lingo-l what is happening with my fonts ?

2003-07-30 Thread Lee Blinco
can anyone please explain this to me.
i have a stub movie which runs a main movie which then opens some other
movies for certain functions. The problem is that all of a sudden with
definitely no editing of some of the movies by me all examples of the arial
font on a button or checkbox are displayed as illegible multilines ie
P
owe
r
Po
int

instead of powerpoint. This only happens when opened by another movie, its
fine in DirMX authoring and if i make a standalone projector of the
individual movies they are ok. If i change the font in director it is also
ok. I've burnt a cd and run it on another machine with exactly the same
results and i've replaced my arial font.
I am now at my wits end - any suggestions much appreciated.
Lee Blinco
Multimedia Developer
AVR Productions
+44 (0)1462 819603


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lingo-l giving information from DB

2003-07-30 Thread margarida g i r ã o
Hello.
This is a movie that all the information comes from an access database.
All the data are save on external casts and the records on access only have 
the path:
videos.CST/aseguir.mov
This code works fine to give one video:
myDBValue = dGRSGetFieldValue(video rsvideo)
 str = the itemDelimiter
 the itemDelimiter = /
 myCast = myDBValue.item[1]
 myVideo= myDBValue.item[2]
 the itemDelimiter = .
 myCast = myCast.item[1]
 myVideo = myvideo.item[1]
 the itemDelimiter = str
 set the member of sprite 12 to member (myvideo,myCast)

Now we want the same but giving 3 images.
This is the sql query:
set sqlString=SELECT imagem FROM (gesto INNER JOIN imgpicto ON 
gesto.IDgesto = imgpicto.IDgesto) WHERE gesto.Designacao Like '  pesquisa 
 '
set rsImagem = DGCreateRecordset(sqlString, dbHandle)

And the final code:
myDBValue = dGRSGetFieldValue(imagem rsImagem)
 str = the itemDelimiter
 the itemDelimiter = /
 myCast = myDBValue.item[1]
 myImage = myDBValue.item[2]
 the itemDelimiter = .
 myCast = myCast.item[1]
 myImage = myImage.item[1]
 the itemDelimiter = str
 set the member of sprite 18 to member (myImage,myCast)
 set the member of sprite 19 to member (myImage,myCast)
 set the member of sprite 20 to member (myImage,myCast)
This code gives 3 images but the same one. How can we tell lingo to retrives 
the 3 different images that are on DB?

Thank you.

_
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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Diego Landro
I´ve been having the same exact problem in win 2k pro, can´t update the
changes without puppetsprite or can´t move the sprite around using lingo
without puppetsprite, so i think it´s no XP problem but something
altoghether different. My solution was to use puppetsprite whenever the
machine wanted me to and let investigation for some other time when i have
the time to do it properly but so far i was not able to determine which is
the origin of the problem, but its not random at least it is always the
same. When i try to move sprites or change its properties i have to puppet
them, otherwise they won´t work as they´re supposed to. At least i now know
someone out there shares my problem, so i don´t feel as idiotic as before.
- Original Message - 
From: Howdy-Tzi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 30, 2003 2:38 AM
Subject: Re: lingo-l when/why is pupperSprite necessary?


 On Wednesday, Jul 30, 2003, at 00:19 America/Chicago, Slava Paperno
 wrote:

  The movie is kind of heavy and full of handlers and stuff (tens of
  thousands of lines of Lingo), maybe that has something to do with it.

 Uh.

 If you come across a bizarre situation like this, it is *always* a good
 plan to try to replicate it using a *bare bones* movie. That means:

 1. Exit Director entirely to make sure all memory is purged.
 Clearglobals ain't enough.
 2. Re-load Director, but NOT with the movie that's having troubles.
 Just a new blank movie.
 3. Try to replicate the problem using the simplest means available. In
 this case that would mean using two cast members, one sprite and
 Message window code.

 It's almost certain, in fact darn near 100 percent certain, that one of
 the many many lines of code you're referring to is responsible for this.

