr/share/doc/NVIDIA_GLX-1.0/include
      cp -r usr/include/* //usr/share/doc/NVIDIA_GLX-1.0/include
      cp -r usr/share/doc/* //usr/share/doc/NVIDIA_GLX-1.0


Here is the contents of usr/include/

[EMAIL PROTECTED] NVIDIA_GLX-1.0-4191]# ls -laR usr/include/
usr/include/:
total 12
drwxrwxr-x    3 ldb      ldb          4096 Dec  9 14:26 .
drwxrwxr-x    6 ldb      ldb          4096 Dec  9 14:26 ..
drwxrwxr-x    2 ldb      ldb          4096 Dec  9 14:26 GL

usr/include/GL:
total 184
drwxrwxr-x    2 ldb      ldb          4096 Dec  9 14:26 .
drwxrwxr-x    3 ldb      ldb          4096 Dec  9 14:26 ..
-r--r--r--    1 ldb      ldb        148924 Dec  9 14:26 gl.h
-r--r--r--    1 ldb      ldb          9827 Dec  9 14:26 glx.h
-r--r--r--    1 ldb      ldb         10978 Dec  9 14:26 glxtokens.h

But as you can see, those are not installed into a location in my system where 
they will be found by the compiler (they are put in 
/usr/share/doc/NVIDIA_GLX-1.0/include).  Odd.


-- 
Levi Burton
http://www.puresimplicity.net/~ldb/



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Date: Sun Jun  1 11:37:06 2003
X-Original-Date: Sun, 1 Jun 2003 20:46:34 +0200

First of all, HI everybody inside.
I am new using NGL and Nui , got a question or an advice ( dunno )
I 'd like to set the cursor position of my scrollbar within my code, I have
found a getRange() but no setRange() , the only way I have seen is to
destroy my scrollbar and make a new one with the correct position in the
Range argument. But this is a little "heavy" , I also have to recreate all
the "connect->" , I do not feel good about doing this.
Any advice ?
Laurent Brun
Working had on Nui / VSTplugin
And thx for all the work done on NGL / NUI that's is really nice



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Date: Sun Jun  1 12:10:14 2003
X-Original-Date: Sun, 01 Jun 2003 21:08:34 +0200

Hi Laurent,

use nuiScrollBar::GetRange().SetPos().

Thanks :)

Sebastien

Laurent Brun wrote:

>First of all, HI everybody inside.
>I am new using NGL and Nui , got a question or an advice ( dunno )
>I 'd like to set the cursor position of my scrollbar within my code, I have
>found a getRange() but no setRange() , the only way I have seen is to
>destroy my scrollbar and make a new one with the correct position in the
>Range argument. But this is a little "heavy" , I also have to recreate all
>the "connect->" , I do not feel good about doing this.
>Any advice ?
>Laurent Brun
>Working had on Nui / VSTplugin
>And thx for all the work done on NGL / NUI that's is really nice
>
>
>  
>



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Subject: Re: [NGL-devel] ngl-0.7.10 build problems on linux
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Date: Sun Jun  1 13:28:08 2003
X-Original-Date: Sun, 1 Jun 2003 22:27:55 +0200 (CEST)

>> I have noticed that Red Hat 9's OpenGL.so.1 doesn't have the
>> glXGetProcAddressARB symbol. Vincent (and me) are mostly Debian users. I
>> think the configure stage needs to have a test for this symbol and
>> configure accordingly.

OK, here's what I could gather after some exploration :

- NVIDIA drivers come with a GLX 1.3 compliant driver (latest 43.49)

- Mesa 5.x is GLX 1.4 compliant

- glXGetProcAddressARB is _not_ in the GLX 1.3 specs (oct. 1998) as it was added
lately in januar 2000 as an ARB extension (wglGetProcAddress came earlier 
because MS
stuck the ICD ABI to OpenGL 1.1 very soon). Obvious note from the spec :

  http://oss.sgi.com/projects/ogl-sample/registry/ARB/get_proc_address.txt

    * There's a recursion problem with this feature. The purpose of
      GetProcAddressARB is to return pointers to extension functions and
      GetProcAddressARB is itself such a function! This presents a
      puzzle to the application developer.

        Implementations must export the glXGetProcAddressARB entry point
        statically.

- I can't find any GLX 1.4 specs anywhere, but from the header it is apparent 
that
glXGetProcAddressARB was promoted in core as glXGetProcAddress. I see no point 
from
Mesa in preventing the old ARB extension to link statically in libGL.so 
however. Sigh.
Anyway  I can check the GLX_VERSION_1_4 macro an fix that without autoconf 
fiddling.
Watch for CVS update.


During the trip, I discovered two interesting informations :

- functions pointers returnend by glXGetProcAddress[ARB] are 
context-independent, ie.
the extension pointers in nglContext could be static, was it not for wgl (and 
maybe
agl) which do return context-dependent pointers. No big deal, but good for 
culture :).

- the GLX 1.3 context selection mechanism (which is not used by the current
implementation of nglContext/X11) has support for a transparent color, so we 
should
implement Lorenzo's proposal here in nglContext. Sounds right since the GL
implementation is in a much better situation to optimize this trick than the 
window
manager itself (for instance this could a simple fragment culling operation 
with some
help from a window backing-store).


> The opengl development stuff on my system is really confusing.  I am using
> NVIDIA opengl drivers - NVIDIA_GLX-1.0-4191.  I also seem to have Mesa on my
> system as well.  It seems that the Mesa GL headers are being used rather than
> the the what appear to be custome NVIDIA gl headers -- this is the result of
> a make install of my NVIDIA_GLX drivers:

NVIDIA don't care one second about the Linux ABI specs (promoted for 2 years by 
SGI),
and they don't care about crushing your distro with stupid install scripts. 
Besides
ranting, I can tell that NVIDIA provides that glXGetProcAddressARB in their 
libGL.so
since the beginning, it seems you're linking with another library, maybe a Mesa
install in /usr/local/lib.


> usr/include/GL:
> total 184
> drwxrwxr-x    2 ldb      ldb          4096 Dec  9 14:26 .
> drwxrwxr-x    3 ldb      ldb          4096 Dec  9 14:26 ..
> -r--r--r--    1 ldb      ldb        148924 Dec  9 14:26 gl.h
> -r--r--r--    1 ldb      ldb          9827 Dec  9 14:26 glx.h
> -r--r--r--    1 ldb      ldb         10978 Dec  9 14:26 glxtokens.h
>
> But as you can see, those are not installed into a location in my system where
> they will be found by the compiler (they are put in
> /usr/share/doc/NVIDIA_GLX-1.0/include).  Odd.

NVIDIA actually includes (a modified) glext.h verbatim into gl.h, and idem for
glxext.h and glx.h. Your include setup seems OK, the files size match NVIDIA's 
one.



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Subject: Re: [NGL-devel] ngl-0.7.10 build problems on linux
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Sun Jun  1 13:43:02 2003
X-Original-Date: Sun, 1 Jun 2003 22:42:26 +0200 (CEST)

Levi Burton said:
>
> I am trying to build ngl-0.7.10 on linux 2.4.20.  Let me know what system
> specs you need from me to resolve the issue.  Here is where the build fails:
>
> g++ -DHAVE_CONFIG_H -I. -I. -I.. -I/usr/X11R6/include -Wall -Wpointer-arith
> -Wstrict-prototypes -g -pipe -D_DEBUG_ -I../include -I/usr/X11R6/include
> -I/usr/local/include/libpng12 -I/usr/include/freetype2 -MT
> core/unix/nglContext.lo -MD -MP -MF core/unix/.deps/nglContext.Tpo -c
> core/unix/nglContext.cpp  -fPIC -DPIC
> core/unix/nglContext.cpp: In member function `void (*
>    nglContext::LookupExtFunc(const char*))()':
> core/unix/nglContext.cpp:288: `glXGetProcAddressARB' undeclared (first use
> this function)

Ops, did forget it was a compile time error, I suggested a link error in the 
previous
mail. So it looked like you had the proper header (NVIDIA's) files in 
/usr/include/GL,
but you're compiling against something else. NVIDIA install script has crushed 
or
symlinked the same files in /usr/X11R6/include/GL, I don't really expect the 
problem
comes from here.



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Date: Sun Jun  1 13:59:14 2003
X-Original-Date: Sun, 1 Jun 2003 22:58:58 +0200 (CEST)

Brian Hammond said:
>
> With a really quick glance, the problem seems to be that nglApplication.h on
> inclusion does not have _UNIX_ set.  However, I don't understand how
> src/core/unix/nglApplication.cpp is made a part of the project is _UNIX_
> is not setup.. ?

_UNIX_ should be defined from include/ngl_config.h. However since you can build 
either
a Darwin or Carbon target with the same tools, you have this code :

#ifdef __APPLE__
  // Make Carbon the default choice when compiling on a Mac, even when using gcc
  #if (!defined(_CARBON_) && !defined(_DARWIN_))
    #define _CARBON_
  #endif
#endif

#if defined(_LINUX_) || defined(_FREEBSD_) || defined(_CYGWIN_) || 
defined(_DARWIN_)
#define _UNIX_
#endif

... which states that on a Mac, the default build is Carbon. What is lacking is
actually the autoconf logic to select between Darwin and Carbon targets (see
config/build.m4). We need a --with-target=carbon(default),darwin switch, and 
setup the
proper macro definition in CXXFLAGS. I'm adding this into the CVS tonight.


> I do use Fink. However, their latest autoconf is 2.54; others are behind
> as well.  Thus I downloaded from gnu.org latest autoconf, automake, and
> libtool.

Since most people will use bare Fink and don't bother downloading and compiling 
latest
versions like you do, we'd better try to make it work with Fink. Anyway, make 
your way
as you wish :).



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Date: Sun Jun  1 14:28:04 2003
X-Original-Date: Sun, 1 Jun 2003 23:26:59 +0200

It's strictly a header problem. I have a RH9 with latest NVIDIA drivers
installed, glXGetProcAddress is not declared in the glx.h header.

Also to note, when you execute nvidia's .run installer, it will put it's
own headers to /usr/include/GL - that's what happens on RH9

If you build the nvidia driver on Debian using the kernel header package
(that's what I do), it will not install the headers provided by nvidia, it
will stick to mesa 

$ dpkg -S /usr/include/GL/glx.h
xlibmesa-gl-dev: /usr/include/GL/glx.h

I have the same problem in other software ;-), and the only way around it
I have is a configure check for the symbol in the headers to decide for a
local declaration if needed.

TTimo

On Sun, 1 Jun 2003 22:27:55 +0200 (CEST)
"Vincent Caron" <[EMAIL PROTECTED]> wrote:

> >> I have noticed that Red Hat 9's OpenGL.so.1 doesn't have the
> >> glXGetProcAddressARB symbol. Vincent (and me) are mostly Debian users. I
> >> think the configure stage needs to have a test for this symbol and
> >> configure accordingly.
> 
> OK, here's what I could gather after some exploration :
> 
> - NVIDIA drivers come with a GLX 1.3 compliant driver (latest 43.49)
> 
> - Mesa 5.x is GLX 1.4 compliant
> 
> - glXGetProcAddressARB is _not_ in the GLX 1.3 specs (oct. 1998) as it was 
> added
> lately in januar 2000 as an ARB extension (wglGetProcAddress came earlier 
> because MS
> stuck the ICD ABI to OpenGL 1.1 very soon). Obvious note from the spec :
> 
>   http://oss.sgi.com/projects/ogl-sample/registry/ARB/get_proc_address.txt
> 
>     * There's a recursion problem with this feature. The purpose of
>       GetProcAddressARB is to return pointers to extension functions and
>       GetProcAddressARB is itself such a function! This presents a
>       puzzle to the application developer.
> 
>       Implementations must export the glXGetProcAddressARB entry point
>       statically.
> 
> - I can't find any GLX 1.4 specs anywhere, but from the header it is apparent 
> that
> glXGetProcAddressARB was promoted in core as glXGetProcAddress. I see no 
> point from
> Mesa in preventing the old ARB extension to link statically in libGL.so 
> however. Sigh.
> Anyway  I can check the GLX_VERSION_1_4 macro an fix that without autoconf 
> fiddling.
> Watch for CVS update.
> 
> 
> During the trip, I discovered two interesting informations :
> 
> - functions pointers returnend by glXGetProcAddress[ARB] are 
> context-independent, ie.
> the extension pointers in nglContext could be static, was it not for wgl (and 
> maybe
> agl) which do return context-dependent pointers. No big deal, but good for 
> culture :).
> 
> - the GLX 1.3 context selection mechanism (which is not used by the current
> implementation of nglContext/X11) has support for a transparent color, so we 
> should
> implement Lorenzo's proposal here in nglContext. Sounds right since the GL
> implementation is in a much better situation to optimize this trick than the 
> window
> manager itself (for instance this could a simple fragment culling operation 
> with some
> help from a window backing-store).
> 
> 
> > The opengl development stuff on my system is really confusing.  I am using
> > NVIDIA opengl drivers - NVIDIA_GLX-1.0-4191.  I also seem to have Mesa on my
> > system as well.  It seems that the Mesa GL headers are being used rather 
> > than
> > the the what appear to be custome NVIDIA gl headers -- this is the result of
> > a make install of my NVIDIA_GLX drivers:
> 
> NVIDIA don't care one second about the Linux ABI specs (promoted for 2 years 
> by SGI),
> and they don't care about crushing your distro with stupid install scripts. 
> Besides
> ranting, I can tell that NVIDIA provides that glXGetProcAddressARB in their 
> libGL.so
> since the beginning, it seems you're linking with another library, maybe a 
> Mesa
> install in /usr/local/lib.
> 
> 
> > usr/include/GL:
> > total 184
> > drwxrwxr-x    2 ldb      ldb          4096 Dec  9 14:26 .
> > drwxrwxr-x    3 ldb      ldb          4096 Dec  9 14:26 ..
> > -r--r--r--    1 ldb      ldb        148924 Dec  9 14:26 gl.h
> > -r--r--r--    1 ldb      ldb          9827 Dec  9 14:26 glx.h
> > -r--r--r--    1 ldb      ldb         10978 Dec  9 14:26 glxtokens.h
> >
> > But as you can see, those are not installed into a location in my system 
> > where
> > they will be found by the compiler (they are put in
> > /usr/share/doc/NVIDIA_GLX-1.0/include).  Odd.
> 
> NVIDIA actually includes (a modified) glext.h verbatim into gl.h, and idem for
> glxext.h and glx.h. Your include setup seems OK, the files size match 
> NVIDIA's one.
> 
> 
> 
> -------------------------------------------------------
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Subject: Re: [NGL-devel] ngl-0.7.10 build problems on linux
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Sun Jun  1 15:13:05 2003
X-Original-Date: Mon, 2 Jun 2003 00:12:32 +0200 (CEST)

Timothee Besset said:
> It's strictly a header problem. I have a RH9 with latest NVIDIA drivers
> installed, glXGetProcAddress is not declared in the glx.h header.

Sure, NVIDIA's header is GLX 1.3, so you have glXGetProcAddressARB.


> Also to note, when you execute nvidia's .run installer, it will put it's
> own headers to /usr/include/GL - that's what happens on RH9

And crush what's in /usr/X11R6/include, and then symlink to /usr/include.


> If you build the nvidia driver on Debian using the kernel header package
> (that's what I do), it will not install the headers provided by nvidia, it
> will stick to mesa
>
> $ dpkg -S /usr/include/GL/glx.h
> xlibmesa-gl-dev: /usr/include/GL/glx.h

This is not a valid check, you can replace glx.h and see dpkg still believing 
it's his.


> I have the same problem in other software ;-), and the only way around it
> I have is a configure check for the symbol in the headers to decide for a
> local declaration if needed.

