johann deneux wrote:
> On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>
>> Ok, so how to deal with these devices? Does anybody have some idea?
>> That's
>> what I was talking about somewhere in the beginning of this thread,
>> the raw
>> values, because it seems too specific for letting kernel
On 3/28/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
Jiri Slaby napsal(a):
> Dmitry Torokhov napsal(a):
>> On Tuesday 27 March 2007 17:34, johann deneux wrote:
>>> What about adding a member to ff_effect which would be the number of the
motor?
>>> We can't change the layout of ff_effect too much
On 3/28/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Jiri Slaby napsal(a):
Dmitry Torokhov napsal(a):
On Tuesday 27 March 2007 17:34, johann deneux wrote:
What about adding a member to ff_effect which would be the number of the
motor?
We can't change the layout of ff_effect too much though, so
johann deneux wrote:
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Ok, so how to deal with these devices? Does anybody have some idea?
That's
what I was talking about somewhere in the beginning of this thread,
the raw
values, because it seems too specific for letting kernel to cope with
Jiri Slaby napsal(a):
> Dmitry Torokhov napsal(a):
>> On Tuesday 27 March 2007 17:34, johann deneux wrote:
>>> What about adding a member to ff_effect which would be the number of the
>>> motor?
>>> We can't change the layout of ff_effect too much though, so we have to
>>> find unused bits and
Dmitry Torokhov napsal(a):
> On Tuesday 27 March 2007 17:34, johann deneux wrote:
>> What about adding a member to ff_effect which would be the number of the
>> motor?
>> We can't change the layout of ff_effect too much though, so we have to
>> find unused bits and put them to work.
>>
>> For
Dmitry Torokhov napsal(a):
> On Tuesday 27 March 2007 17:34, johann deneux wrote:
>> What about adding a member to ff_effect which would be the number of the
>> motor?
>> We can't change the layout of ff_effect too much though, so we have to
>> find unused bits and put them to work.
>>
>> For
Dmitry Torokhov napsal(a):
On Tuesday 27 March 2007 17:34, johann deneux wrote:
What about adding a member to ff_effect which would be the number of the
motor?
We can't change the layout of ff_effect too much though, so we have to
find unused bits and put them to work.
For instance, we
Dmitry Torokhov napsal(a):
On Tuesday 27 March 2007 17:34, johann deneux wrote:
What about adding a member to ff_effect which would be the number of the
motor?
We can't change the layout of ff_effect too much though, so we have to
find unused bits and put them to work.
For instance, we
Jiri Slaby napsal(a):
Dmitry Torokhov napsal(a):
On Tuesday 27 March 2007 17:34, johann deneux wrote:
What about adding a member to ff_effect which would be the number of the
motor?
We can't change the layout of ff_effect too much though, so we have to
find unused bits and put them to work.
On Tuesday 27 March 2007 17:34, johann deneux wrote:
> What about adding a member to ff_effect which would be the number of the
> motor?
> We can't change the layout of ff_effect too much though, so we have to
> find unused bits and put them to work.
>
> For instance, we could replace
>
> __u16
On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
Ok, so how to deal with these devices? Does anybody have some idea? That's
what I was talking about somewhere in the beginning of this thread, the raw
values, because it seems too specific for letting kernel to cope with each
of these devices
johann deneux napsal(a):
> On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>> johann deneux napsal(a):
>> > Are we
>> > misunderstanding eachother maybe? By "vector" I mean a triplet of
>> > numbers, when you say "torques" and "forces vector", do you mean that
>> > each effect is composed of a
On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
johann deneux napsal(a):
> On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>> Dmitry Torokhov napsal(a):
>> > On Wednesday 21 March 2007 18:03, johann deneux wrote:
>> >> I have forgotten the details of ioctl: Wouldn't the
>> >> following work?
johann deneux napsal(a):
> On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>> Dmitry Torokhov napsal(a):
>> > On Wednesday 21 March 2007 18:03, johann deneux wrote:
>> >> I have forgotten the details of ioctl: Wouldn't the
>> >> following work?