 Can you run a trace on the Lingo and see if anything's interfering?

 BTW what exactly are you working on? (I'm curious. ;)


 Warren Ockrassa | President,  nightwares LLC  [EMAIL PROTECTED]
   nightwares LLC | Consulting  Programming http://www.nightwares.com/
Developer | Structor, a presentation development/programming tool
Info and demo | http://www.nightwares.com/structor/
   Author | Director 8.5 Shockwave Studio: A Beginner's Guide
 Chapter samples | http://www.nightwares.com/director_beginners_guide/

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Re: lingo-l what is happening with my fonts ?

2003-07-30 Thread Mark A. Boyd
At 04:07 2003-07-30, Lee Blinco wrote:
The problem is that all of a sudden with
definitely no editing of some of the movies by me all examples of the arial
font on a button or checkbox are displayed as illegible multilines ie
P
owe
r
Po
int
instead of powerpoint.
Check out the Quirks Lists at http://www.updatestage.com This quirk has 
been around for several versions, so if you don't see it described in the 
MX quirks, look in previous versions of the list.



--
Mark A. Boyd
Keep-On-Learnin' :)
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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Mark A. Boyd
At 19:06 2003-07-29, Slava Paperno wrote:
This used to work without puppetting

sprite(1).member = member(MyText, Texts)
--you see the text of the member on the stage
sprite(1).member = member(MyBitmap, Bitmaps)
updateStage
--you see the bitmap on the stage
Does it work any better if you swap out members of the same type? I seem to 
recall that D7 would actually bug out if you swapped a sprite's member type 
out from under it. I avoid it so I don't know how newer versions behave.

--
Mark A. Boyd
Keep-On-Learnin' :)
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lingo-l correct tell syntax within MIAW

2003-07-30 Thread Mendelsohn, Michael
Hi list...

My projector chokes within the following handler:

on mTransition(me, whichTrans, whichMarker)
  if the runmode = Projector then
tell (window theTOC)
  puppetTransition(whichTrans)
  go whichMarker
end tell
  else -- author mode
puppetTransition(whichTrans)
go whichMarker
  end if
end

The problem is the method is in a global parent script and it's being
called by a MIAW using external casts originally loaded from the stub
projector movie.  So, what's the right syntax?  In author mode, it works
fine.  In projector mode, the go line crashes the projector.

Thanks,
- Michael M.

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RE: lingo-l correct tell syntax within MIAW

2003-07-30 Thread Kerry Thompson
 My projector chokes within the following handler:
 
 on mTransition(me, whichTrans, whichMarker)
   if the runmode = Projector then
 tell (window theTOC)
   puppetTransition(whichTrans)
   go whichMarker
 end tell
   else -- author mode
 puppetTransition(whichTrans)
 go whichMarker
   end if
 end
 
 The problem is the method is in a global parent script and 
 it's being called by a MIAW using external casts originally 
 loaded from the stub projector movie.  So, what's the right 
 syntax?  In author mode, it works fine.  In projector mode, 
 the go line crashes the projector.

Not quite sure I understand. Why do you have it behaving differently in
authoring and in a projector? Are you testing the MIAW movie by itself
in authoring?

Could you explain what you mean by using external casts originally
loaded from the stub? Are the casts linked to the MIAW? Did you create
an object in the stub? If so, the object should be available from the
MIAW, and you can call it directly from the MIAW, as you are doing in
the author mode code.

Did you try running the author mode version in a projector?

Cordially,

Kerry Thompson

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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Slava Paperno
Thanks, Mark,

At 07:32 AM 7/30/03 -0700, you wrote:
Does it work any better if you swap out members of the same type? I seem to 
recall that D7 would actually bug out if you swapped a sprite's member type 
out from under it. I avoid it so I don't know how newer versions behave.

Yes, when the member is of the same type, on-the-fly swapping is no 
problem. It is also unproblematic in a small test movie.

