On 18.Jan.2002 23:46 Arnt Karlsen wrote:
On Fri, 18 Jan 2002 10:50:44 +0100
Erik Hofman [EMAIL PROTECTED] wrote:
Just my 2 Euro ct. (Sorry Arnt ;) )
.as a coding member in an itzy bitzy wee part of our great
continent, the cradle of mankind, spanning from Cape Town well
past Vladivostok,
Erik Hofman writes:
Well, since plib is claiming Irix compatibility but obviously, but
doesn't apply my patch I drew my own conclusions.
I concider including my patch just as a way to have more time
to work on
SDL because the audio part of plib breakes about every rule of
computer controlled
3. it uses a single audio buffer, instead of the commonly accepted
dubbel buffering principle.
The PLIB itself is single buffered, but that's ok because the sound
driver itself on Linux and Windows (dunno about irix) is multi-buffered.
___
Andy Ross wrote:
this. Frankly, if we really want to move away from GLUT, for whatever
reason, I'd suggest SDL instead.
Me too, I have threads/timing working for SDL (which basically means
threading for windows/MacOS is supported then) and I am working on the
sound code.
It actually
Erik Hofman
Andy Ross wrote:
this. Frankly, if we really want to move away from GLUT,
for whatever reason, I'd suggest SDL instead.
Me too, I have threads/timing working for SDL (which basically means
threading for windows/MacOS is supported then) and I am working on the
sound code.
It
Norman Vine writes:
Again I don't see any compelling reason to move to SDL
As an outsider, I'll mention that one advantage is the fact that so
many other high-end games seem to be using SDL now. I like PLib, but
it hasn't seemed to catch on in the same way.
All the best,
David
--
David
David Megginson writes:
Norman Vine writes:
Again I don't see any compelling reason to move to SDL
As an outsider, I'll mention that one advantage is the fact that so
many other high-end games seem to be using SDL now. I like PLib, but
it hasn't seemed to catch on in the same way.
SDL
Norman Vine writes:
SDL certainly has been made into the 'poster boy' for Linux Gaming
but except for audio PLib is IMHO comparable. Also don't forget that
PLib was in many ways, if not a direct spin off of FlightGear, written
for FlightGear or at least to be VERY FlightGear friendly.
To
Erik Hofman wrote:
I don't say why should move to SDL, but I like it and *if* we move away
from GLUT (which in my opinion would be a good idea) then SDL would be
my favorite alternative.
Well, there are thoughts to make PLIB 2.0 GLUT independant as it whould
ship directly with FreeGLUT (one
Christian Mayer wrote:
Erik Hofman wrote:
I don't say why should move to SDL, but I like it and *if* we move away
from GLUT (which in my opinion would be a good idea) then SDL would be
my favorite alternative.
Well, there are thoughts to make PLIB 2.0 GLUT independant as it whould
ship
Curtis L. Olson wrote:
FlightGear and plib have had a very good cooperative relationship and
both projects have greatly benefited because of that.
If bug-fixes don't get applied we have to move on.
Erik
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David Megginson [EMAIL PROTECTED] said:
Norman Vine writes:
Again I don't see any compelling reason to move to SDL
As an outsider, I'll mention that one advantage is the fact that so
many other high-end games seem to be using SDL now. I like PLib, but
it hasn't seemed to catch on in
I've twice committed a patch wich gets audio (sort of) working for Irix
(audio realy is crap in plib anyway) but it didn't get included, without
a reason, without any notice.
It took me some consistent hassling, too.
So plib devlopers can do their own business, but I'm moving on.
Don't
Erik Hofman writes;
I've twice committed a patch wich gets audio (sort of) working
for Irix
(audio realy is crap in plib anyway) but it didn't get
included, without
a reason, without any notice.
Erik
Apologies for not checking up on your patch
I just assumed that it got included by one of
Julian Foad writes:
In my experience, debugging FG (single-stepping, run-to-here,
etc.) is almost impossible under GDB and I believe the OpenGL
I'm in charge of the main loop philosophy is the main cause.
This is GLUT not OpenGL
Could we abuse OpenGL by making the idle function always
Julian Foad wrote:
In my experience, debugging FG (single-stepping, run-to-here, etc.) is
almost impossible under GDB and I believe the OpenGL I'm in charge of
the main loop philosophy is the main cause.
I've successfully and productively run fgfs under gdb just fine. I'm
not sure there's
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