>>
>> No, at least, as far as I understand this. I
On 3/27/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
Dmitry Torokhov napsal(a):
> On Wednesday 21 March 2007 18:03, johann deneux wrote:
>> On 3/21/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>>> Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux <[EMAIL PROTECTED]> wrote:
> I would
Dmitry Torokhov napsal(a):
> On Wednesday 21 March 2007 18:03, johann deneux wrote:
>> On 3/21/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>>> Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux <[EMAIL PROTECTED]> wrote:
> I would suggest adding a new effect type (3d effect) and extending
Dmitry Torokhov napsal(a):
On Wednesday 21 March 2007 18:03, johann deneux wrote:
On 3/21/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux [EMAIL PROTECTED] wrote:
I would suggest adding a new effect type (3d effect) and extending the
union in
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On Wednesday 21 March 2007 18:03, johann deneux wrote:
On 3/21/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux [EMAIL PROTECTED] wrote:
I would suggest adding a new effect
johann deneux napsal(a):
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On Wednesday 21 March 2007 18:03, johann deneux wrote:
I have forgotten the details of ioctl: Wouldn't the
following work?
No, at least, as far as I understand this. I have computed
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
johann deneux napsal(a):
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On Wednesday 21 March 2007 18:03, johann deneux wrote:
I have forgotten the details of ioctl: Wouldn't the
following work?
No, at least,
johann deneux napsal(a):
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
johann deneux napsal(a):
Are we
misunderstanding eachother maybe? By vector I mean a triplet of
numbers, when you say torques and forces vector, do you mean that
each effect is composed of a bunch of torques?
Ok,
On 3/27/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Ok, so how to deal with these devices? Does anybody have some idea? That's
what I was talking about somewhere in the beginning of this thread, the raw
values, because it seems too specific for letting kernel to cope with each
of these devices
On Tuesday 27 March 2007 17:34, johann deneux wrote:
What about adding a member to ff_effect which would be the number of the
motor?
We can't change the layout of ff_effect too much though, so we have to
find unused bits and put them to work.
For instance, we could replace
__u16 type;
On Wednesday 21 March 2007 18:03, johann deneux wrote:
> On 3/21/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
> > Dmitry Torokhov napsal(a):
> > > On 3/21/07, johann deneux <[EMAIL PROTECTED]> wrote:
> > >> I would suggest adding a new effect type (3d effect) and extending the
> > >> union in struct
On Wednesday 21 March 2007 18:03, johann deneux wrote:
On 3/21/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux [EMAIL PROTECTED] wrote:
I would suggest adding a new effect type (3d effect) and extending the
union in struct ff_effect.
Let
On 3/21/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
Dmitry Torokhov napsal(a):
> On 3/21/07, johann deneux <[EMAIL PROTECTED]> wrote:
>> I would suggest adding a new effect type (3d effect) and extending the
>> union in struct ff_effect.
>> Let me know if I'm too vague, I already suggested that
Dmitry Torokhov napsal(a):
> On 3/21/07, johann deneux <[EMAIL PROTECTED]> wrote:
>> I would suggest adding a new effect type (3d effect) and extending the
>> union in struct ff_effect.
>> Let me know if I'm too vague, I already suggested that solution but
>> got no answer. I wonder if my mail got
On 3/21/07, johann deneux <[EMAIL PROTECTED]> wrote:
On 3/21/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
> STenyaK (Bruno González) napsal(a):
> > On 3/14/07, Dmitry Torokhov <[EMAIL PROTECTED]> wrote:
> >> > I have a question: if the force is to be 3D, why only 3 possible
> >> values?
> >> > What
On 3/21/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
STenyaK (Bruno González) napsal(a):
> On 3/14/07, Dmitry Torokhov <[EMAIL PROTECTED]> wrote:
>> > I have a question: if the force is to be 3D, why only 3 possible
>> values?
>> > What would they be, 3 torques or 3 forces? In the case of car sims
Jiri Slaby napsal(a):
> - something else? (did I forget something)
Maybe someone's (Dmitry's?) idea with envelopes?
regards,
--
http://www.fi.muni.cz/~xslaby/Jiri Slaby
faculty of informatics, masaryk university, brno, cz
e-mail: jirislaby gmail com, gpg pubkey fingerprint:
B674
STenyaK (Bruno González) napsal(a):
> On 3/14/07, Dmitry Torokhov <[EMAIL PROTECTED]> wrote:
>> > I have a question: if the force is to be 3D, why only 3 possible
>> values?
>> > What would they be, 3 torques or 3 forces? In the case of car sims (ff
>> > steering wheels), only one axis of torque
STenyaK (Bruno González) napsal(a):
On 3/14/07, Dmitry Torokhov [EMAIL PROTECTED] wrote:
I have a question: if the force is to be 3D, why only 3 possible
values?