I thought that I may have some code somewhere that keeps reversing the 
member swap or the visibility setting, e. g. in an exitFrame handler, but 
there's none. The exitFrame calls are not responsible, and I don't have any 
idle handlers.

S. 

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RE: lingo-l correct tell syntax within MIAW

2003-07-30 Thread Mendelsohn, Michael
Forget that post.  Problem solved.  I didn't have the right syntax on
the member param in puppetTransition.

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RE: lingo-l Xml parser xtra question

2003-07-30 Thread Mendelsohn, Michael
Nice observation, Troy!  Thanks!!  I really do dig that object
inspector.

- Michael M.




 When debugging, is there any way to see the structure of parsed xml 
 under the variable tabs (DMX interface).  Currently, all I see there 
 is the instance of the xtra: Xtra child XmlParser 2 2c1bfe0.  I'd 
 like to be able to see a tree view of the data.  Am I missing 
 something?

When you parse the data, you parse it into an object variable... drag 
that into the object inspector, and viola ... tree-viewed for debugging.









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Re: lingo-l detecting whether projector is running from write protected drive

2003-07-30 Thread Charlie Fiskeaux II
You could also use FileXtra4 to do this same method (writing a file and then
deleting it), and you can delete the file without opening it.

Charlie Fiskeaux II
Media Designer
The Creative Group
www.cre8tivegroup.com
859/858-9054x29
cell: 859/608-9194

- Original Message - 
From: Brennan [EMAIL PROTECTED]
To: Lingo-L Digest [EMAIL PROTECTED]
Sent: Thursday, July 24, 2003 7:34 AM
Subject: lingo-l detecting whether projector is running from write
protected drive


 Hi folks,

 I want to find out whether my projector is running from a write protected
 drive. I don't want to rely on Windows drive letters because I want a
 cross platform solution and in any case, an increasing number of people
 have more than one write protected drive on their windows box. (e.g. both
 a DVD and CD drive).

 This turned out to be trickier than I thought. I felt sure there would be
 some system property, or that buddyAPI or fileio would do it for me.

 In the end, I've opted for fileIO, but it's a bit messy. FileIO will not
 report an error if I try to open a file with the 'write' flag set to true,
 which strikes me as a bug.

 It will, however, cause an error if I try to create a file on a
 non-writable drive, although if the drive is writable, I then have to
 'clean up' and remove the dummy file that got created, which requires also
 that I open it. (You can only delete a file that is open with fileIO).
 This seems like a lot of messing about, but it works.

 Here's my code, does anyone have a slicker approach? Suggestions for
 freeware xtras are welcome.

 on moviePathWritable

   f = new(xtra fileio)
   dummyFilePath = the moviepath  zxxz.txt
   f.createFile(dummyFilePath)
   errCode = f.status()

   if errCode  0 then
 -- some error, assume that disk can not be written to
 return false
   end if

   f.openfile(dummyFilePath, 0)
   f.delete()
   return true

 end

 Brennan
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Re: lingo-l giving information from DB

2003-07-30 Thread Howdy-Tzi
On Wednesday, Jul 30, 2003, at 06:47 America/Chicago, margarida g i r ã 
o wrote:

This code works fine to give one video:
myDBValue = dGRSGetFieldValue(video rsvideo)
 str = the itemDelimiter
 the itemDelimiter = /
 myCast = myDBValue.item[1]
 myVideo= myDBValue.item[2]
 the itemDelimiter = .
 myCast = myCast.item[1]
 myVideo = myvideo.item[1]
 the itemDelimiter = str
 set the member of sprite 12 to member (myvideo,myCast)
Now we want the same but giving 3 images.
This is the sql query:
set sqlString=SELECT imagem FROM (gesto INNER JOIN imgpicto ON 
gesto.IDgesto = imgpicto.IDgesto) WHERE gesto.Designacao Like '  
pesquisa  '
set rsImagem = DGCreateRecordset(sqlString, dbHandle)
It would be EXTRAORDINARILY helpful if you could give an example of the 
actual string you're parsing. All we've got now is a variable that 
contains Mystery Text. Since my crystal ball is currently in the shop 
for repairs I can't guess what 'rsImagem' contains, nor can anyone 
else, which makes it pretty difficult for anyone to offer you 
assistance.