Does not look like you need to, I commited this in NGL :

nglContext::GLExtFunc nglContext::LookupExtFunc (const char* pFuncName)
{
#ifdef GLX_VERSION_1_4
  return (GLExtFunc)glXGetProcAddress((const GLubyte*)pFuncName);
#else
  return (GLExtFunc)glXGetProcAddressARB((const GLubyte*)pFuncName);
#endif
}



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Subject: Re: [NGL-devel] ngl-0.7.10 build problems on linux
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Date: Sun Jun  1 15:19:02 2003
X-Original-Date: Sun, 1 Jun 2003 17:07:14 -0500

On Sunday 01 June 2003 03:42 pm, Vincent Caron wrote:

> Ops, did forget it was a compile time error, I suggested a link error in
> the previous mail. So it looked like you had the proper header (NVIDIA's)
> files in /usr/include/GL, but you're compiling against something else.
> NVIDIA install script has crushed or symlinked the same files in
> /usr/X11R6/include/GL, I don't really expect the problem comes from here.

*sigh*

My system would appear to be a mess.  Here is a quote from the NIVIDIA_GLX 
README:

Q: Where can I get gl.h or glx.h so I can compile OpenGL programs?

A: Most systems come with these headers preinstalled.  However, NVIDIA
   has provided our own gl.h and glx.h file in case your system did not
   come with them or in case you want to develop OpenGL apps that use
   the new NVIDIA OpenGL extensions.  These files have been installed in
   /usr/share/doc/NVIDIA_GLX-1.0/include/GL to avoid conflicting with
   the system installed versions.  To use these headers copy them
   into /usr/include/GL.

So, I moved my current /usr/X11R6/include/GL/*.h files to /tmp, and copied 
over the headers from /usr/share/doc/NVIDIA_GLX-1.0/include/GL to 
/usr/X11R6/include/GL

Now, on further inspection I found something odd.  Here is the top of my 
original gl.h header:

/* $Id: gl.h,v 1.72.2.1 2003/02/28 16:29:05 brianp Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  5.0.1

And here is the top of my original glx.h file:

/* $Id: glx.h,v 1.38 2002/10/14 13:52:27 brianp Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  4.1
 *

I am so incredibly confused at this point.

So, to summarize:

NVIDIA_GLX provides the following files:

[EMAIL PROTECTED] GL]$ ls -la /usr/share/doc/NVIDIA_GLX-1.0/include/GL/
total 184
drwxr-xr-x    2 root     root         4096 Feb  3 13:52 .
drwxr-xr-x    3 root     root         4096 Feb  3 13:52 ..
-rwxr-xr-x    1 root     root       148924 Jun  1 05:28 gl.h
-rwxr-xr-x    1 root     root         9827 Jun  1 05:28 glx.h
-rwxr-xr-x    1 root     root        10978 Jun  1 05:28 glxtokens.h


Here is the contents of my /usr/X11R6/include/GL directory (it now has the 
NVIDIA headers in it):

[EMAIL PROTECTED] GL]$ ls -la /usr/X11R6/include/GL/
total 820
drwxr-xr-x    2 root     root         4096 May 19 00:51 .
drwxr-xr-x    6 root     root         4096 Jun  1 16:45 ..
-r--r--r--    1 root     root        60468 May 19 00:34 fgl.h
-r--r--r--    1 root     root         7273 May 19 00:34 fglu.h
-r--r--r--    1 root     root        10152 May 19 00:34 fglut.h
-rw-r--r--    1 root     root       258464 May 19 00:51 glext.h
-rw-r--r--    1 root     root       148924 Jun  1 15:59 gl.h
-rw-r--r--    1 root     root        62924 May 19 00:51 gl_mangle.h
-r--r--r--    1 root     root         5150 May 19 00:34 glsmap.h
-rw-r--r--    1 root     root        16557 May 19 00:51 glu.h
-rw-r--r--    1 root     root         3716 May 19 00:51 glu_mangle.h
-r--r--r--    1 root     root        20844 May 19 00:34 glut.h
-r--r--r--    1 root     root         7946 Mar 10 20:50 GLwDrawA.h
-r--r--r--    1 root     root         4433 Mar 10 20:50 GLwDrawAP.h
-r--r--r--    1 root     root         2309 Mar 10 20:50 GLwMDrawA.h
-r--r--r--    1 root     root         2311 Mar 10 20:50 GLwMDrawAP.h
-rw-r--r--    1 root     root        26076 May 19 00:51 glxext.h
-rw-r--r--    1 root     root         9827 Jun  1 15:59 glx.h
-r--r--r--    1 root     root         2543 Mar 10 20:50 glxint.h
-rw-r--r--    1 root     root         2095 May 19 00:51 glx_mangle.h
-r--r--r--    1 root     root         2453 Mar 10 20:50 glxmd.h
-r--r--r--    1 root     root        51725 Mar 10 20:50 glxproto.h
-r--r--r--    1 root     root        10978 Jun  1 15:59 glxtokens.h
-rw-r--r--    1 root     root         8410 May 19 00:51 osmesa.h
-r--r--r--    1 root     root         8874 May 19 00:34 tube.h
-rw-r--r--    1 root     root        10461 May 19 00:51 xmesa.h
-rw-r--r--    1 root     root         6012 May 19 00:51 xmesa_xf86.h
-rw-r--r--    1 root     root         3517 May 19 00:51 xmesa_x.h

More information:

[EMAIL PROTECTED] GL]$ grep glXGetProcAddressARB /usr/X11R6/include/GL/*
/usr/X11R6/include/GL/glxext.h:extern __GLXextFuncPtr glXGetProcAddressARB 
(const GLubyte *);
/usr/X11R6/include/GL/glx.h:extern void (*glXGetProcAddressARB(const GLubyte 
*procName))(void);

Here is the output of grepping the headers I replaced with the NVIDIA ones:

[EMAIL PROTECTED] GL]$ grep glXGetProcAddressARB /tmp/gl*
/tmp/glx.h:extern void (*glXGetProcAddressARB(const GLubyte *procName))();

Blah.

Hope this helps (it probably doesnt).

Levi Burton
http://www.puresimplicity.net/~ldb/



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Subject: Re: [NGL-devel] ngl-0.7.10 build problems on linux
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Date: Sun Jun  1 15:36:08 2003
X-Original-Date: Mon, 2 Jun 2003 00:35:53 +0200 (CEST)

Levi Burton said:
>
> My system would appear to be a mess.

I suggest you run the install script from the NVIDIA_GLX package, it will do 
the right
thing (besides making package info inconsistent). Your setup should be :

- /usr/include/GL
  * gl.h  : has the NVIDIA copyright on top
  * glx.h : has the SGI copyright with
            $Header: //sw/main/drivers/OpenGL/win/glx/include/glx.h#20 $
  * other files have no importance, they can stay here

- /usr/X11R6/include/GL
  * ideally this folder would not exist. But you might have GLU and glut headers
installed in there. Just make sure you don't have gl.h and glext.h here, or that
they are symlinks to the versions in /usr/include/GL

BTW I'm referring to files from NVIDIA rev 41.91 driver since you are using 
these,
latest available version is 43.49.



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Date: Sun Jun  1 15:39:05 2003
X-Original-Date: Mon, 2 Jun 2003 00:38:15 +0200 (CEST)

Vincent Caron said:
>
> CVS report
>
> build fixes: glXGetProcAddress, Carbon vs. Darwin selection

Now you can invoke "./configure --with-mac-target=darwin". This option is 
ignored on
non-Apple platforms (but still displayed, autostuff, don't ask).



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Date: Sun Jun  1 17:08:05 2003
X-Original-Date: Sun, 1 Jun 2003 19:06:04 -0500

I upgraded my NVIDIA drivers and got the latest CVS.  No more problems with 
glXGetProcAddressARB.  New set of problems:

/bin/sh ../libtool --mode=link g++  -Wall -Wpointer-arith -Wstrict-prototypes 
-g  -pipe -D_DEBUG_ -I../include -I/usr/X11R6/include     
-I/usr/local/include/libpng12  -I/usr/local/include 
-I/usr/local/include/freetype2   -o libngl.la -rpath /usr/local/lib  
core/nglApplication_shr.lo core/nglCPUInfo_shr.lo core/nglConsole_shr.lo 
core/nglContext_shr.lo core/nglError_shr.lo core/nglKernel_shr.lo 
core/nglKeyboard_shr.lo core/nglLog_shr.lo core/nglStringConv_shr.lo 
core/nglString_shr.lo core/nglTime_shr.lo core/nglTimer_shr.lo 
core/nglVideoMode_shr.lo core/nglWindow_shr.lo core/glext/ngl_glext_table.lo  
core/nglStringConv_iconv.lo  core/unix/nglApplication.lo 
core/unix/nglConsole.lo core/unix/nglContext.lo core/unix/nglEvent.lo 
core/unix/nglKernel.lo core/unix/nglTimer.lo core/unix/nglVideoMode.lo 
core/unix/nglWindow.lo   file/nglFile_shr.lo file/nglPath_shr.lo 
file/unix/nglPath.lo file/unix/nglFile.lo   font/nglFont1_shr.lo 
font/nglFont_shr.lo font/nglFontBase_shr.lo font/nglFontCache_shr.lo 
font/nglFontInstance_shr.lo font/nglFontLayout_shr.lo 
font/nglFontTexCache_shr.lo font/ngl_default_font.lo 
image/nglBitmapTools_shr.lo image/nglImageJPEGCodec_shr.lo 
image/nglImagePNGCodec_shr.lo image/nglImagePPMCodec_shr.lo 
image/nglImageTGACodec_shr.lo image/nglImage_shr.lo 
input/nglInputDevice_shr.lo input/nglInputDeviceInstance_shr.lo 
input/unix/nglInputDevice.lo input/unix/nglInputDeviceLinux.lo 
math/nglMath_shr.lo module/nglModule_shr.lo module/unix/nglModule.lo    
stream/nglIFile_shr.lo stream/nglIMemory_shr.lo stream/nglIStream_shr.lo 
stream/nglOFile_shr.lo stream/nglOMemory_shr.lo stream/nglOStream_shr.lo 
stream/nglStream_shr.lo util/ngl3DSLoader_shr.lo  -lGL -lGLU -lGL  
-L/usr/X11R6/lib -lX11 -lXext  -lGL -lGLU  -lXxf86vm -lpng12 -lz -lm -ljpeg 
-L/usr/local/lib -lfreetype -lz
mkdir .libs
grep: /usr/X11R6/lib/libGL.la: No such file or directory
/bin/sed: can't read /usr/X11R6/lib/libGL.la: No such file or directory
libtool: link: `/usr/X11R6/lib/libGL.la' is not a valid libtool archive
make[2]: *** [libngl.la] Error 1
make[2]: Leaving directory 
`/home/ldb/src/work/ngl-bundle-0.7.10/ngl-0.7.10/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/ldb/src/work/ngl-bundle-0.7.10/ngl-0.7.10'
make: *** [all] Error 2

Im not familiar with libtool enough to deduce what exactly is going wrong 
here.  Any help would be appreciated.  I _can_ tell you that libGL.la does 
not exist anywhere on my system.

--
Levi Burton
http://www.puresimplicity.net/~ldb/



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Date: Sun Jun  1 19:06:05 2003
X-Original-Date: Sun, 1 Jun 2003 21:04:00 -0500

On Sunday 01 June 2003 07:06 pm, Levi Burton wrote:
> I upgraded my NVIDIA drivers and got the latest CVS.  No more problems with
> glXGetProcAddressARB.  New set of problems:
[...]

The libtool problem went away after removing /usr/X11R6/lib/libGLU.la.  
Everything has built successfully and is working.  Thanks for all your help!l

-- 
Levi Burton
http://www.puresimplicity.net/~ldb/



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Date: Sun Jun  1 19:16:02 2003
X-Original-Date: Mon, 2 Jun 2003 04:15:03 +0200 (CEST)

Levi Burton said:
> On Sunday 01 June 2003 07:06 pm, Levi Burton wrote:
>> I upgraded my NVIDIA drivers and got the latest CVS.  No more problems with
>> glXGetProcAddressARB.  New set of problems:
> [...]
>
> The libtool problem went away after removing /usr/X11R6/lib/libGLU.la.
> Everything has built successfully and is working.  Thanks for all your help!l

Er... ok, I love it when people solve their problems and still thank you :).


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Subject: [NGL-devel] nglString::Compare returns non zero on identical string 
protion (using Index/Length version)
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Date: Mon Jun  2 02:39:06 2003
X-Original-Date: Mon, 2 Jun 2003 11:39:47 +0200

This is beacause InternalCompare diffs strings length at the end of
the comparison wether comparison request comes from Unbounded or
Bounded version of nglString::Compare ...

I might be missign something but this is not what I would expect from
the method.
Actually this prevents things like console completion to work
properly...

InternalCompare might need an argument more to know if it has to check
lenght..

Lo.




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Subject: Re: [NGL-devel] win32 Standard console.
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Date: Mon Jun  2 06:25:15 2003
X-Original-Date: Mon, 2 Jun 2003 15:24:14 +0200 (CEST)

Lorenzo Pastrana said:
> Hi,
>
> I've just finished an implementation of nglConsole supporting the
> standard win32 console.
>
> It has the nice advantage on windowed one to still be alive on break
> point conditions because it's threaded (for input polling purposes). I
> remember having a discussion on eventual race condition with zerodeux,
> witch might be adressed properly though..

If the advantage is the threading, what is preventing you from threading the 
current
win32 console implementation ? Has the win32 native console some substantial 
interest
other the current text widget-based implementation ?


> I had to insert it in place of the actual implementation witch is not
> working, but it results that the code is really different from the
> windowed one and keeping both in one file ends up in a #ifdef mess..
>
> I was wondering if the two implementations could not be separated in
> two files nglConsole_std.cpp & nglConsole_win.cpp conditionnally
> included (USE_STANDARD_WIN32_CONSOLE) into nglConsole.cpp

Sure, we should expect it comes to two distinct console implementations. 
However it
would be much better that they build both in the library, this way the console 
choice
becomes the user's (at runtime), not the maintainer's (at packaging time, 
ultra-boring
macro fiddling in multiple VC project files).

I've only started work on nglConsole update last week, it turned out to be 
pretty old
code (something like 18 months) and the doc has many errors. The basic plan is 
to have
a nglConsoleBase with the common interface (OnInput, OnOutput, OnCompletion) and
common code (history and completion handling), and a nglConsole class which 
holds the
current platform-specific code. This way the user can choose to use the
platform-specific console or not, overload it (or not) with its own console.

BTW, we removed the singleton assumption in nglConsole during the nglKernel 
debate in
september 2002. You can have any number of consoles you want, and
nglKernel::GetConsole() can point to one of them. This way you can have your 
ingame
console (eg. chat, etc) which is not correlated to the application's console.



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Date: Mon Jun  2 07:28:06 2003
X-Original-Date: Mon, 2 Jun 2003 16:28:48 +0200

> Has the win32 native console some substantial interest
> other the current text widget-based implementation ?

Well.. the interest are multiples : standard code path, available in
/SUBSYSTEM:CONSOLE target projects (read sever-side), smaller code, no
need for a message loop, runtime customisable per application, looks
better IMHO (I'm in 1600x1200 usually and default font is waay too
small)..

> Sure, we should expect it comes to two distinct console
implementations. However it
> would be much better that they build both in the library, this way
the console choice
> becomes the user's (at runtime), not the maintainer's (at packaging
time, ultra-boring
> macro fiddling in multiple VC project files).

Well, it might come the way it is now (a user-side compile-time flag,
certainly not worth making a project target for it) but that's up to
you...

> I've only started work on nglConsole update last week, it turned out
to be pretty old
> code (something like 18 months) and the doc has many errors. The
basic plan is to have
> a nglConsoleBase with the common interface (OnInput, OnOutput,
OnCompletion) and
> common code (history and completion handling), and a nglConsole
class which holds the
> current platform-specific code. This way the user can choose to use
the
> platform-specific console or not, overload it (or not) with its own
console.

As long as both classes are abstract this should work.. ;)

If I read you correctly there will be

- an interface for event handling ("console client"), that may be
implemented by whatever application object in order to keep a track of
what's going on within the console (command parsing, history,
completion)

- an implementation abstraction ("console server"), with output
methods and keyboard input callbacks in order to allow different
aspects/behaviours (standard, widget based, in-game OpenGL, networked
or whatever)

Of course there will be some plain implementation available.

Is that correct?

Lo.



