[arnt@c2i.net: Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging]

2002-01-22 Thread Arnt Karlsen
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,

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-19 Thread Norman Vine
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

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-19 Thread Alex Perry
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. ___

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread 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 actually

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Norman Vine
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

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread David Megginson
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

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Norman Vine
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

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Christian Mayer
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

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Erik Hofman
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

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Erik Hofman
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 ___ Flightgear-devel mailing list [EMAIL

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Jim Wilson
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

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Alex Perry
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

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Norman Vine
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

RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-17 Thread Norman Vine
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

Re: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-17 Thread Andy Ross
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