And the final code:
[...]

This code gives 3 images but the same one. How can we tell lingo to 
retrives the 3 different images that are on DB?
Have you looked into repeat loops? Have you looked into ways to load 
lists or property lists with variables? Have you looked into 
rudimentary text parsing with Lingo via 'offset' or more advanced 
parsing using an Xtra such as PRegEx?

Warren Ockrassa | President,  nightwares LLC  [EMAIL PROTECTED]
 nightwares LLC | Consulting  Programming http://www.nightwares.com/
  Developer | Structor, a presentation development/programming tool
  Info and demo | http://www.nightwares.com/structor/
 Author | Director 8.5 Shockwave Studio: A Beginner's Guide
Chapter samples | http://www.nightwares.com/director_beginners_guide/
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RE: lingo-l correct tell syntax within MIAW

2003-07-30 Thread Mendelsohn, Michael
Hi Kerry...

The problem is solved, and it's like a big sandbag off my shoulders, as
it was the culmination of a *much* larger issue.  So, I'll explain.

I'm parsing xml into meaningful text in a field to be read on the fly by
an OS Control v2 xtra menu sprite.  The menu wasn't working, so I tried
to narrow down why, and I saw that the text was parsed fine but choosing
menu items didn't do anything.  

The menu items are essentially:
choice | gData.mTransition(wipeLeft,goSomewhere)

Where gData is my controlling object and mTransition makes a transition
happen and goes to a new marker.  The hideous problem was that in author
mode, it would work, but crash in the projector.  Well, the XML was
right, so therefore the OS control should have worked, so I guessed it
had to be in the parent method.  I then realized I needed a tell
because this is happening in a MIAW that was spawned by the as now
hidden stage/stub projector. I realized that without the tell, the
parent object method was trying to execute these commands on the stage.
Yuck, hence the tell.  In author mode, I don't need a tell, but that
movie is a MIAW in projector mode.  Then, the punchline is that I had
the syntax on the puppetTransition wrong.  Instead of
puppetTransition(whichTrans), it *should have been*
puppetTransition(member(whichTrans, sharedAssets)), because that
transition is in an external cast.

So that's the reason for branching the code differently from author to
projector modes.

Hope that was written clearly.  And thanks for the response.  I always
appreciate the feedback.

- Michael M.





 My projector chokes within the following handler:
 
 on mTransition(me, whichTrans, whichMarker)
   if the runmode = Projector then
 tell (window theTOC)
   puppetTransition(whichTrans)
   go whichMarker
 end tell
   else -- author mode
 puppetTransition(whichTrans)
 go whichMarker
   end if
 end
 
 The problem is the method is in a global parent script and
 it's being called by a MIAW using external casts originally 
 loaded from the stub projector movie.  So, what's the right 
 syntax?  In author mode, it works fine.  In projector mode, 
 the go line crashes the projector.

Not quite sure I understand. Why do you have it behaving differently in
authoring and in a projector? Are you testing the MIAW movie by itself
in authoring?

Could you explain what you mean by using external casts originally
loaded from the stub? Are the casts linked to the MIAW? Did you create
an object in the stub? If so, the object should be available from the
MIAW, and you can call it directly from the MIAW, as you are doing in
the author mode code.

Did you try running the author mode version in a projector?

Cordially,

Kerry Thompson

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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Mark A. Boyd
At 08:41 2003-07-30, Slava Paperno wrote:
I thought that I may have some code somewhere that keeps reversing the 
member swap or the visibility setting, e. g. in an exitFrame handler, but 
there's none. The exitFrame calls are not responsible, and I don't have 
any idle handlers.
I hate to ask the obvious, but is there a chance that you puppeted that 
sprite channel earlier and forgot to unpuppet it?