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Date: Mon Jun  2 14:38:06 2003
X-Original-Date: Mon, 2 Jun 2003 23:37:10 +0200 (CEST)

Lorenzo Pastrana said:
>
> Well.. the interest are multiples : standard code path, available in
> /SUBSYSTEM:CONSOLE target projects (read sever-side), smaller code, no
> need for a message loop, runtime customisable per application, looks
> better IMHO (I'm in 1600x1200 usually and default font is waay too
> small)..

The '/SUBSYSTEM' build option calls for new targets (console release & debug), 
and
thus new VC6 project files. Major hindrance. Try to use the link-time entry 
symbol
discovery, from VC doc :

"If the /DLL or /SUBSYSTEM option is not specified, the linker selects a 
subsystem and
entry point depending on whether (w)main or (w)WinMain is defined."

As for the font size, it's shamelessly hardcoded in core/win32/ngl_win32.h, and 
used
in core/win32/nglKernel.cpp:GetSystemFont(). I'd personnaly find it easier to 
fix that
and try to fetch the right default console font from the registry.


> Well, it might come the way it is now (a user-side compile-time flag,
> certainly not worth making a project target for it) but that's up to
> you...

As stated above, this macro is effectively needed. USE_WIN32_CONSOLE should do.


> - an interface for event handling ("console client"), that may be
> implemented by whatever application object in order to keep a track of
> what's going on within the console (command parsing, history,
> completion)
>
> - an implementation abstraction ("console server"), with output
> methods and keyboard input callbacks in order to allow different
> aspects/behaviours (standard, widget based, in-game OpenGL, networked
> or whatever)
>
> Of course there will be some plain implementation available.
>
> Is that correct?

I'm not sure we understood each other precisely. nglConsoleBase will not make 
any
assumptions about the console implementation. You will be able to have any 
number of
consoles with their own inputs at runtime. nglConsole will implement the 
console as we
know it today, and thus have the singleton logic since it is bound to a unique
physical console. I meant that the singleton logic was removed _from the kernel_
(where it stupidly was), and we only require that one console instance 
(possibly out
of many) be attached as the 'default application console'. However a GL-based 
console
will certainly not have the singleton logic (for instance you would use one 
instance
per 'chat-room' in a game).



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Date: Mon Jun  2 15:15:05 2003
X-Original-Date: Tue, 3 Jun 2003 00:14:10 +0200 (CEST)

Lorenzo Pastrana said:
> This is beacause InternalCompare diffs strings length at the end of
> the comparison wether comparison request comes from Unbounded or
> Bounded version of nglString::Compare ...

This InternalCompare() was bogus from the start, I started the fix in the first
Compare() method a long time ago and did not finish it. This should work better 
now.



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Subject: Re: [NGL-devel] NGL on OS X
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Date: Mon Jun  2 22:44:13 2003
X-Original-Date: Tue, 3 Jun 2003 01:38:52 -0400

My experience on building NGL on Mac OS X

Mind you I also run Debian and that was SO easy to build NGL on.  Not a single
problem.  Examples worked and everything right out of the (CVS) box.

First I had to upgrade Freetype to 2.1.4 (fink unstable) from 2.0.9 (fink 
stable).  This didn't like the fact that I had installed GNU libtool for 
NGL to build.  The -arch_only option is an Apple addition; I had wiped out the
Apple version since I didn't realize it was Apple-proprietary.  Thus, I had to
download and reinstall the 300M Developer Tools to get the libtool from Apple
back ... in order to install FT 2.1.4.  OK!

Now of course the Apple version is unknown AFAIK but it isn't 1.4.  Also,
autoconf from the Developer Tools is 2.54. I thus had to symlink Fink's i
glibtool to libtool and install from unstable autoconf 2.57.  OK!

The Linux input device code is being included for the darwin mac target 
(--with-mac-target=darwin).  Looking at src/Makefile.am, I see that for 
BUILD_HOST_UNIX, the nglInputDeviceLinux is included.  I removed these from 
my particlar Makefile.am.

The NGL library now builds as does some examples.  The first problem example I
ran into is examples/font/bench.

Making all in font
Making all in bench
/bin/sh ../../../libtool --mode=link g++  -D_DARWIN_ -Wall -Wpointer-arith
-Wstrict-prototypes -g  -pipe -D_DEBUG_ -I../../../include
-I/usr/X11R6/include     -I/sw/include/libpng12  -I/sw/include/freetype2
-I/sw/include   -o font_bench  BenchApp.o BenchWin.o ../../../src/libngl.la
-lGL -lGLU -lGL  -L/usr/X11R6/lib -lX11 -lXext  -lGL -lGLU  -lXxf86vm -lpng12
-lz -ljpeg -L/sw/lib -lfreetype
g++ -D_DARWIN_ -Wall -Wpointer-arith -Wstrict-prototypes -g -pipe -D_DEBUG_
-I../../../include -I/usr/X11R6/include -I/sw/include/libpng12
-I/sw/include/freetype2 -I/sw/include -o .libs/font_bench BenchApp.o
BenchWin.o  -L../../../src/.libs -lngl -lGL -lGLU -lGL -L/usr/X11R6/lib -lGL
-lGLU -L/sw/lib -lGL -lGLU -lGL -lX11 -lXext -lGL -lGLU -lXxf86vm -lpng12 -lz
-ljpeg -lfreetype
ld: Undefined symbols:
_FTC_CMapCache_Lookup
_FTC_CMapCache_New
_FTC_ImageCache_Lookup
_FTC_Image_Cache_New
_FTC_Manager_Done
_FTC_Manager_Lookup_Face
_FTC_Manager_Lookup_Size
_FTC_Manager_New
_FT_Library_Version
make[4]: *** [font_bench] Error 1

Yet...

$ nm /sw/lib/libfreetype.a | grep _FTC
00002b2c T _FTC_CMapCache_Lookup
0000298c T _FTC_CMapCache_New
00001d50 T _FTC_ImageCache_Lookup
00001d30 T _FTC_ImageCache_New
00001e08 T _FTC_Image_Cache_Lookup
00001e04 T _FTC_Image_Cache_New
00000da8 T _FTC_Manager_Compress
00000c7c T _FTC_Manager_Done
00000668 T _FTC_Manager_Lookup_Face
00000868 T _FTC_Manager_Lookup_Size
00000b0c T _FTC_Manager_New
00000e30 T _FTC_Manager_Register_Cache
00000d5c T _FTC_Manager_Reset
00000f5c T _FTC_Node_Unref
00002574 T _FTC_SBitCache_Lookup
000023d0 T _FTC_SBitCache_New
00002640 T _FTC_SBit_Cache_Lookup
0000263c T _FTC_SBit_Cache_New

What am I missing here?  Thanks!
-Brian


* Brian Hammond <[EMAIL PROTECTED]> [2003-06-01 02:03]:
> * Vincent Caron <[EMAIL PROTECTED]> [2003-05-31 09:48]:
> > I highly recommend you fetch the sources from CVS, or that you run first 
> > 'make
> > maintainer-clean' in a freshly extracted tarball. The tarballs come with 
> > pregenerated
> > autoconf/automake files, and if your installed versions don't match exactly 
> > it can
> > behave unexpectedly.
> 
> Fetched... Ran bootstrap. Had to do some fiddling with CPPFLAGS for
> configure.  Had problems compiling src/core/unix/Application.cpp --
> symbols undeclared, etc. 
> 
> g++ -DHAVE_CONFIG_H -I. -I. -I.. -I/usr/X11R6/include 
> -I/System/Library/Frameworks/AGL.framework/Versions/A/Headers/ 
> -I/Users/bhammond/dev/ngl/ngl/include -Wall -Wpointer-arith 
> -Wstrict-prototypes -g -pipe -D_DEBUG_ -I../include -I/usr/X11R6/include 
> -I/sw/include/libpng12 -I/sw/include/freetype2 -I/sw/include -MT 
> core/unix/nglApplication.lo -MD -MP -MF core/unix/.deps/nglApplication.Tpo -c 
> core/unix/nglApplication.cpp  -fno-common -DPIC -DPIC -o 
> core/unix/nglApplication.o
> core/unix/nglApplication.cpp: In constructor 
>    `nglApplication::nglApplication()':
> core/unix/nglApplication.cpp:50: `mExitReq' undeclared (first use this 
>    function)
> core/unix/nglApplication.cpp:50: (Each undeclared identifier is reported only 
>    once for each function it appears in.)
> core/unix/nglApplication.cpp: In member function `int 
> nglApplication::Main(int, 
>    char**)':
> core/unix/nglApplication.cpp:84: `SysLoop' undeclared (first use this 
> function)
> core/unix/nglApplication.cpp: In member function `bool 
>    nglApplication::Init(int, char**)':
> core/unix/nglApplication.cpp:100: `AddEvent' undeclared (first use this 
> 
> <snip>
> 
> With a really quick glance, the problem seems to be that nglApplication.h on 
> inclusion does not have _UNIX_ set.  However, I don't understand how
> src/core/unix/nglApplication.cpp is made a part of the project is _UNIX_
> is not setup.. ?
> 
> > Otherwise I must say it's nto very easy to help with autotools remotely :(. 
> > Are you
> > installing third party software (autoconf/automake, libpng et al.) via Fink 
> > or another
> > mean ?
> 
> I do use Fink. However, their latest autoconf is 2.54; others are behind
> as well.  Thus I downloaded from gnu.org latest autoconf, automake, and
> libtool.  
> 
> 
> 
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Date: Tue Jun  3 00:11:04 2003
X-Original-Date: Tue, 03 Jun 2003 09:08:44 +0200

Hi Brian!

IIRC this problem is that you have two diferent versions of freetype 
installed and the build system chooses the wrong one.

Sebastien

Brian Hammond wrote:

>My experience on building NGL on Mac OS X
>...
>What am I missing here?  Thanks!
>-Brian
>
>
>  
>



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Date: Tue Jun  3 01:10:02 2003
X-Original-Date: Tue, 3 Jun 2003 04:05:37 -0400

Yes, that was it actually. 

There was a version in /usr/X11R6/lib which I renamed to *.old... Now
the examples build successfully but I ran into a problem in which
dlcompat wasn't being linked in.  Thus dlclose, dlopen were undefined
symbols... 

I am not too familiar with automake, etc but I think this is the right
way to fix this...

export NGL_LIBS="-ldl"

./configure CPPFLAGS="-I/sw/include -I/usr/X11R6/include \
-I/System/Library/Frameworks/AGL.framework/Versions/A/Headers" \
LDFLAGS="-L/sw/lib" --with-mac-target=darwin

AND IT RUNS!

The Gears example works... yay.

The font glyphs render as boxes though... Hmmm... Nothing too exciting
from the output of Gears as to why the fonts are rendering weirdly;

font   : Initializing FreeType library
font   : Initializing FreeType cache
font   : Loading logical font at 0x5c1f44 (face 0, 49224 bytes)
font   : Hard loading '/memory/0x5c1f44,0xc048'
font   : nglFontTexCache: Init: trying to fit 128 glyphs
kernel : Exit (code: 0)
font   : Releasing 1 installed font
font   : Releasing FreeType cache
font   : Releasing FreeType library

-Brian



* Sebastien Metrot <[EMAIL PROTECTED]> [2003-06-03 03:07]:
> Hi Brian!
> 
> IIRC this problem is that you have two diferent versions of freetype 
> installed and the build system chooses the wrong one.
> 
> Sebastien
> 
> Brian Hammond wrote:
> 
> >My experience on building NGL on Mac OS X
> >...
> >What am I missing here?  Thanks!
> >-Brian
> >
> >
> > 
> >
> 
> 
> 
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Date: Tue Jun  3 05:13:05 2003
X-Original-Date: Tue, 03 Jun 2003 14:11:46 +0200

Very cool :) congrats! ;).

The FreeType question reqlly is for Vincent I'm affraid...

Sebastien

Brian Hammond wrote:

> Yes, that was it actually. 
> ...
> The font glyphs render as boxes though... Hmmm... Nothing too exciting
> from the output of Gears as to why the fonts are rendering weirdly;
> 



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Subject: [NGL-devel] ANN: repository for YAM goes public - cachefs/changefs LUFS
 filesystems
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Date: Tue Jun  3 08:38:13 2003
X-Original-Date: Tue, 3 Jun 2003 17:37:32 +0200

As some of you know, I've been working on an experimental application for
media management as a side project. Part of the application design
includes some LUFS filesystems. cachefs, changefs (going towards 'yamfs'
later on)

See the bug item in tracker:
http://sourceforge.net/tracker/index.php?func=detail&aid=667849&group_id=57332&atid=483773

I have finalized my code for cachefs and changefs enough for a public
release, so I've decided to open the SVN repository:
https://zerowing.idsoftware.com:666/yam-web/index.html

You need to compile lufs2 from cvs with a bit of patching (submitted to
tracker, you'll find it in yam source tree also):
http://sourceforge.net/tracker/?func=detail&aid=748247&group_id=57332&atid=483773

There is no release yet. Expect to have to use cvs and svn (Subversion) to
get the source and get that stuff going. That's a developer thing really :-)

I use NGL as the application framework, and afaik this is the first LUFS
filesystem built as a standlone release. I considered that a broader
announcement would be good.

TTimo


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Subject: Re: [NGL-devel] NGL on OS X
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Tue Jun  3 15:18:06 2003
X-Original-Date: Wed, 4 Jun 2003 00:17:34 +0200 (CEST)

Brian Hammond said:
>
> My experience on building NGL on Mac OS X
>
> Mind you I also run Debian and that was SO easy to build NGL on.  Not a single
> problem.  Examples worked and everything right out of the (CVS) box.

Glad to hear that. I wonder if you would have kept the faith on the Mac build 
without
knowing you could rest in the Debian developer's eden :)


> First I had to upgrade Freetype to 2.1.4 (fink unstable) from 2.0.9 (fink
> stable).  This didn't like the fact that I had installed GNU libtool for
> NGL to build.  The -arch_only option is an Apple addition; I had wiped out the
> Apple version since I didn't realize it was Apple-proprietary.  Thus, I had to
> download and reinstall the 300M Developer Tools to get the libtool from Apple
> back ... in order to install FT 2.1.4.  OK!

Very interesting to know that Apple libtool is pretty different. Since FreeType 
was
meant to build on bare-bone OS (yes, even DOS), I guess it's safer to build it 
against
Apple's developer tools and forget about Fink.


> There was a version in /usr/X11R6/lib which I renamed to *.old... Now
> the examples build successfully but I ran into a problem in which
> dlcompat wasn't being linked in.  Thus dlclose, dlopen were undefined
> symbols...

Another nice trap. Sigh. I wonder I can document this, you get Apple Developer 
tools,
Fink, X11, three target builds, GNU-but-slightly-proprietarized-tools... Anyone 
to
help the few needed packages in Fink to migrate to stable ? (autoconf, automake,
freetype)


> Now of course the Apple version is unknown AFAIK but it isn't 1.4.  Also,
> autoconf from the Developer Tools is 2.54. I thus had to symlink Fink's i
> glibtool to libtool and install from unstable autoconf 2.57.  OK!

I can't exactly tell which autoconf version should be sufficient, but I tried 
2.52 on
Meeloo's Mac and it really went wrong. Automake 1.6 is also not an option, 1.7
strongly needed (mainly support for non-recursive makefiles). All these 
versions have
been released for more than 6 months AFAIK. Baaaaad distribution maintainers.


> The Linux input device code is being included for the darwin mac target
> (--with-mac-target=darwin).  Looking at src/Makefile.am, I see that for
> BUILD_HOST_UNIX, the nglInputDeviceLinux is included.  I removed these from
> my particlar Makefile.am.

Thanks, this has been fixed in CVS, configure is now only compiling the Linux 
code on
a Linux host. You still have the default stub of other unices (reports no 
devices).


> I am not too familiar with automake, etc but I think this is the right
> way to fix this...
>
> export NGL_LIBS="-ldl"

Yes, and it should be in config/build.m4 I think. However I've commented out 
the whole
Posix testing in configure.in, which would now prove to be useful. I think that 
if I
had 'dlopen' in the AC_CHECK_FUNCS autoconf should take care of things by 
itself. I'll
try that.


> ./configure CPPFLAGS="-I/sw/include -I/usr/X11R6/include \
> -I/System/Library/Frameworks/AGL.framework/Versions/A/Headers" \
> LDFLAGS="-L/sw/lib" --with-mac-target=darwin

Ok, I need to add the AGL include path inconditionnaly for Mac. As for Fink, I 
can add
an helper option '--with-fink=PATH'.