Another thought. Since #text members are Direct-to-stage by default, I 
wonder if replacing 'updateStage' with the old 'the stageColor = the 
stageColor' trick might work?



--
Mark A. Boyd
Keep-On-Learnin' :)
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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Howdy-Tzi
On Wednesday, Jul 30, 2003, at 13:01 America/Chicago, Mark A. Boyd 
wrote:

Another thought. Since #text members are Direct-to-stage by default
They are?

Um, then why do ink effects work on them?

-- WthmO

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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Slava Paperno
Nope, no other puppetting. And I just tried tirning the member DTS off, and 
also the stageColor trick. That doesn;t help. But the puppetting trick 
always does. Thanks. S.

At 11:01 AM 7/30/03 -0700, Mark A. Boyd wrote:
At 08:41 2003-07-30, Slava Paperno wrote:
I thought that I may have some code somewhere that keeps reversing the 
member swap or the visibility setting, e. g. in an exitFrame handler, but 
there's none. The exitFrame calls are not responsible, and I don't have 
any idle handlers.
I hate to ask the obvious, but is there a chance that you puppeted that 
sprite channel earlier and forgot to unpuppet it?

Another thought. Since #text members are Direct-to-stage by default, I 
wonder if replacing 'updateStage' with the old 'the stageColor = the 
stageColor' trick might work?
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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Alex da Franca
At 11:41 Uhr -0400 30.07.2003, Slava Paperno wrote:
Thanks, Mark,

At 07:32 AM 7/30/03 -0700, you wrote:
Does it work any better if you swap out members of the same type? I 
seem to recall that D7 would actually bug out if you swapped a 
sprite's member type out from under it. I avoid it so I don't know 
how newer versions behave.

Yes, when the member is of the same type, on-the-fly swapping is no 
problem. It is also unproblematic in a small test movie.

I thought that I may have some code somewhere that keeps reversing 
the member swap or the visibility setting, e. g. in an exitFrame 
handler, but there's none. The exitFrame calls are not responsible, 
and I don't have any idle handlers.
something seems definately going wrong with text members and auto puppeting.
currently I am trying to track down the following one, which mnay be 
related to what you are seeing:

- create a new movie
- create a #text member with some content
- create a #bitmap member with some content
- drag the #text to the stage
- create a frameloop script in a frame within the range of sprite(1) 
= the sprite with the #text
- start the movie
- type in the message window:
sprite(1).member = member(2)

what you see now, is that the #bitmap is resized to fit the sprite 
rect, the #text sprite formerly had (which should only happen, if the 
sprite rect was changed from its default (= member.rect) to another 
value)
first I thought, OK, the #text member forces the sprite rect also 
according to the framing settings of the #text member.

but wait !

now stop the movie, select sprite 1 in the score, select member 2 in 
the castlib (the #bitmap) and exchange members (- Cmd + E)
select the #text member again and exchange castmembers another time 
(- Cmd + E) back to the initial #text member.

now run the movie again and execute again the line you typed into the 
message window.

what I see on DiMX running on OSX 10.2.6 is, that it now works like I 
expected it to work...

I am not sure what causes this to happen, but meanwhile you could try 
the same with your movie:
exchange the #text member to any #bitmap member and back to the 
#textmember again and see if that fixes your problem.
also try different settings for the #text member itself. could it be 
by any chance, that it is set to DTS ?
--

  |||
a¿ex
 --
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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Mark A. Boyd
At 11:35 2003-07-30, Howdy-Tzi wrote:
On Wednesday, Jul 30, 2003, at 13:01 America/Chicago, Mark A. Boyd wrote:

Another thought. Since #text members are Direct-to-stage by default
They are?

Um, then why do ink effects work on them?
Uh oh. I can't get to Director right now to verify, so I could be wrong 
about the default. Am I thinking of text member's scroll bars? Or maybe 
Slava has set the member's DTS property anyway?