> AND IT RUNS!

Users going up to that point are rare, hopefully there will be more thanks to 
you !


> The font glyphs render as boxes though... Hmmm... Nothing too exciting
> from the output of Gears as to why the fonts are rendering weirdly;
>
> font   : Initializing FreeType library
> font   : Initializing FreeType cache
> font   : Loading logical font at 0x5c1f44 (face 0, 49224 bytes)
> font   : Hard loading '/memory/0x5c1f44,0xc048'
> font   : nglFontTexCache: Init: trying to fit 128 glyphs
> kernel : Exit (code: 0)
> font   : Releasing 1 installed font
> font   : Releasing FreeType cache
> font   : Releasing FreeType library

You can have more info by passing '--log-level font:debug' as argument to the 
program,
but if an error had occured it would already have been displayed.

I think debugging this part will require GL knowledge and diving into er... 
tricky
code. Glyphs are uploaded into a single alpha channel texture (setup in
nglFontTexCache::Init()) by a call to BitmapToTexture() in
nglFontTexCache::GetGlyph(). This rely on basic OpenGL 1.1 texturing 
capabilities.
Then it is rendered with simple quads (stored in a display list, one per
nglFontTexCache::Glyph object). Of course, alpha-blending and texturing must be
enabled, and the GL constant blending color is used to actually make the 
texture alpha
channel worthy (this is what nglFont::SetContext() is about). If alphatest is 
on, it
must be set to a low alpha (can save fillrate).

There is some basic error checking on texture and list creation, my guess is 
that it's
a subtle rendering context setup issue. Good luck :)



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Date: Tue Jun  3 15:56:09 2003
X-Original-Date: Tue, 3 Jun 2003 18:51:29 -0400

* Vincent Caron <[EMAIL PROTECTED]> [2003-06-03 18:15]:
> Glad to hear that. I wonder if you would have kept the faith on the Mac build 
> without
> knowing you could rest in the Debian developer's eden :)

Hehe... Me too :-)  My mac is my "main" box at home so I've really been
wanting to create a good setup for 3D development; hence me looking at
NGL to begin with.  I've done similar smaller-scale projects in the past
but it was way too time-consuming.

> Very interesting to know that Apple libtool is pretty different. Since 
> FreeType was
> meant to build on bare-bone OS (yes, even DOS), I guess it's safer to build 
> it against
> Apple's developer tools and forget about Fink.

Yes, but your average user probably would want it to work with Fink.
It's pretty attractive to be able to do a 'sudo fink install freetype2'
instead of locating a package, downloading it, extracting it, building
it, waiting, checking, etc.  Most people are lazy! 

BTW, this alone is the reason I run debian for a Linux box: apt.  
I tried Gentoo (w/ its emerge util) but all that waiting!

> > There was a version in /usr/X11R6/lib which I renamed to *.old... Now
> > the examples build successfully but I ran into a problem in which
> > dlcompat wasn't being linked in.  Thus dlclose, dlopen were undefined
> > symbols...
> 
> Another nice trap. Sigh. I wonder I can document this, you get Apple 
> Developer tools,
> Fink, X11, three target builds, GNU-but-slightly-proprietarized-tools... 
> Anyone to
> help the few needed packages in Fink to migrate to stable ? (autoconf, 
> automake,
> freetype)

Well hopefully you won't need to worry about that too much as a native
version with Project Builder would be easier for most people than
using NGL in X on OS X.  Maybe not...  

> I can't exactly tell which autoconf version should be sufficient, but I tried 
> 2.52 on
> Meeloo's Mac and it really went wrong. Automake 1.6 is also not an option, 1.7
> strongly needed (mainly support for non-recursive makefiles). All these 
> versions have
> been released for more than 6 months AFAIK. Baaaaad distribution maintainers.

Once Fink gets these updated, this won't be too big of a concern.

> > The Linux input device code is being included for the darwin mac target
> > (--with-mac-target=darwin).  Looking at src/Makefile.am, I see that for
> > BUILD_HOST_UNIX, the nglInputDeviceLinux is included.  I removed these from
> > my particlar Makefile.am.
> 
> Thanks, this has been fixed in CVS, configure is now only compiling the Linux 
> code on
> a Linux host. You still have the default stub of other unices (reports no 
> devices).

Ah, thanks.

> > AND IT RUNS!
> 
> Users going up to that point are rare, hopefully there will be more thanks to 
> you !

:-)

It's funny to look at some of the build notes for OGRE on OS X.  Very
similar to what I came up with.  Of course, I find this out after the
fact!


> > The font glyphs render as boxes though... Hmmm... Nothing too exciting
> > from the output of Gears as to why the fonts are rendering weirdly;
> >
> > font   : Initializing FreeType library
> > font   : Initializing FreeType cache
> > font   : Loading logical font at 0x5c1f44 (face 0, 49224 bytes)
> > font   : Hard loading '/memory/0x5c1f44,0xc048'
> > font   : nglFontTexCache: Init: trying to fit 128 glyphs
> > kernel : Exit (code: 0)
> > font   : Releasing 1 installed font
> > font   : Releasing FreeType cache
> > font   : Releasing FreeType library
> 
> You can have more info by passing '--log-level font:debug' as argument to the 
> program,
> but if an error had occured it would already have been displayed.
> 
> I think debugging this part will require GL knowledge and diving into er... 
> tricky
> code. Glyphs are uploaded into a single alpha channel texture (setup in
> nglFontTexCache::Init()) by a call to BitmapToTexture() in
> nglFontTexCache::GetGlyph(). This rely on basic OpenGL 1.1 texturing 
> capabilities.
> Then it is rendered with simple quads (stored in a display list, one per
> nglFontTexCache::Glyph object). Of course, alpha-blending and texturing must 
> be
> enabled, and the GL constant blending color is used to actually make the 
> texture alpha
> channel worthy (this is what nglFont::SetContext() is about). If alphatest is 
> on, it
> must be set to a low alpha (can save fillrate).
> 
> There is some basic error checking on texture and list creation, my guess is 
> that it's
> a subtle rendering context setup issue. Good luck :)

OK I will take a look but there's not a lot of code.  This is just the
Gears example.

Thanks for the info.
-Brian


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Subject: Re: [NGL-devel] NGL on OS X
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Tue Jun  3 19:19:04 2003
X-Original-Date: Wed, 4 Jun 2003 04:18:16 +0200 (CEST)

> Brian Hammond said:
>
> My experience on building NGL on Mac OS X

OK, many fixes have made their way to the CVS (see ChangeLog). The 'new user
experience' should go like this.

First he fetches sources from CVS. Then he run ./bootstrap and gets :

==
You need libtool >= 1.4 installed to compile NGL.
You need autoconf >= 2.57 installed to compile NGL.
You need automake >= 1.7 installed to compile NGL.
You need aclocal >= 1.7 installed to compile NGL.

You can fetch and install latest GNU tools from your distribution
packages or from http://ftp.gnu.org/gnu/. Note that aclocal is
part of the automake software package.
==

He's a nice user, so he iterates the wget/tar-xzf/configure/make/make-install
incantation over autoconf-2.57, automake-1.7 and libtool-1.5. It takes him 10 
minutes
cause he actually eat gnus at breakfast. Another ./bootstrap shows :

==
I am going to run ./configure with no arguments - if you wish
to pass any to it, please specify them on the ./bootstrap command line.

[autospells...]
configure: error:

  ** Sorry, the Carbon build is not yet supported via autoconf/automake.
  ** You can use --with-mac-target=darwin to build for Darwin/X11.

[stops here]
==

OK, he's not so nice so he won't try to actually fix the Carbon build, and 
lazily go
for the Darwin build. He goes ./bootstrap --with-mac-target=darwin :

==
[autospells]

  ** We recommend you install Fink (http://fink.sf.net) for the 3rd party
  ** libraries. Then you can invoke configure with --with-fink.

[continue...]
==

Now he feels adventurous and type 'make' right away. He gets kicked somewhere 
in the
build, and decides to go Fink. Finally it builds, he's exhausted, but happy.

I presonnaly couldn't compile NGL without Fink because of the jpeg library (?). 
Anyway
the config info is not properly exploited by NGL (the USE flags are hardcoded in
include/ngl_config.h), this will have to be fixed.

Note: future users getting future release tarballs won't need the autotools, 
they just
unpack, run ./configure and see if they need Fink or not. IMHO we're very close 
to
manage without Fink at all. But I would dearly miss ccache :).

BTW, running gears from my SSH session is rather funny :

[meeloomac:ngl/examples/gears]% ./gears
kernel: Init (0 parameter)
app   : Error: No error
Bus error

(OK, I know, the no-x code path is all f*** up)



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Subject: Re: [NGL-devel] NGL on OS X
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Date: Tue Jun  3 23:44:03 2003
X-Original-Date: Wed, 4 Jun 2003 02:39:13 -0400

Works as documented (darwin build on os x).  Thanks!

* Vincent Caron <[EMAIL PROTECTED]> [2003-06-03 22:16]:
> > Brian Hammond said:
> >
> > My experience on building NGL on Mac OS X
> 
> OK, many fixes have made their way to the CVS (see ChangeLog). The 'new user
> experience' should go like this.
> 
> First he fetches sources from CVS. Then he run ./bootstrap and gets :
> 
> ==
> You need libtool >= 1.4 installed to compile NGL.
> You need autoconf >= 2.57 installed to compile NGL.
> You need automake >= 1.7 installed to compile NGL.
> You need aclocal >= 1.7 installed to compile NGL.
> 
> You can fetch and install latest GNU tools from your distribution
> packages or from http://ftp.gnu.org/gnu/. Note that aclocal is
> part of the automake software package.
> ==
> 
> He's a nice user, so he iterates the wget/tar-xzf/configure/make/make-install
> incantation over autoconf-2.57, automake-1.7 and libtool-1.5. It takes him 10 
> minutes
> cause he actually eat gnus at breakfast. Another ./bootstrap shows :
> 
> ==
> I am going to run ./configure with no arguments - if you wish
> to pass any to it, please specify them on the ./bootstrap command line.
> 
> [autospells...]
> configure: error:
> 
>   ** Sorry, the Carbon build is not yet supported via autoconf/automake.
>   ** You can use --with-mac-target=darwin to build for Darwin/X11.
> 
> [stops here]
> ==
> 
> OK, he's not so nice so he won't try to actually fix the Carbon build, and 
> lazily go
> for the Darwin build. He goes ./bootstrap --with-mac-target=darwin :
> 
> ==
> [autospells]
> 
>   ** We recommend you install Fink (http://fink.sf.net) for the 3rd party
>   ** libraries. Then you can invoke configure with --with-fink.
> 
> [continue...]
> ==
> 
> Now he feels adventurous and type 'make' right away. He gets kicked somewhere 
> in the
> build, and decides to go Fink. Finally it builds, he's exhausted, but happy.
> 
> I presonnaly couldn't compile NGL without Fink because of the jpeg library 
> (?). Anyway
> the config info is not properly exploited by NGL (the USE flags are hardcoded 
> in
> include/ngl_config.h), this will have to be fixed.
> 
> Note: future users getting future release tarballs won't need the autotools, 
> they just
> unpack, run ./configure and see if they need Fink or not. IMHO we're very 
> close to
> manage without Fink at all. But I would dearly miss ccache :).
> 
> BTW, running gears from my SSH session is rather funny :
> 
> [meeloomac:ngl/examples/gears]% ./gears
> kernel: Init (0 parameter)
> app   : Error: No error
> Bus error
> 
> (OK, I know, the no-x code path is all f*** up)
> 
> 
> 
> -------------------------------------------------------
> This SF.net email is sponsored by:  Etnus, makers of TotalView, The best
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-- 

- Brian -+- http://brianhammond.com


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Subject: Re: [NGL-devel] win32 Standard console.
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Date: Thu Jun  5 02:13:13 2003
X-Original-Date: Thu, 5 Jun 2003 11:14:07 +0200

> Try to use the link-time entry symbol discovery, from VC doc :
>
> "If the /DLL or /SUBSYSTEM option is not specified, the linker
selects a subsystem and
> entry point depending on whether (w)main or (w)WinMain is defined."

Well I'm not sure to know how to get link-time code selection at
source level, or might be completely misunderstanding this suggestion.

> As for the font size, it's shamelessly hardcoded in
core/win32/ngl_win32.h, and used
> in core/win32/nglKernel.cpp:GetSystemFont(). I'd personnaly find it
easier to fix that
> and try to fetch the right default console font from the registry.

This of course could benefit the win32 implementation.
But as I said, for me it's perfectly acceptable to have one single
console mode defaulting in NGL, and let the console mode switching as
an exercise for the user (read develeopper of ngl application).

> As stated above, this macro is effectively needed. USE_WIN32_CONSOLE
should do.

Actually there is a USE_STD_WIN32_CONSOLE macro allready used in
nglConsole.h and core/win32/nglConsole.cpp

> > - an interface for event handling ("console client"), that may be
> > implemented by whatever application object in order to keep a
track of
> > what's going on within the console (command parsing, history,
> > completion)
> >
> > - an implementation abstraction ("console server"), with output
> > methods and keyboard input callbacks in order to allow different
> > aspects/behaviours (standard, widget based, in-game OpenGL,
networked
> > or whatever)
> >
> > Of course there will be some plain implementation available.
> >
> > Is that correct?
>
> I'm not sure we understood each other precisely. nglConsoleBase will
> not make any assumptions about the console implementation. You will
> be able to have any number of consoles with their own inputs at
> runtime. nglConsole will implement the console as we know it today,
> and thus have the singleton logic since it is bound to a unique
> physical console. I meant that the singleton logic was removed _from
> the kernel_ (where it stupidly was), and we only require that one
> console instance (possibly out of many) be attached as the 'default
> application console'. However a GL-based console will certainly not
> have the singleton logic (for instance you would use one instance
> per 'chat-room' in a game).

Hehe I understand now we're talking about completely different things:

If I understand you're talking about making a unique system-wide
console witch will be used for logging & debug stuff. And the ability
for a ngl user (as above) to use any kind and number of consoles at
will...

While I was splitting your very nglConsoleBase into a couple of
classes as described : one will abstract the only few things a console
would need to know about who wishes to help in completion, and
commands parsing tasks; that therefore could be any kind of object
inheritating from it. And the other the actual console
implementation..

And now... TADAAA !!
Shake this well and see some pseudo-code scenario :

class IConsoleHelper
{
public:

    virtual void OnInputLine([..]) = 0;
    virtual void OnCompletion([..]) = 0;
};

class nglConsoleBase
{
public:

    nglConsoleBase(IConsoleHelper*)
    void Output(const char* format,...);

protected:

    virtual void OnOutput(const char* format,...) = 0;
    virtual void OnKey() = 0;

    /* implements history */
    virtual void OnHistory([..]);
};

here some default implemetation

class nglConsole : public nglConsoleBase
{
public:

    nglConsole(IConsoleHelper*_helper) : nglConsoleBase(_helper) {};

protected:

    /* implements lines buffer display */
    virtual void OnOutput(const char* format,...);

    /* implements command line display */
    virtual void OnKey();
};

here would be the unique ngl console


class nglSystemConsole : public nglConsole, public IConsoleHelper
{
    /* implements singleton */
private:

    nglSystemConsole() : nglConsole(this) {};

public:

    static nglSystemConsole& Instance();

    /* implements completion, command parsing */
    virtual void OnInputLine([..]);
    virtual void OnCompletion([..]);
};

here some user defined parse/complete units

class EnglishHelper : public IConsoleHelper
{
public:

    virtual void OnInputLine([..]);
    virtual void OnCompletion([..]);
};

class FrenchHelper : public IConsoleHelper
{
public:

    virtual void OnInputLine([..]);
    virtual void OnCompletion([..]);
};

here some GL console ala 'Quake'

class QuakeConsole : public nglConsoleBase
{
public:

    QuakeConsole(IConsoleHelper*_helper) : nglConsoleBase(_helper) {};

protected:

    /* implements lines buffer display in OpenGL */
    virtual void OnOutput(const char* format,...);

    /* implements command line display in OpenGL */
    virtual void OnKey();
};

the application can help ..

class MyKewlApp : public nglApplication, public IConsoleHelper
{
public:

    /* implements completion, command parsing */
    virtual void OnInputLine([..]);
    virtual void OnCompletion([..]);

    nglConsoleBase* CreateConsole(eConsoleTypes _forntend,
eConsoleHelpers _backend)
    {
        IConsoleHelper* helper;

        switch (_backend)
        {
        case eIrcHelper :
            helper = &IrcHelper;
            break;
        default :
            helper = this;
            break;
        }

        switch (_type)
        {
            case InGameGL
                return new QuakeConsole(helper);
            case PlainStyle
                return new nglConsole(helper);
            etc..
        }
    };

    [rest of the app ...]
};

etc...