Easiest thing for me is to simply avoid such oddities by swapping like 
member types.



--
Mark A. Boyd
Keep-On-Learnin' :)
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Re: lingo-l when/why is pupperSprite necessary?

2003-07-30 Thread Howdy-Tzi
On Wednesday, Jul 30, 2003, at 14:22 America/Chicago, Mark A. Boyd 
wrote:

Another thought. Since #text members are Direct-to-stage by default
They are?

Um, then why do ink effects work on them?
Uh oh. I can't get to Director right now to verify, so I could be 
wrong about the default. Am I thinking of text member's scroll bars?
Quite possibly. The scrollbars on both #text and #field members are DTS 
(and that can't be changed), and that's a pretty annoying habit of 
Director, as anyone knows who's tried to dynamically set or move those 
member types around on the stage -- you have to refresh the stageColor 
to get the scrollbars to disappear.

But I've not yet come across a #text member with DTS on by default. 
That would seem to belie the value of the antialiasing they offer, 
particularly over textured backgrounds.

-- WthmO

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lingo-l 3d in miaw, models disappeared

2003-07-30 Thread Bruce Mitchener
Hello,

I've an odd problem that I've spent about 2 days debugging.  Hopefully 
it is just something really stupid on my part, but here goes. :)

I have a Shockwave 3D world in an LDM.  This LDM is used (successfully) 
in our application, which runs as an MIAW, without problems.

This same LDM, with a copy of the 3D world is embedded into an 
additional MIAW (while the LDM is or isn't present in the main MIAW, it 
doesn't seem to matter).  (And, if it were visible, they'd be using 
separate 3D world members in this case.  In other cases, I share the 
same 3D world amongst many LDMs, each of which has its own camera into 
the shared world/space.  But that's a tangent and hopefully not important.)

The fun part is that I can get a model to show up in this 3D world in 
the additional MIAW, but after I interact with it and cause it to be 
replaced by a number of other models, they don't show up correctly.

The camera *and* the models appear to be in the correct positions in the 
underlying data.  One way that I judge that is that I can use 
camera.modelUnderLoc and modelsUnderLoc and get back the correct models. 
 I can also interact with them a bit via the mouse (An MIAW-based drop 
down menu shows up if I right click where the model would be. Also, if I 
turn on my MIAW-based drag/drop code, then I can drag from where the 
model should be as well. But all this means is that modelUnderLoc is 
working.).  The models just don't render.

Via the mouseUnderLoc routine, I print out data about the models and the 
 following all look correct:

   theModel.visibility = #front
   theModel.shader = shader(a valid shader)
   theModel.shader.texture = texture(a valid texture)
   theModel.transform.position = vector(0., 0., 80.)
   theModel.transform.rotation = vector(0., 0., 0.)
   theModel.transform.scale = vector(3.5714, 3.5174, 1.)
When I turn on debug on the model, I see the debug visualization _only_ 
when the model is visible.  Once the initial model is removed and the 
new ones added that don't show up on screen, I then see _no_ debug 
visualization.

And, just to make this really fun, this only happens under a projector. 
 In Director, all is well and life is (relatively) happy.

Any thoughts/suggestions/advice?

 - Bruce

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lingo-l Re: 3d in miaw, models disappeared

2003-07-30 Thread Bruce Mitchener
And a further bit of perhaps-useful information:

The camera is doing an orthographic projection.  Behind the whole scene 
is a parchment image with the various models above that in Z layers.

The parchment is visible.

The result of a modelsUnderLoc that picks up a model that isn't visible 
looks like:

[
  [#model: model(CardID_9U_BaseText), #distance: 23669.9980,
   #isectPosition: vector( 472.5000, -49., -2.36700e4 ),
   #isectNormal: vector( 0., 0., 1. ), #meshID: 1,
   #faceID: 47, #vertices: [vector( 471.3400, -46.7600, -2.36700e4 ),
 vector( 471.3400, -58.5100, -2.36700e4 ), vector( 482.5067,
 -58.5100, -2.36700e4 )], #uvCoord: [#u: 0.0868, #v: 0.1039]],
  [#model: model(CardID_9U_template), #distance: 23750.,
   #isectPosition: vector( 472.5000, -49., -2.37500e4 ),
   #isectNormal: vector( 0., 0., 1. ), #meshID: 1,
   #faceID: 736, #vertices: [vector( 474.1617, -48.1812, -2.37500e4 ),
 vector( 471.2400, -48.1812, -2.37500e4 ), vector( 474.1617,
 -51.0236, -2.37500e4 )], #uvCoord: [#u: 0.5687, #v: 0.2881]],
  [#model: model(Items_parchment), #distance: 24000.,
   #isectPosition: vector( 472.5000, -49., -2.4e4 ),
   #isectNormal: vector( 0., 0., 1. ), #meshID: 1,
   #faceID: 2, #vertices: [vector( 812., 310., -2.4e4 ),
 vector( -212., 310., -2.4e4 ), vector( 812.,
 -714., -2.4e4 )], #uvCoord: [#u: 0.3315, #v: 0.3506]]
]
So, it intersected 3 models, 2 of which were for the thing that I wanted 
to be visible.  The vertices (in world space) appear to be correct for 
both of those models, as well as the background parchment.

(The distance between the 1st and 2nd models is due to a different issue 
that I've been having with orthographic projection, where Z fighting 
seems to happen often. I'm not (as) worried about that at the moment 
though.)

 - Bruce

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RE: lingo-l video panorama

2003-07-30 Thread Thomas Higgins
 What I want to do is a single node, but with the image 
 animated. Take any of the samples and imagine the clouds
 and water moving, day becoming night. I don´t find any
 examples of something like this (yeah, I know is not
 going to be web friendly). Shouldn´t be difficult.

Ideas:

1. Make a Director 3D based panorama, really a sphere with inward normals (using 
RealViz or by hand in Lingo), then animate the texture using code. I know you started 
out looking for something not too Lingo intensive, but this may help you with your 
goal. Using Lingo you can either (a) animate textures so that your day texture 
blends out and your night texture blends in, or (b) have a large texture, half of 
which is night half of which is day, and then animate the texture's transform so that 
it is literally moving in the background. Some careful authoring could have you 
working with a nice wrap-around (day -- night -- day -- ... rinse, lather, repeat).

2. Again, make a Director 3D based panorama and then apply a video texture. It's 
another tricky piece but you're in luck as I have an example of doing just this (more 
on that demo later). This way you have your panorama model (again, just a sphere with 
inward pointing normals) acting like a giant movie screen on which you are playing 
your video that shows day going to twilight, then to night, then to sunrise, then back 
to day, etc. Here is a link to the demo I referred to:

http://poppy.macromedia.com/~thiggins/flash_integration/flashvideo/index.htm

The above URL will take you to a page on which I discuss using a Flash sprite, where 
that Flash movie is a QuickTime file converted to a SWF using Sorenson's Squeeze 
utility, or using that QuickTime file directly, and then applying the 
_playing_video_with_audio_ as a texture to a 3D cube model. Your case would be quite 
similar except that you'd have to worry a bit about texture mapping (the video maps 
nicely on to a flat box surface, mapping it onto a sphere model may look funky). At 
the URL above you'll find a short write-up, demos to look at (at both high and low 
data rates) and *source*files* so you can look at my code. The initial intent of the 
demo was to compare Flash Video Textures against QuickTime Video Textures on a 
performance level.

I dunno how either of those ideas will pan out for you, but I figured I'd throw them 
out there for you to consider. If you do begin to dabble with 3D in Director then I'd 
highly recommend taking a look at dir3d-l, a *great* mailing list about 3D in 
Director, for info go here:

http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l

Good luck with your project, I hope our information helps out.

Rock on,
Tom Higgins
Product Specialist - Director Team
Macromedia

...

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