Well I gues this describes pretty exensively what I mean.. don't know
if this is in your range of 'reorg' for consoles but might be worth a
try...

Lo.



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Subject: [NGL-devel] nglFile::Open and ::Close
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Date: Thu Jun  5 07:28:09 2003
X-Original-Date: Thu, 5 Jun 2003 16:27:16 +0200

The nglFile API doesn't have Open() and Close() members. The current
design is to have the files opened in the constructor, and closed in the
destructor.

This can be trouble though:

void foo(nglPath out) {
        nglOFile f_out(out, eOFileCreate);
        < several write operations .. > 
        < then something fails and you want to cancel that file >
        out.Delete();
}

So what's wrong with this? basically you are removing the file while it
may still be opened. The close() call will only happen in f_out's
destructor (local variable). This is non portable. It will work on Linux
but it's likely to fail on win32 ('file is in use' type of error).

There is a workaround by allocating and freeing that nglOFile. But it's a
workaround.

I think this weights in for the addition of Open() and Close() calls to
the nglFile API. It also requires adding an opened/closed state flag.

TTimo



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Subject: Re: [NGL-devel] win32 Standard console.
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Thu Jun  5 07:57:07 2003
X-Original-Date: Thu, 5 Jun 2003 16:56:23 +0200 (CEST)

Lorenzo Pastrana said:
>
> Well I'm not sure to know how to get link-time code selection at
> source level, or might be completely misunderstanding this suggestion.

Remove any /SUBSYSTEM setting in the project, then have something like that for 
the
entry point :

#ifdef USE_STD_WIN32_CONSOLE
int main(int argc, char* argv[], char* env[]) {
  _WinMain((HINSTANCE)GetModuleInstance(NULL), NULL, *argv/*FIXME*/, 0);
}
int _WinMain (
#else
int WinMain  (
#endif
  HINSTANCE hInstance,
  HINSTANCE hPrevInstance,
  LPSTR lpCmdLine,
  int nShowCmd );

Since this part is compiled on user's side (not in the library), it's a user and
compile-time option.


> If I understand you're talking about making a unique system-wide
> console witch will be used for logging & debug stuff. And the ability
> for a ngl user (as above) to use any kind and number of consoles at
> will...

Indeed.


> And now... TADAAA !!

OK, nice scheme but... We have a very simple event handling scheme throughout 
NGL
(overload On* methods) and would try to keep it consistent, simple and stupid. 
There
are been some debates about event handling implementations, things like 
libsigc++ etc,
and finally what's best is to provide exactly what's needed and no more, and 
let the
user plug anything he wants on it. NUI is an example where event management 
went on
steroids++.

Your code sould go in the future examples/console as a demonstration for the
(to-be-available?) different console front-ends. Giving users a way to implement
switchables backends is cool, giving them the choice to do it their way is very 
cool.




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Subject: Re: [NGL-devel] nglFile::Open and ::Close
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Date: Thu Jun  5 07:58:15 2003
X-Original-Date: Thu, 5 Jun 2003 16:59:19 +0200

Yep, agreed 100%.

I asked Vincent about this a month (or two) ago, basically :
how do I close the file I just opened, the answer in Vincent's
legendary laconic style was :

> delete MyNewFile;

In addition to what TTimo said, situations where you have to
open/access/close a full row of files the new/delete overhead is not
allways wellcome.

As for state flags nglFile has a bool IsOpen() method, streams have a
eStreamReady witch is supposed to be an equivalent in ngl[I/O]File
IIRC but this might be enough for telling "every thing is ok" but not
to tell "there is no praticular error but the file isn't ready for
access".


Lo.


----- Original Message -----
From: "Timothee Besset" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 05, 2003 4:27 PM
Subject: [NGL-devel] nglFile::Open and ::Close


> The nglFile API doesn't have Open() and Close() members. The current
> design is to have the files opened in the constructor, and closed in
the
> destructor.
>
> This can be trouble though:
>
> void foo(nglPath out) {
> nglOFile f_out(out, eOFileCreate);
> < several write operations .. >
> < then something fails and you want to cancel that file >
> out.Delete();
> }
>
> So what's wrong with this? basically you are removing the file while
it
> may still be opened. The close() call will only happen in f_out's
> destructor (local variable). This is non portable. It will work on
Linux
> but it's likely to fail on win32 ('file is in use' type of error).
>
> There is a workaround by allocating and freeing that nglOFile. But
it's a
> workaround.
>
> I think this weights in for the addition of Open() and Close() calls
to
> the nglFile API. It also requires adding an opened/closed state
flag.
>
> TTimo
>
>



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Date: Thu Jun  5 08:32:10 2003
X-Original-Date: Thu, 5 Jun 2003 17:31:27 +0200 (CEST)

Timothee Besset said:
> The nglFile API doesn't have Open() and Close() members. The current
> design is to have the files opened in the constructor, and closed in the
> destructor.

I remember we had a (... bool OpenNow) in a previous implementation. I also 
remembered
asking for the separation between the object lifecycle and the file access 
itself. For
error handling's sake (ctor don't return bools!). Anyway, it turned out that all
nglFile uses where simple and we completely stuck to the basic lifecycle model.


> There is a workaround by allocating and freeing that nglOFile. But it's a
> workaround.

Well, I don't expect the new() involved being a real performance show stopper 
in front
of the heavy open() syscall :). You don't get to choose if your object is in 
stack or
heap, but is that so nasty ?


> I think this weights in for the addition of Open() and Close() calls to
> the nglFile API. It also requires adding an opened/closed state flag.

We already have IsOpen() 'cause file opening can fail.

If we add Close(), we should also add Open(). This will need some cooperation 
with the
existing ctor, to allow deffered opening. Since the ctor parameters are already
crowded, I propose to remove the ancilliary endianess parameter (can be set with
SetEndian() later), and have a 'bool OpenNow = true'). My guess it that we have 
only
two lines to fix (in ngl3DSLoader and the PPM codec) and most user won't notice 
the
difference.

Summary :

  nglFile (const nglPath& rPath, nglFileMode Mode = eFileRead, bool OpenNow = 
true);

  bool Open();
  bool Close();



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Date: Thu Jun  5 12:22:02 2003
X-Original-Date: Thu, 5 Jun 2003 21:18:12 +0200

Heya :)

> void foo(nglPath out) {
> nglOFile f_out(out, eOFileCreate);
> < several write operations .. >
> < then something fails and you want to cancel that file >
> out.Delete();
> }
>
> So what's wrong with this? basically you are removing the file while it
> may still be opened.
>

IMO this is a bug in implementation rather than an interface issue...

> In addition to what TTimo said, situations where you have to
> open/access/close a full row of files the new/delete overhead is not
> allways wellcome.
>

I'm not sure the new/delete is really that consumming compared to the system
calls to access the files...

Anyway what you are asking is being able to open a file then close it, then
open another file etc... with the same nglFile instance ?!

MAT.



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Subject: Re: [NGL-devel] NGL on OS X
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Date: Thu Jun  5 16:50:11 2003
X-Original-Date: Thu, 5 Jun 2003 19:44:45 -0400

Hi,

I noticed that a PB project already exists for the Carbon target of NGL.
It seems to be referencing non-existent source files and builds a static
lib for NGL.

Should I work off of this project?

I am learning Carbon as I go but I think this will be fun to flush out
the Carbon version of the core NGL stuff.  

Let me know if this is desirable.

-Brian

* Sebastien Metrot <[EMAIL PROTECTED]> [2003-05-30 04:10]:
> Hi Brian!
> 
> It's true that the current CVS will only compile with Codewarrior 8.2. 
> However the code is compiled with gcc on Linux so one can fairly well 
> imagine that adapting the Makefiles (or creating projects for Project 
> Builder) will solve this. We used to have a hand made build system that 
> was common to all unices (Linux, FreeBSD and OSX) and it was working 
> very well.
> I think everybody would be very grateful ff you find the time to help on 
> this issue (well, I will be! :)).
> There is also a lot of things to fix in the Mac implementation as i'm 
> far from being a Mac wizard. Feel free to send patches or questions 
> about code snipets/features etc...
> 
> Sebastien
> 
> Brian Hammond wrote:
> 
> >Sorry if this has already reached the list.
> >
> >Hi -- Just ran into NGL and it looks great.  I saw in the notes that OS
> >X is only supported via CodeWarrior.  What's the status of a port using
> >the free developer tools Apple puts out?  I would be able to help on
> >this but it'd be slow going as I am really new to NGL.
> >
> >Thanks,
> >Brian
> >
> >
> >-------------------------------------------------------
> >This SF.net email is sponsored by: eBay
> >Get office equipment for less on eBay!
> >http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
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> >[EMAIL PROTECTED]
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> > 
> >
> 
> 
> 
> -------------------------------------------------------
> This SF.net email is sponsored by: eBay
> Get office equipment for less on eBay!
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Subject: Re: [NGL-devel] NGL on OS X
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Date: Thu Jun  5 22:39:07 2003
X-Original-Date: Fri, 6 Jun 2003 01:34:29 -0400

I am building NGL as an Carbon based OS X framework in PB... I will fill 
in the Carbon holes where needed.  

Looking in <NGL>/lib/ the README states that subdirs will contain
project files for building such 3rd party libs from source. 

Why aren't the sources of the required versions in CVS?

To make things easier initially, I am going to add the required libs
directly as "External Frameworks and Libraries" instead of making them
sub-targets of the NGL framework.  That is, I am adding libpng12.a
directly to the project.

Is this something I can do going forward or should I eventually create
sub-targets based on the source of libpng, etc.?  The latter is what
seems to be what the README is talking about but...  I see this
NGL.framework being distributed in binary vs source format.  The only
people that would need to install the libs would be those working on the
NGL.framework itself.  Maybe I am off on this thinking..

If it is wise to add the external libs directly, we must come up
with a standard prefix for finding them.  Since I use Fink, this is
/sw/lib (except for zlib which is in /usr/lib) but I noticed that we're 
trying to get away from having to rely on Fink -- is this correct?

Yeesh, maybe it would be easier to just add source of each as
sub-targets.

Thanks,
Brian

* Brian Hammond <[EMAIL PROTECTED]> [2003-06-05 19:48]:
> Hi,
> 
> I noticed that a PB project already exists for the Carbon target of NGL.
> It seems to be referencing non-existent source files and builds a static
> lib for NGL.
> 
> Should I work off of this project?
> 
> I am learning Carbon as I go but I think this will be fun to flush out
> the Carbon version of the core NGL stuff.  
> 
> Let me know if this is desirable.
> 
> -Brian
> 
> * Sebastien Metrot <[EMAIL PROTECTED]> [2003-05-30 04:10]:
> > Hi Brian!
> > 
> > It's true that the current CVS will only compile with Codewarrior 8.2. 
> > However the code is compiled with gcc on Linux so one can fairly well 
> > imagine that adapting the Makefiles (or creating projects for Project 
> > Builder) will solve this. We used to have a hand made build system that 
> > was common to all unices (Linux, FreeBSD and OSX) and it was working 
> > very well.
> > I think everybody would be very grateful ff you find the time to help on 
> > this issue (well, I will be! :)).
> > There is also a lot of things to fix in the Mac implementation as i'm 
> > far from being a Mac wizard. Feel free to send patches or questions 
> > about code snipets/features etc...
> > 
> > Sebastien
> > 
> > Brian Hammond wrote:
> > 
> > >Sorry if this has already reached the list.
> > >
> > >Hi -- Just ran into NGL and it looks great.  I saw in the notes that OS
> > >X is only supported via CodeWarrior.  What's the status of a port using
> > >the free developer tools Apple puts out?  I would be able to help on
> > >this but it'd be slow going as I am really new to NGL.
> > >
> > >Thanks,
> > >Brian
> > >
> > >
> > >-------------------------------------------------------
> > >This SF.net email is sponsored by: eBay
> > >Get office equipment for less on eBay!
> > >http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
> > >_______________________________________________
> > >NGL-devel mailing list
> > >[EMAIL PROTECTED]
> > >https://lists.sourceforge.net/lists/listinfo/ngl-devel
> > > 
> > >
> > 
> > 
> > 
> > -------------------------------------------------------
> > This SF.net email is sponsored by: eBay
> > Get office equipment for less on eBay!
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> 
> -- 
> 
> - Brian -+- http://brianhammond.com
> 
> 
> -------------------------------------------------------
> This SF.net email is sponsored by:  Etnus, makers of TotalView, The best
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Date: Fri Jun  6 00:05:03 2003
X-Original-Date: Fri, 06 Jun 2003 09:03:00 +0200

Hmm, I think you'd better wipe out this project as it was just me trying 
to figure out how PB works (and I must say I'm quite clueless :).

Concerning the Carbon sources they seem to be a good base of half 
working stuff. You can consider it as a good draft. However you may find 
stupid bugs as you go and there are a lot of missing features but it 
works (in fact I use it everyday but have no time at all to improve it 
right now).

Sebastien

Brian Hammond wrote:

>Hi,
>
>I noticed that a PB project already exists for the Carbon target of NGL.
>It seems to be referencing non-existent source files and builds a static
>lib for NGL.
>
>Should I work off of this project?
>
>I am learning Carbon as I go but I think this will be fun to flush out
>the Carbon version of the core NGL stuff.  
>
>Let me know if this is desirable.
>
>-Brian
>
>* Sebastien Metrot <[EMAIL PROTECTED]> [2003-05-30 04:10]:
>  
>
>>Hi Brian!
>>
>>It's true that the current CVS will only compile with Codewarrior 8.2. 
>>However the code is compiled with gcc on Linux so one can fairly well 
>>imagine that adapting the Makefiles (or creating projects for Project 
>>Builder) will solve this. We used to have a hand made build system that 
>>was common to all unices (Linux, FreeBSD and OSX) and it was working 
>>very well.
>>I think everybody would be very grateful ff you find the time to help on 
>>this issue (well, I will be! :)).
>>There is also a lot of things to fix in the Mac implementation as i'm 
>>far from being a Mac wizard. Feel free to send patches or questions 
>>about code snipets/features etc...
>>
>>Sebastien
>>
>>Brian Hammond wrote:
>>
>>    
>>
>>>Sorry if this has already reached the list.
>>>
>>>Hi -- Just ran into NGL and it looks great.  I saw in the notes that OS
>>>X is only supported via CodeWarrior.  What's the status of a port using
>>>the free developer tools Apple puts out?  I would be able to help on
>>>this but it'd be slow going as I am really new to NGL.
>>>
>>>Thanks,
>>>Brian
>>>
>>>
>>>-------------------------------------------------------
>>>This SF.net email is sponsored by: eBay
>>>Get office equipment for less on eBay!
>>>http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
>>>_______________________________________________
>>>NGL-devel mailing list
>>>[EMAIL PROTECTED]
>>>https://lists.sourceforge.net/lists/listinfo/ngl-devel
>>>
>>>
>>>      
>>>
>>
>>-------------------------------------------------------
>>This SF.net email is sponsored by: eBay
>>Get office equipment for less on eBay!
>>http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5
>>_______________________________________________
>>NGL-devel mailing list
>>[EMAIL PROTECTED]
>>https://lists.sourceforge.net/lists/listinfo/ngl-devel
>>    
>>
>
>  
>



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Date: Fri Jun  6 00:52:04 2003
X-Original-Date: Fri, 6 Jun 2003 09:51:43 +0200

Hey Mathieu!

The workaround to allocate/delete the object for control over open/close
is just that, a workaround. My example highlights a legit situation where
the API is being clumsy.

As far as new/delete cost it's not relevant in my case, as this happens
during a file copy operation. It won't noticeably affect perf, and the
debate is elsewhere really.

TTimo

On Thu, 5 Jun 2003 21:18:12 +0200
"Mathieu Champlon" <[EMAIL PROTECTED]> wrote:

> Heya :)
> 
> > void foo(nglPath out) {
> > nglOFile f_out(out, eOFileCreate);
> > < several write operations .. >
> > < then something fails and you want to cancel that file >
> > out.Delete();
> > }
> >
> > So what's wrong with this? basically you are removing the file while it
> > may still be opened.
> >
> 
> IMO this is a bug in implementation rather than an interface issue...
> 
> > In addition to what TTimo said, situations where you have to
> > open/access/close a full row of files the new/delete overhead is not
> > allways wellcome.
> >
> 
> I'm not sure the new/delete is really that consumming compared to the system
> calls to access the files...
> 
> Anyway what you are asking is being able to open a file then close it, then
> open another file etc... with the same nglFile instance ?!
> 
> MAT.
> 
> 
> 
> -------------------------------------------------------
> This SF.net email is sponsored by:  Etnus, makers of TotalView, The best
> thread debugger on the planet. Designed with thread debugging features
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Date: Fri Jun  6 02:32:02 2003
X-Original-Date: Fri, 6 Jun 2003 09:52:22 +0100

Hi

I have just finished fixing up the MSV6 project files for NGL, and have
created new ones for the NUI examples.
Sorry it took so long - have not had much time to work on this...
I'll send the changes to Vincent, when I get a chance to package them up.
Examples are cool :-)

One problem I came across.  If I run any of the example programs from a
directory other than the main example directory (containing the project
file) then I get an exception:

  nglFont1::GetInfo(nglFontInfo1 & {...}) line 154 + 3 bytes
  nuiDrawContext::GetFontInfo(nuiTheme::FontStyle Default, nglFontInfo1 &
{...}) line 1468 + 41 bytes
  nuiEditText::SetFontStyle(nuiTheme::FontStyle Default) line 825 + 24 bytes
  nuiEditText::nuiEditText(nuiContainer * 0x094a3648, const nglString &
{...}) line 83
  nuiText::nuiText(nuiContainer * 0x094a3648, const nglString & {...}) line
38 + 58 bytes
  nuiWin::OnCreation() line 266 + 77 bytes
  nglWindow::CallOnCreation() line 201 + 13 bytes
  nglWindow::WndProc(HWND__ * 0x002603a2, unsigned int 1025, unsigned int 0,
long 0) line 878
  WndProc(HWND__ * 0x002603a2, unsigned int 1025, unsigned int 0, long 0)
line 864 + 30 bytes
  USER32! 77d67b17()
  USER32! 77d6cdce()
  USER32! 77d45cc9()
  USER32! 77d53382()
  OPENGL32! 5ed22ccb()
  USER32! 77d67b17()
  USER32! 77d6cdce()
  USER32! 77d44435()
  USER32! 77d44d38()
  nglApplication::WinMain(HINSTANCE__ * 0x00400000, HINSTANCE__ *
0x00000000, char * 0x00142387, int 10) line 166 + 8 bytes
  WinMain(HINSTANCE__ * 0x00400000, HINSTANCE__ * 0x00000000, char *
0x00142387, int 10) line 34 + 140 bytes
  WinMainCRTStartup() line 330 + 54 bytes
  KERNEL32! 77e7eb69()

In the nglFont1 method, "this" is "0xcdcdcdcd".

This method is invoked from here:
bool nuiDrawContext::GetFontInfo(nuiTheme::FontStyle FontStyle,
nglFontInfo1& rFontInfo)
{
  return GetFont(FontStyle)->GetInfo(rFontInfo);
}

So GetFont(FontStyle) is returning an invalid (uninitialized?) pointer.

I notice that in the example program window constructors, nuiMainWindow is
created with nglPath("../data").  Which is where the font files live.  I
guess that this is relative to the current working directory, rather than
the executable location.  Which would mean that this directory is
inaccesible if I run from a different location.  However, crashing in this
situation is rather unfriendly ;-) 

This is a particular pain because if I try to run the example programs from
Windows Explorer, the current directory is the directory containing the
executable.  Which is one level lower than the source code - and hence the
program hits the exception :-(

Does anyone else see this problem?

Cheers,

John

-----Original Message-----
From: John Batty 
Sent: 19 May 2003 13:18
To: '[EMAIL PROTECTED]'
Subject: RE: [NGL-devel] ngl/nui build progress


Vincent Caron said...
> Thanks for the effort. We're not actively maintaining VC6 build since
we're not using
> it. However it seems there's still an important user base for it, and you
sort of
> became the current maintainer for it. The world has great expectations
from you, hang
> on :)
Well I'm happy to have a go at sorting out the MSV6 project files, if you
want me to.
I just don't want to spend time fixing stuff that may have already been
fixed... :-)
So if you can confirm that the CVS code is the latest and greatest, I'll try
to fix the .dsp files and send you updated versions.  I can create some
MSVC6 project files for the nui examples too.

Maybe I should just switch to Linux... ;-)
Or maybe upgrade my MSVC.  Are there any big benefits (apart from being on
the same level as you!).? I expect it will fill my hard disk with .NET files
and make all my old projects inaccessible - so what do I get in return?!

Note that some of the issues I raised were platform-independent (e.g. a void
method returning a value).

Cheers,

John

-----Original Message-----
From: Vincent Caron [mailto:[EMAIL PROTECTED]
Sent: 19 May 2003 12:52
To: [EMAIL PROTECTED]
Subject: Re: [NGL-devel] ngl/nui build progress


John Batty said:
> Once I got nui to build, I then tried to build the nui examples.  However,
> most of these don't have MSV6 projects.
> The ones that did have a project failed to compile - some missing files
> (again, see below).
>
> Getting close...! :-)

Thanks for the effort. We're not actively maintaining VC6 build since we're
not using
it. However it seems there's still an important user base for it, and you
sort of
became the current maintainer for it. The world has great expectations from
you, hang
on :)



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Subject: Re: [NGL-devel] NGL on OS X
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Fri Jun  6 05:26:06 2003
X-Original-Date: Fri, 6 Jun 2003 14:25:22 +0200 (CEST)

Brian Hammond said:
> I am building NGL as an Carbon based OS X framework in PB... I will fill
> in the Carbon holes where needed.

Cool, go ahead. On my side, I'll try to bring up the Carbon build via autotools 
in the
next weeks.


> Looking in <NGL>/lib/ the README states that subdirs will contain
> project files for building such 3rd party libs from source.
>
> Why aren't the sources of the required versions in CVS?

This is part of 'maintainer netiquette' and also practical considerations. If 
I'd
include 3rd party sources in CVS, I'd become a 'de facto' maintainer of a local 
fork.
It's so easy to modify the code in place, but it takes more efforts to actually 
send a
proper bug report back to the right maintainer. It's wiser to only put 
placeholders
and links to the original library sites. I only automate the boring library 
retrieval
at packaging time, in the 'bundles', because that's the user would do actually.


> To make things easier initially, I am going to add the required libs
> directly as "External Frameworks and Libraries" instead of making them
> sub-targets of the NGL framework.  That is, I am adding libpng12.a
> directly to the project.

I'm not sure what it means since I don't know PB, but since usings DLL (.dylib) 
under
MacOSX seems easy and common practice, it should be nice to stick to it. If 
what you
mean is statically linking libpng, I would warmly suggest to link against the 
DLL
version. This way we really get code reuse, and updating one library on your 
system
immediatly benefit all your programs based on it, without recompiling or 
relinking.


> Is this something I can do going forward or should I eventually create
> sub-targets based on the source of libpng, etc.?  The latter is what
> seems to be what the README is talking about but...  I see this
> NGL.framework being distributed in binary vs source format.  The only
> people that would need to install the libs would be those working on the
> NGL.framework itself.  Maybe I am off on this thinking..

The binary framework sould be very convenient I guess, just like Debian 
packages.
However if source framework is the way to distribute sources for Apple, we 
should
support that too (maybe later).


> If it is wise to add the external libs directly, we must come up
> with a standard prefix for finding them.  Since I use Fink, this is
> /sw/lib (except for zlib which is in /usr/lib) but I noticed that we're
> trying to get away from having to rely on Fink -- is this correct?

We should try to fit in Apple's way of development, whatever unfitting it is 
:). The
goal is to use its 'native tools' : frameworks, PowerBuilder and CodeWarrior 
since
it's the major commercial compiler for this platform. For now we have :

- Windows : people download the bundle, open the MSVC project files, launch 
build, and
they're done. We sort of failed on the 0.7.10 since the VC6 build was broken 
and it's
still the most used IDE.

- Unix : we went autoconf/automake because any unixer expect to to 
'./configure; make;
make install', this is 'native' here. It turns out that it makes my maintainer 
life
much easier too.

- Apple : what Apple developers expect ? Open the PB project, run 'build', and 
voila ?
Then we should give them that.

Thanks for your time and effort on this, you're sparing a hell of time for all 
future
NGL users :).



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Subject: Re: [NGL-devel] MSV6 ngl/nui build progress
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Date: Fri Jun  6 05:34:08 2003
X-Original-Date: Fri, 6 Jun 2003 14:33:18 +0200 (CEST)

John Batty said:
>
> I have just finished fixing up the MSV6 project files for NGL, and have
> created new ones for the NUI examples.
> Sorry it took so long - have not had much time to work on this...

Don't worry, there is no schedule, it took 3.5 years for the first release to 
come out
:).


> I notice that in the example program window constructors, nuiMainWindow is
> created with nglPath("../data").  Which is where the font files live.  I
> guess that this is relative to the current working directory, rather than
> the executable location.  Which would mean that this directory is
> inaccesible if I run from a different location.  However, crashing in this
> situation is rather unfriendly ;-)

Very old and nasty code, but the 'right fix' is not easy. We are going to 
address it
in nglFont2, this is the problem of font enumeration and selection. I propose a 
quick
hack : actually use a path list with common relative places (./, ./data, 
../data,
../../data). This should help us while waiting for a better solution.



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Date: Fri Jun  6 05:52:11 2003
X-Original-Date: Fri, 6 Jun 2003 13:51:22 +0100

Vincent said...
> Very old and nasty code, but the 'right fix' is not easy. We are going to
address it
> in nglFont2, this is the problem of font enumeration and selection. I
propose a quick
> hack : actually use a path list with common relative places (./, ./data,
../data,
> ../../data). This should help us while waiting for a better solution.
Other possible workarounds:
 - Make relative paths relative to the exe location, rather than the current
directory.  Possibly only do this if you don't find anything using the
existing search algorithm.
 - Add default OS-specific directories to the end of the user-supplied path
- i.e. if you cannot find user fonts, look for them in the OS installation.
 - If you fail to find any fonts, display an error popup and exit (rather
than hitting an exception)

I think it is important to get a decent fix for this, as it gives a bad
first (possibly last!) impression to a ngl/nui virgin if they click on an
example exe and get an exception immediately...

John



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Subject: Re: [NGL-devel] nglFile::Open and ::Close (done)
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Date: Fri Jun  6 06:18:09 2003
X-Original-Date: Fri, 6 Jun 2003 15:17:41 +0200 (CEST)

> Summary :
>
>   nglFile (const nglPath& rPath, nglFileMode Mode = eFileRead, bool OpenNow = 
> true);
>
>   bool Open();
>   void Close();

Just applied that in CVS. Does not choke with existing semantics, and lead to 
better
internal code (we should have privates Open() and Close() from the start).



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Date: Fri Jun  6 07:37:02 2003
X-Original-Date: Fri, 6 Jun 2003 16:35:51 +0200

I realized that the fix was for nglFile, and that I am using
nglIFile/nglOFile from the stream hierarchy.

http://sourceforge.net/tracker/index.php?func=detail&aid=750119&group_id=1574&atid=301574

This adds Close/Open calls by wrapping to the internal nglFile

TTimo 

On Fri, 6 Jun 2003 15:17:41 +0200 (CEST)
"Vincent Caron" <[EMAIL PROTECTED]> wrote:

> > Summary :
> >
> >   nglFile (const nglPath& rPath, nglFileMode Mode = eFileRead, bool OpenNow 
> > = true);
> >
> >   bool Open();
> >   void Close();
> 
> Just applied that in CVS. Does not choke with existing semantics, and lead to 
> better
> internal code (we should have privates Open() and Close() from the start).
> 
> 
> 
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-- 


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Date: Fri Jun  6 14:13:04 2003
X-Original-Date: Fri, 6 Jun 2003 17:07:57 -0400

The OS X NGL Carbon framework in Project Builder is going much more
smoothly than I expected (this is my first real PB project).  I would
like to soon update CVS with what I have.  

So how I do become an official member of NGL (assuming you want me :-)?

-Brian


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Date: Fri Jun  6 15:16:04 2003
X-Original-Date: Sat, 7 Jun 2003 00:15:11 +0200 (CEST)

Brian Hammond said:
> The OS X NGL Carbon framework in Project Builder is going much more
> smoothly than I expected (this is my first real PB project).  I would
> like to soon update CVS with what I have.
>
> So how I do become an official member of NGL (assuming you want me :-)?

This is a long and painful initiation, brother, welcome to the NGL religion :). 
Well,
just as any other cooperative projects, newcomers first send their contribution 
as
patches (you can use the tracker :
http://sourceforge.net/tracker/?group_id=1574&atid=301574 ). Then, when the 
maintainer
see no longer need to review the patches and the contributor is familiar with 
the
software package, he gets write access to the repository.



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Date: Mon Jun  9 16:47:04 2003
X-Original-Date: Tue, 10 Jun 2003 01:44:56 +0200


Brian Hammond wrote:

>The OS X NGL Carbon framework in Project Builder is going much more
>smoothly than I expected (this is my first real PB project).  I would
>like to soon update CVS with what I have.  
>  
>

This is great news!

>So how I do become an official member of NGL (assuming you want me :-)?
>
>-Brian
>
>  
>

I think everybody is happy to count you in. As for the direct CVS access 
we preffer generally to delay things a bit, just the time for everyone 
to know each other and for you to get a more complete understanding of 
the project. Don't see this as a rebutal at all but more like the normal 
path of admition :).

I hope you don't feel offended at all :).

Sebastien





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Date: Mon Jun  9 16:57:12 2003
X-Original-Date: Tue, 10 Jun 2003 01:55:26 +0200

Sorry for the delay (digging up my mail).

The current NUI code is built on nglFont1 and I plan to move it to 
nglFont (formerly nglFont2, nglFont1 will probably disapear from ngl as 
soon as nui is adapted). This adaptation will solve a number of issues, 
one of which is default font access. In effect, there is a very small 
but nice font embeded in ngl but I think it is only available from 
nglFont and not from the old nglFont1 interface (just creating an 
nglFont object is sufficient I think). If we can't find the needed fonts 
at runtime, nui will use the embeded nglFont as the default one and this 
will prevent all the nasty crashes ;).

Basicaly for this to happen we need to recode two or three widgets and 
some supporting methods in other classes:
nuiLabel, nuiEditText, nuiTheme & nuiDrawContext (probably some changes 
in nuiMemoryDrawContext too).

Sebastien

John Batty wrote:

>Vincent said...
>  
>
>>Very old and nasty code, but the 'right fix' is not easy. We are going to
>>    
>>
>address it
>  
>
>>in nglFont2, this is the problem of font enumeration and selection. I
>>    
>>
>propose a quick
>  
>
>>hack : actually use a path list with common relative places (./, ./data,
>>    
>>
>../data,
>  
>
>>../../data). This should help us while waiting for a better solution.
>>    
>>
>Other possible workarounds:
> - Make relative paths relative to the exe location, rather than the current
>directory.  Possibly only do this if you don't find anything using the
>existing search algorithm.
> - Add default OS-specific directories to the end of the user-supplied path
>- i.e. if you cannot find user fonts, look for them in the OS installation.
> - If you fail to find any fonts, display an error popup and exit (rather
>than hitting an exception)
>
>I think it is important to get a decent fix for this, as it gives a bad
>first (possibly last!) impression to a ngl/nui virgin if they click on an
>example exe and get an exception immediately...
>
>John
>
>
>
>-------------------------------------------------------
>This SF.net email is sponsored by:  Etnus, makers of TotalView, The best
>thread debugger on the planet. Designed with thread debugging features
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>_______________________________________________
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>  
>



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Date: Mon Jun  9 23:10:02 2003
X-Original-Date: Tue, 10 Jun 2003 02:04:14 -0400

* Sebastien Metrot <[EMAIL PROTECTED]> [2003-06-09 19:43]:
> I think everybody is happy to count you in. As for the direct CVS access 
> we preffer generally to delay things a bit, just the time for everyone 
> to know each other and for you to get a more complete understanding of 
> the project. Don't see this as a rebutal at all but more like the normal 
> path of admition :).

Ah, thanks. Ok, some updates on progress... 

- PB project for creating an OS X framework based on Carbon is done
    
    - Using UNIX versions for Carbon implementations of a few NGL
      interfaces (nglFile, etc)... for now.
    
    - Public headers vs private, etc.
    
    - Apple recommends that frameworks be setup to be embedded in host
      apps.  This is what NGL.framework is setup to do.

- PB project template for creating "NGL Application"s is done; this
  embeds the framework and links application code to NGL framework code.

- Shell scripts to install the external libs required for building the
  NGL.framework are done (FreeType 2.1.4, libjpeg 6b, libpng 1.2.5, and
  zlib 1.1.4).

The idea of the NGL.framework would be to give end-users of NGL a PKG
that they can double click to install a developer version of the
NGL.framework and the PB NGL Application template.  I don't want them to
have to deal with installing the external libs (FreeType, etc),
including the search paths in every project, etc.  

This is doable as long as the NGL headers do not reference
implementation details.  I was kind of surprised that the nglFontBase.h
includes FreeType headers (USE_FREETYPE).  I would think that for a
public interface, it should be free of any impl details... IMHO that's
much cleaner and also allows the OS X NGL developers to not have to
install _any_ external libs (and their headers) to build NGL apps.  I
have a lot of notes on this if anyone is interested.

- Working on getting samples to build using the PB template.

    - helloworld works no problem

    - Just tried the Gears sample.  It fails because it includes the
      NGL.framework (of course) whose headers reference the FreeType
      headers, but those are NOT to be required by end-users of
      NGL.framework (at least, if I get my way).  See above.

- Documentation for the NGL.framework maintainer (me) with all the funky
  steps (-seg1addr, @executable_path/../Frameworks, etc).

- Haven't started to create a dummy makefile that delegates to pbxbuild
  to build the framework.  This would allow a autotools based
  installation.

- Haven't started on input device code nor a nice console.

Brian -+- http://brianhammond.com


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Date: Tue Jun 10 05:27:01 2003
X-Original-Date: Tue, 10 Jun 2003 13:58:13 +0200 (CEST)

Hello,

  This information mainly for John and Brian. I will try to integrate your 
patches and
answer your questions the sooner I can (tonight I hope). Meanwhile, I suggest 
you
subscribe to the ngl-cvs mailing-list to see how the patches get in, and how it 
gets
splitted up and documented. Since you look like our next platform maintainers,
you'll have a better insight about how the code gets comitted, our various 
habits
and 'cleanliness definitions', etc. This is also an important feedback for you,
which is actually not duplicated on ngl-devel. Thanks for your time and 
dedication !

Subscription: http://lists.sourceforge.net/lists/listinfo/ngl-cvs

Also for Lorenzo : our 'bigger' questions get delayed by some grunt maintainer 
work,
but the kernel and console things are still top on my todo-list.




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Date: Tue Jun 10 08:07:03 2003
X-Original-Date: Tue, 10 Jun 2003 17:07:46 +0200

Yep,
Thanks for the note..
I'll be watchin' for your next posts, and try to be as responsive as I
can..

Lo.

----- Original Message -----
From: "Vincent Caron" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 10, 2003 1:58 PM
Subject: [NGL-devel] Note to maintainers


> Hello,
>
>   This information mainly for John and Brian. I will try to
integrate your patches and
> answer your questions the sooner I can (tonight I hope). Meanwhile,
I suggest you
> subscribe to the ngl-cvs mailing-list to see how the patches get in,
and how it gets
> splitted up and documented. Since you look like our next platform
maintainers,
> you'll have a better insight about how the code gets comitted, our
various habits
> and 'cleanliness definitions', etc. This is also an important
feedback for you,
> which is actually not duplicated on ngl-devel. Thanks for your time
and dedication !
>
> Subscription: http://lists.sourceforge.net/lists/listinfo/ngl-cvs
>
> Also for Lorenzo : our 'bigger' questions get delayed by some grunt
maintainer work,
> but the kernel and console things are still top on my todo-list.
>
>
>
>
> -------------------------------------------------------
> This SF.net email is sponsored by:  Etnus, makers of TotalView, The
best
> thread debugger on the planet. Designed with thread debugging
features
> you've never dreamed of, try TotalView 6 free at www.etnus.com.
> _______________________________________________
> NGL-devel mailing list
> [EMAIL PROTECTED]
> https://lists.sourceforge.net/lists/listinfo/ngl-devel
>



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------=_20030612004704_83559
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Hello John,

  I finally take the time to go through your patch !


> Most changes are workspace/project file tweaks (.dsw/.dsp).

On ngl/libngl{_static}.dsp/dsw, correct me if I'm wrong but do we have the 
choice
between these two solutions :

- drag 3rd party libs (png, jpeg, zlib, freetype) .dsp into libngl{_static}.dsw 
as
dependencies. Then we don't have to set explicitly the 'additional libraries' 
list
(libpng.lib libjpeg.lib ...) in libngl{_static}.dsp, MSVC will do the linking 
for us.
The  major inconvenient being that then for every application using NGL, we 
must drag
libngl{_static}.dsp AND the 3rd part libraries projects into its workspace.

- explicitely link against the .lib files in the libngl{_static}.dsp project 
settings,
then we only need this single project in libngl{_static}.dsw. And a NGL based 
can drag
the libgnl project into its workspace and see it linking automagically against 
the 3rd
party libraries.

If I'm right, then your patch brings up a mix of the two situations. I remember 
we
already went on these questions a looong time ago...


>  - benchapp.cpp: Removed mpFont references from destructor.  mpFont is not
> initialized or used anywhere else.
>  - benchapp.h: Removed declaration of mpFont member variable.

Indeed, applied.


>  - ngl_all.h: Removed #include "nglFont2.h" and #include "nglInput.h" (these
> files don't seem to exist).  Your call on what to do with this (are these
> old files?).

This has already been updated in CVS two weeks ago, but your patch is right (we 
also
added nglFont1.h and nglInputDevice.h since then).


> I have also created new .dsw/.dsp files for the nui examples.
> I have tested all of them except the OggVorbis and vstplugin examples, which
> I could not do as I don't have all the required files to build them.

Applied. Note : I can see strange strings like '' and '' in libnui.dsp, looks 
like old
Meeloo experiments that slipped in.


>  - nuimemorydrawcontext.cpp: Changed BITMAPV5HEADER to BITMAPV4HEADER.
> BITMAPV5HEADER is not declared in my headers - must have been added in the
> newer MSVC headers.  Seems to work fine with BITMAPV4HEADER (you don't use
> any of the new fields).

Let's report this one to Meeloo, this is his code (patch attached).


> Previously reported fixes:
>  - nuicontainer.h: Added nuiContainer:: qualifier inside Iterator class
> declaration.

This looks weird, we have such nested classes in NGL and MSVC6 seems to compile 
them
without this explicit prefix. Meeloo, could you have a look at the attached 
patch ?


>  - nuiedittext.cpp: Removed return statement from
> nuEditText::Invalidate(..).

This was already in CVS.

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Subject: Re: [NGL-devel] OS X Updates
From: "Vincent Caron" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
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Date: Wed Jun 11 16:27:07 2003
X-Original-Date: Thu, 12 Jun 2003 01:26:52 +0200 (CEST)

Brian Hammond said:
>
> - PB project for creating an OS X framework based on Carbon is done
>
>     - Using UNIX versions for Carbon implementations of a few NGL
>       interfaces (nglFile, etc)... for now.

OK, I guess it means file paths can't use Mac style 'volume:' and we can't read
ressource forks, something like that ?


> - PB project template for creating "NGL Application"s is done; this
>   embeds the framework and links application code to NGL framework code.

Very cool, we never managed to get this done for MSVC or Unix.


> - Shell scripts to install the external libs required for building the
>   NGL.framework are done (FreeType 2.1.4, libjpeg 6b, libpng 1.2.5, and
>   zlib 1.1.4).

Would it be far fetched to find or provide these 3rd party libraries as 
frameworks too
? Just a suggestion though ...


> The idea of the NGL.framework would be to give end-users of NGL a PKG
> that they can double click to install a developer version of the
> NGL.framework and the PB NGL Application template.  I don't want them to
> have to deal with installing the external libs (FreeType, etc),
> including the search paths in every project, etc.

Obviously a great idea, but then I stick to my previous question, would it be 
still
easy to use if these 3rd party libraries were distributed as frameworks ? This 
could
be a long term idea, as I guess becoming the Mac maintainer for a bunch of 
other libs
is not your top priority :)


> This is doable as long as the NGL headers do not reference
> implementation details.  I was kind of surprised that the nglFontBase.h
> includes FreeType headers (USE_FREETYPE).  I would think that for a
> public interface, it should be free of any impl details... IMHO that's
> much cleaner and also allows the OS X NGL developers to not have to
> install _any_ external libs (and their headers) to build NGL apps.  I
> have a lot of notes on this if anyone is interested.

Yes, this is ugly, we actually delayed the configuration part for a long time. 
It once
had a better support (18 months ago ?).

For the USE_ macros, they will all definitively move in a private and 
non-distributed
header, and since you need it now we'll try to do this quickly.

For the dependencies on other libs dependencies, it will require some work, 
mainly on
FreeType (the image codecs have a well separated internal interface). C++ can 
quickly
become ugly when we have to use tricks to hide internal things, and I only 
stuffed
this info in 'private:' for now. If you have any suggestion to make this move 
not too
painful, I'm interested.

I know we could go the COM way, but : we keep it simple and stupid, and we 
never asked
the user to do things like nglFont::Build() and nglFont::Release(). I'd really 
prefer
not going that way.


> - Documentation for the NGL.framework maintainer (me) with all the funky
>   steps (-seg1addr, @executable_path/../Frameworks, etc).

Rare maintainer quality, documentation ! Way to go



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Subject: RE: [NGL-devel] Re: MSVC6 build fixes
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Date: Thu Jun 12 00:30:10 2003
X-Original-Date: Thu, 12 Jun 2003 08:29:25 +0100

Vincent said:
> On ngl/libngl{_static}.dsp/dsw, correct me if I'm wrong but do we have the
choice
> between these two solutions :
> 
> - drag 3rd party libs (png, jpeg, zlib, freetype) .dsp into
libngl{_static}.dsw as
> dependencies. Then we don't have to set explicitly the 'additional
libraries' list
> (libpng.lib libjpeg.lib ...) in libngl{_static}.dsp, MSVC will do the
linking for us.
> The  major inconvenient being that then for every application using NGL,
we must drag
> libngl{_static}.dsp AND the 3rd part libraries projects into its
workspace.
> 
> - explicitely link against the .lib files in the libngl{_static}.dsp
project settings,
> then we only need this single project in libngl{_static}.dsw. And a NGL
based can drag
> the libgnl project into its workspace and see it linking automagically
against the 3rd
> party libraries.
> 
> If I'm right, then your patch brings up a mix of the two situations. I
remember we
> already went on these questions a looong time ago...

I was a bit confused by the project dependencies (I haven't used workspaces
with 
multiple projects before!).  Thanks for the clarifying thoughts...

I much prefer the option (2).  It gives rather better encapsulation of the
ngl build,
and if you ever add more libraries into ngl we only have to update the ngl
project.
Can you remember what you concluded last time you discussed...?!  I seem to
remember
most examples using option (1) - which implies that you went in that
direction.

If we can agree on the preferred method, I can go through and make all the
examples
consistent.

Cheers,

John

-----Original Message-----
From: Vincent Caron [mailto:[EMAIL PROTECTED]
Sent: 11 June 2003 23:47
To: [EMAIL PROTECTED]
Subject: [NGL-devel] Re: MSVC6 build fixes


Hello John,

  I finally take the time to go through your patch !


> Most changes are workspace/project file tweaks (.dsw/.dsp).

On ngl/libngl{_static}.dsp/dsw, correct me if I'm wrong but do we have the
choice
between these two solutions :

- drag 3rd party libs (png, jpeg, zlib, freetype) .dsp into
libngl{_static}.dsw as
dependencies. Then we don't have to set explicitly the 'additional
libraries' list
(libpng.lib libjpeg.lib ...) in libngl{_static}.dsp, MSVC will do the
linking for us.
The  major inconvenient being that then for every application using NGL, we
must drag
libngl{_static}.dsp AND the 3rd part libraries projects into its workspace.

- explicitely link against the .lib files in the libngl{_static}.dsp project
settings,
then we only need this single project in libngl{_static}.dsw. And a NGL
based can drag
the libgnl project into its workspace and see it linking automagically
against the 3rd
party libraries.

If I'm right, then your patch brings up a mix of the two situations. I
remember we
already went on these questions a looong time ago...


>  - benchapp.cpp: Removed mpFont references from destructor.  mpFont is not
> initialized or used anywhere else.
>  - benchapp.h: Removed declaration of mpFont member variable.

Indeed, applied.


>  - ngl_all.h: Removed #include "nglFont2.h" and #include "nglInput.h"
(these
> files don't seem to exist).  Your call on what to do with this (are these
> old files?).

This has already been updated in CVS two weeks ago, but your patch is right
(we also
added nglFont1.h and nglInputDevice.h since then).


> I have also created new .dsw/.dsp files for the nui examples.
> I have tested all of them except the OggVorbis and vstplugin examples,
which
> I could not do as I don't have all the required files to build them.

Applied. Note : I can see strange strings like '' and '' in libnui.dsp,
looks like old
Meeloo experiments that slipped in.


>  - nuimemorydrawcontext.cpp: Changed BITMAPV5HEADER to BITMAPV4HEADER.
> BITMAPV5HEADER is not declared in my headers - must have been added in the
> newer MSVC headers.  Seems to work fine with BITMAPV4HEADER (you don't use
> any of the new fields).

Let's report this one to Meeloo, this is his code (patch attached).


> Previously reported fixes:
>  - nuicontainer.h: Added nuiContainer:: qualifier inside Iterator class
> declaration.

This looks weird, we have such nested classes in NGL and MSVC6 seems to
compile them
without this explicit prefix. Meeloo, could you have a look at the attached
patch ?


>  - nuiedittext.cpp: Removed return statement from
> nuEditText::Invalidate(..).

This was already in CVS.


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Date: Thu Jun 12 01:57:18 2003
X-Original-Date: Thu, 12 Jun 2003 10:41:07 +0200

I guess the main disadvantage of #1 is that dependencies infos becomes
a 'workspace' data so when you include one of those dsp in an other
dsw (ie: your first ngl application workspace) you loose the
dependency infos.. I've personnally concluded that explicit relative
path in dsp's (../include and ../lib) are a must, and the only way to
keep projects consistently up and building upon any situation...

Lo.


----- Original Message -----
From: "John Batty" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 12, 2003 9:29 AM
Subject: RE: [NGL-devel] Re: MSVC6 build fixes


> Vincent said:
> > On ngl/libngl{_static}.dsp/dsw, correct me if I'm wrong but do we
have the
> choice
> > between these two solutions :
> >
> > - drag 3rd party libs (png, jpeg, zlib, freetype) .dsp into
> libngl{_static}.dsw as
> > dependencies. Then we don't have to set explicitly the 'additional
> libraries' list
> > (libpng.lib libjpeg.lib ...) in libngl{_static}.dsp, MSVC will do
the
> linking for us.
> > The  major inconvenient being that then for every application
using NGL,
> we must drag
> > libngl{_static}.dsp AND the 3rd part libraries projects into its
> workspace.
> >
> > - explicitely link against the .lib files in the
libngl{_static}.dsp
> project settings,
> > then we only need this single project in libngl{_static}.dsw. And
a NGL
> based can drag
> > the libgnl project into its workspace and see it linking
automagically
> against the 3rd
> > party libraries.
> >
> > If I'm right, then your patch brings up a mix of the two
situations. I
> remember we
> > already went on these questions a looong time ago...
>
> I was a bit confused by the project dependencies (I haven't used
workspaces
> with
> multiple projects before!).  Thanks for the clarifying thoughts...
>
> I much prefer the option (2).  It gives rather better encapsulation
of the
> ngl build,
> and if you ever add more libraries into ngl we only have to update
the ngl
> project.
> Can you remember what you concluded last time you discussed...?!  I
seem to
> remember
> most examples using option (1) - which implies that you went in that
> direction.
>
> If we can agree on the preferred method, I can go through and make
all the
> examples
> consistent.
>
> Cheers,
>
> John
>
> -----Original Message-----
> From: Vincent Caron [mailto:[EMAIL PROTECTED]
> Sent: 11 June 2003 23:47
> To: [EMAIL PROTECTED]
> Subject: [NGL-devel] Re: MSVC6 build fixes
>
>
> Hello John,
>
>   I finally take the time to go through your patch !
>
>
> > Most changes are workspace/project file tweaks (.dsw/.dsp).
>
> On ngl/libngl{_static}.dsp/dsw, correct me if I'm wrong but do we
have the
> choice
> between these two solutions :
>
> - drag 3rd party libs (png, jpeg, zlib, freetype) .dsp into
> libngl{_static}.dsw as
> dependencies. Then we don't have to set explicitly the 'additional
> libraries' list
> (libpng.lib libjpeg.lib ...) in libngl{_static}.dsp, MSVC will do
the
> linking for us.
> The  major inconvenient being that then for every application using
NGL, we
> must drag
> libngl{_static}.dsp AND the 3rd part libraries projects into its
workspace.
>
> - explicitely link against the .lib files in the libngl{_static}.dsp
project
> settings,
> then we only need this single project in libngl{_static}.dsw. And a
NGL
> based can drag
> the libgnl project into its workspace and see it linking
automagically
> against the 3rd
> party libraries.
>
> If I'm right, then your patch brings up a mix of the two situations.
I
> remember we
> already went on these questions a looong time ago...
>
>
> >  - benchapp.cpp: Removed mpFont references from destructor.
mpFont is not
> > initialized or used anywhere else.
> >  - benchapp.h: Removed declaration of mpFont member variable.
>
> Indeed, applied.
>
>
> >  - ngl_all.h: Removed #include "nglFont2.h" and #include
"nglInput.h"
> (these
> > files don't seem to exist).  Your call on what to do with this
(are these
> > old files?).
>
> This has already been updated in CVS two weeks ago, but your patch
is right
> (we also
> added nglFont1.h and nglInputDevice.h since then).
>
>
> > I have also created new .dsw/.dsp files for the nui examples.
> > I have tested all of them except the OggVorbis and vstplugin
examples,
> which
> > I could not do as I don't have all the required files to build
them.
>
> Applied. Note : I can see strange strings like '' and '' in
libnui.dsp,
> looks like old
> Meeloo experiments that slipped in.
>
>
> >  - nuimemorydrawcontext.cpp: Changed BITMAPV5HEADER to
BITMAPV4HEADER.
> > BITMAPV5HEADER is not declared in my headers - must have been
added in the
> > newer MSVC headers.  Seems to work fine with BITMAPV4HEADER (you
don't use
> > any of the new fields).
>
> Let's report this one to Meeloo, this is his code (patch attached).
>
>
> > Previously reported fixes:
> >  - nuicontainer.h: Added nuiContainer:: qualifier inside Iterator
class
> > declaration.
>
> This looks weird, we have such nested classes in NGL and MSVC6 seems
to
> compile them
> without this explicit prefix. Meeloo, could you have a look at the
attached
> patch ?
>
>
> >  - nuiedittext.cpp: Removed return statement from
> > nuEditText::Invalidate(..).
>
> This was already in CVS.
>
>
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Date: Thu Jun 12 05:09:12 2003
X-Original-Date: Thu, 12 Jun 2003 14:08:24 +0200 (CEST)

Hello,

  Some links to complete your section "Is there another libs that can be used 
to load
OpenGL extensions ?" :

* The OpenGL Extension Wrangler Library
  http://glew.sourceforge.net/
  Tediously updated by hand

* NGL C++ OpenGL framework
  http://ngl.sourceforge.net/doc/ngl/classngl_context.html
  http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/ngl/ngl/src/core/glext/
  Extraction from glext.h with a Perl script, Doxygen doc tag generation and
cross-linking to ARB docs.



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Date: Thu Jun 12 05:15:13 2003
X-Original-Date: Thu, 12 Jun 2003 14:14:27 +0200

Sadly, with the 'extraction' method you need a glext.h that would have all
the extensions (I have one, but it's Licensed and I can't give it away).

The glext.h you can find in driver packages / mesa-glx-dev etc. either
contain the NVidia extensions only, or the ATI extensions only, etc. And
it's not possible to do something like:

#include "nv-glext/glext.h"
#include "ati-glext/glext.h"

TTimo

On Thu, 12 Jun 2003 14:08:24 +0200 (CEST)
"Vincent Caron" <[EMAIL PROTECTED]> wrote:

> Hello,
> 
>   Some links to complete your section "Is there another libs that can be used 
> to load
> OpenGL extensions ?" :
> 
> * The OpenGL Extension Wrangler Library
>   http://glew.sourceforge.net/
>   Tediously updated by hand
> 
> * NGL C++ OpenGL framework
>   http://ngl.sourceforge.net/doc/ngl/classngl_context.html
>   http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/ngl/ngl/src/core/glext/
>   Extraction from glext.h with a Perl script, Doxygen doc tag generation and
> cross-linking to ARB docs.
> 
> 
> 
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Date: Thu Jun 12 05:34:09 2003
X-Original-Date: Thu, 12 Jun 2003 14:33:11 +0200 (CEST)

Timothee Besset said:
> Sadly, with the 'extraction' method you need a glext.h that would have all
> the extensions (I have one, but it's Licensed and I can't give it away).

Yes, and this is desesperatly needed. SGI's glext.h (which is in Mesa) has this 
stupid
GLX license which is way to prohibitive to distribute modifications, I've 
encountered
the same problems with ATI and NVIDIA's licences on those include files. This 
is also
why I can't distribute a glext.h with NGL and we have this #warning in ngl.h. I
consulted a GNU licence guru : "this is a sad mess" and Brian Paul "please 
don't drag
me into that licence business". I also comited the typo bug (in the vertex 
program
ext) to SGI's bugzilla and alerted Leech 8 months ago, the bug is still in the
official glext.h. Sigh.

Conclusion : someone _has_ to write an alternative glext.h with 1) up-to-date 
infos,
2) and under all liberal license like BSD. The problem is that the file 
structure is
so trivial that rewriting it and copying it is almost the same. I think the 
idea is to
write the registry with our own description language and generates the file 
from it
(just like SGI actually do, except nobody understands - and use - their registry
maintenance scripts).



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Date: Thu Jun 12 05:43:10 2003
X-Original-Date: Thu, 12 Jun 2003 14:42:39 +0200

Yes. I already use a metadata description for doom. Only for the regular
GL API though (I generate bindings on the fly with that, allowing implicit
dependency / explicit dlopen or function overrides for logging).

Putting the extension APIs in a metadata format is the way to go I think
(XML sounds sane). Does this get us rid of License issues? Do we generate
glext.h on-demand from there?

TTimo

On Thu, 12 Jun 2003 14:33:11 +0200 (CEST)
"Vincent Caron" <[EMAIL PROTECTED]> wrote:

> Timothee Besset said:
> > Sadly, with the 'extraction' method you need a glext.h that would have all
> > the extensions (I have one, but it's Licensed and I can't give it away).
> 
> Yes, and this is desesperatly needed. SGI's glext.h (which is in Mesa) has 
> this stupid
> GLX license which is way to prohibitive to distribute modifications, I've 
> encountered
> the same problems with ATI and NVIDIA's licences on those include files. This 
> is also
> why I can't distribute a glext.h with NGL and we have this #warning in ngl.h. 
> I
> consulted a GNU licence guru : "this is a sad mess" and Brian Paul "please 
> don't drag
> me into that licence business". I also comited the typo bug (in the vertex 
> program
> ext) to SGI's bugzilla and alerted Leech 8 months ago, the bug is still in the
> official glext.h. Sigh.
> 
> Conclusion : someone _has_ to write an alternative glext.h with 1) up-to-date 
> infos,
> 2) and under all liberal license like BSD. The problem is that the file 
> structure is
> so trivial that rewriting it and copying it is almost the same. I think the 
> idea is to
> write the registry with our own description language and generates the file 
> from it
> (just like SGI actually do, except nobody understands - and use - their 
> registry
> maintenance scripts).
> 
> 
> 
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Date: Thu Jun 12 07:49:04 2003
X-Original-Date: Thu, 12 Jun 2003 10:40:37 -0400

> >     - Using UNIX versions for Carbon implementations of a few NGL
> >     interfaces (nglFile, etc)... for now.
> 
> OK, I guess it means file paths can't use Mac style 'volume:' and we
> can't read ressource forks, something like that ?

Yes, that's right.  Paths are UNIX style.  I can update this if it's
needed.  It's pretty low on the priority list for now.

> Would it be far fetched to find or provide these 3rd party libraries as 
> frameworks too
> ? Just a suggestion though ...

I would rather not do that.  That'd be quite a lot more work to
maintain, and I am pretty sure it's not really required.  The end-users
of NGL (other developers, not end-users of NGL applications) should need
only NGL.framework and the PB template to create NGL applications.
That's my goal.  

> > This is doable as long as the NGL headers do not reference
> > implementation details.  I was kind of surprised that the
> > nglFontBase.h includes FreeType headers (USE_FREETYPE).  I would
> > think that for a public interface, it should be free of any impl
> > details... IMHO that's much cleaner and also allows the OS X NGL
> > developers to not have to install _any_ external libs (and their
> > headers) to build NGL apps.  I have a lot of notes on this if anyone
> > is interested.
> 
> Yes, this is ugly, we actually delayed the configuration part for a
> long time. It once had a better support (18 months ago ?).
> 
> For the USE_ macros, they will all definitively move in a private and
> non-distributed header, and since you need it now we'll try to do this
> quickly.

Ah, great!

> For the dependencies on other libs dependencies, it will require some
> work, mainly on FreeType (the image codecs have a well separated
> internal interface). C++ can quickly become ugly when we have to use
> tricks to hide internal things, and I only stuffed this info in
> 'private:' for now. If you have any suggestion to make this move not
> too painful, I'm interested.

The "pimpl" C++ idiom seems apropos.
http://www.gotw.ca/gotw/024.htm

Thanks,
Brian Hammond [http://threeminutehero.com]



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Date: Thu Jun 12 08:22:04 2003
X-Original-Date: Thu, 12 Jun 2003 17:21:09 +0200 (CEST)

Hello,

  I wrote a Perl script to help with some maintenance issues on MSVC project 
files,
and mainly the problem of synchronisation (between VC6/VC7 and other builds). I
needed it for another project, but it turns out that it will mostly useful for 
NGL
in my case. Some people had a sneak peek two weeks ago, I fixed a few things and
made it 'official'.

  http://zerodeux.net/projects/vctool/

ChangeLog from previous version :

0.1.1
  * added output alpha-sorting
  * added support from vcproj's ExcludedFromBuild property
  * 'In ... not in ...' -> 'Built in ... not in ...'


NB: looks like I should add Apple PB support now :)



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Date: Thu Jun 12 08:47:07 2003
X-Original-Date: Thu, 12 Jun 2003 17:46:20 +0200 (CEST)

>> For the dependencies on other libs dependencies, it will require some
>> work, mainly on FreeType (the image codecs have a well separated
>> internal interface). C++ can quickly become ugly when we have to use
>> tricks to hide internal things, and I only stuffed this info in
>> 'private:' for now. If you have any suggestion to make this move not
>> too painful, I'm interested.
>
> The "pimpl" C++ idiom seems apropos.
> http://www.gotw.ca/gotw/024.htm

OK, this is the only thing that came to my mind, seems it's a fair solution.

This work will have to be done in :

- nglFont/nglFontBase (USE_FREETYPE) : okay, text editing skills
- nglStringConv (USE_ICONV, USE_MLANG) : maybe I can cope with some simple 
opaque types
- nglVideoMode (USE_XF86VIDMODE) : same trick as nglFont
- nglMath (USE_FAST_FLOAT_CONVERSION) : actually only affects header inline 
code, so
is okay here



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Subject: Re: [NGL-devel] header dependencies
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Thu Jun 12 18:27:02 2003
X-Original-Date: Fri, 13 Jun 2003 03:26:04 +0200 (CEST)

> This work will have to be done in :
>
> - nglFont/nglFontBase (USE_FREETYPE) : okay, text editing skills
> - nglStringConv (USE_ICONV, USE_MLANG) : maybe I can cope with some simple 
> opaque
> types
> - nglVideoMode (USE_XF86VIDMODE) : same trick as nglFont
> - nglMath (USE_FAST_FLOAT_CONVERSION) : actually only affects header inline 
> code, so
> is okay here

Removed dependencies with 3rd parties from these headers (in CVS) :

- nglStringConv.h : went nicely
- nglVideoMode.h : looks a bit more ugly, but still acceptable
- nglFont1.h : I went for the fastest and often ugliest solutions, this class 
is not
here to stay anyway
- nglFont/Base/Cache : TODO. This part is much more tricky because these class 
have
shared interfaces using FreeType structures. I'll take more time to do it 
properly,
this class _is_ here to stay :)



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Subject: Re: [NGL-devel] header dependencies
From: "Vincent Caron" <[EMAIL PROTECTED]>
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Date: Tue Jun 24 16:39:16 2003
X-Original-Date: Wed, 25 Jun 2003 01:38:37 +0200 (CEST)

Vincent Caron said:
>
> - nglStringConv.h : went nicely
> - nglVideoMode.h : looks a bit more ugly, but still acceptable
> - nglFont1.h : I went for the fastest and often ugliest solutions, this class 
> is not
> here to stay anyway
> - nglFont/Base/Cache : TODO.

Well, finally done. Looks like I didn't break anything, the examples still run 
out of
the box. Some parts of the protected API have changed, but they are only used 
by the
current renderer and cache implementations.

It means that we at last don't have any dependency on 3rd party headers in NGL. 
Now I
need to clean up the ngl.h and ngl_config.h which does not make sense, and 
actually
connect it to autoconf (we'll have a hardcoded profile for non-autoconf'ed 
builds).



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Subject: RE: [NGL-devel] Re: MSVC6 build fixes
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Date: Tue Jun 24 16:50:02 2003
X-Original-Date: Wed, 25 Jun 2003 01:49:05 +0200 (CEST)

>> - explicitely link against the .lib files in the libngl{_static}.dsp
>> project settings, then we only need this single project in
>> libngl{_static}.dsw. And a NGL based can drag the libgnl project into
>> its workspace and see it linking automagically against the 3rd party
>> libraries.
>
> I much prefer the option (2).

So does Meeloo after I consulted him (10 ten days ago, I confess :)). We should 
make
that the default policy of VC6 project files in NGL. For now we're statically 
linking
those 3rd  party libs so it's easy, all a NGL-based project has to do will 
properly
setup its include and lib path to have NGL at reach. We'll see for fully 
modularized
DLL support later ...

BTW, I might have broken the Windows build, I'm not always confident about the
namespace issues when you have a class defined in a class scope, eg. :

  class nglFontBase {

    class GlyphBitmap { ....};

    bool GetBitmap (GlyphBitmap& rBmp);
  };

  bool nglFontBase::GetBitmap (GlyphBitmap& rBmp, uint Index)
  { }


As far as I can tell, this is standard compliant code, but I'm not sure VC6 
gets the
'GlyhBitmap' parameter scope right in the latter (implementation) declaration. 
However
this is mandatory for any compiler (and I think I stick to it) :

  nglFontBase::GlyphBitmap nglFontBase::GetBitmap(uint Index)
  { }


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