What would they be, 3 torques or 3 forces? In the case of car sims (ff
steering wheels), only one axis of torque is usually used
Jiri Slaby napsal(a):
- something else? (did I forget something)
Maybe someone's (Dmitry's?) idea with envelopes?
regards,
--
http://www.fi.muni.cz/~xslaby/Jiri Slaby
faculty of informatics, masaryk university, brno, cz
e-mail: jirislaby gmail com, gpg pubkey fingerprint:
B674 9967
On 3/21/07, Jiri Slaby [EMAIL PROTECTED] wrote:
STenyaK (Bruno González) napsal(a):
On 3/14/07, Dmitry Torokhov [EMAIL PROTECTED] wrote:
I have a question: if the force is to be 3D, why only 3 possible
values?
What would they be, 3 torques or 3 forces? In the case of car sims (ff
On 3/21/07, johann deneux [EMAIL PROTECTED] wrote:
On 3/21/07, Jiri Slaby [EMAIL PROTECTED] wrote:
STenyaK (Bruno González) napsal(a):
On 3/14/07, Dmitry Torokhov [EMAIL PROTECTED] wrote:
I have a question: if the force is to be 3D, why only 3 possible
values?
What would they be, 3
Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux [EMAIL PROTECTED] wrote:
I would suggest adding a new effect type (3d effect) and extending the
union in struct ff_effect.
Let me know if I'm too vague, I already suggested that solution but
got no answer. I wonder if my mail got lost,
On 3/21/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Dmitry Torokhov napsal(a):
On 3/21/07, johann deneux [EMAIL PROTECTED] wrote:
I would suggest adding a new effect type (3d effect) and extending the
union in struct ff_effect.
Let me know if I'm too vague, I already suggested that solution but
On 3/16/07, Pavel Machek <[EMAIL PROTECTED]> wrote:
Hi!
> >Why did you remove all Cced people? Anyway I filtered
> >some of them out
> >
> >johann deneux napsal(a):
> >> You are right, the direction in ff_effect is meant to
> >be an angle.
> >> A dirty solution would be to use the 16 bits as
On 3/16/07, Pavel Machek [EMAIL PROTECTED] wrote:
Hi!
Why did you remove all Cced people? Anyway I filtered
some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to
be an angle.
A dirty solution would be to use the 16 bits as two
8-bits angles.
Hi!
> >Why did you remove all Cced people? Anyway I filtered
> >some of them out
> >
> >johann deneux napsal(a):
> >> You are right, the direction in ff_effect is meant to
> >be an angle.
> >> A dirty solution would be to use the 16 bits as two
> >8-bits angles. Or
> >
> >That would be a
Hi!
Why did you remove all Cced people? Anyway I filtered
some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to
be an angle.
A dirty solution would be to use the 16 bits as two
8-bits angles. Or
That would be a problem as I need 3x
On 3/15/07, johann deneux <[EMAIL PROTECTED]> wrote:
On 3/14/07, STenyaK (Bruno González) <[EMAIL PROTECTED]> wrote:
> Ideally, afaik we should use:
> -3 values for translation force (linear force): x,y,z components of
> the force vector.
> -4 values for rotation force (torque): x,y,z,w
On 3/14/07, STenyaK (Bruno González) <[EMAIL PROTECTED]> wrote:
On 3/14/07, Dmitry Torokhov <[EMAIL PROTECTED]> wrote:
> > I have a question: if the force is to be 3D, why only 3 possible values?
> > What would they be, 3 torques or 3 forces? In the case of car sims (ff
> > steering wheels),
On 3/14/07, Dmitry Torokhov <[EMAIL PROTECTED]> wrote:
On 3/14/07, STenyaK (Bruno González) <[EMAIL PROTECTED]> wrote:
>
>
> On 3/14/07, Anssi Hannula <[EMAIL PROTECTED]> wrote:
> > >> Do we have any idea if there any users of FF out there?
> > >
> > > At least me :). I'm using it for wheel and
On 3/14/07, Dmitry Torokhov [EMAIL PROTECTED] wrote:
On 3/14/07, STenyaK (Bruno González) [EMAIL PROTECTED] wrote:
On 3/14/07, Anssi Hannula [EMAIL PROTECTED] wrote:
Do we have any idea if there any users of FF out there?
At least me :). I'm using it for wheel and joystick in modules
On 3/14/07, STenyaK (Bruno González) [EMAIL PROTECTED] wrote:
On 3/14/07, Dmitry Torokhov [EMAIL PROTECTED] wrote:
I have a question: if the force is to be 3D, why only 3 possible values?
What would they be, 3 torques or 3 forces? In the case of car sims (ff
steering wheels), only one axis
On 3/15/07, johann deneux [EMAIL PROTECTED] wrote:
On 3/14/07, STenyaK (Bruno González) [EMAIL PROTECTED] wrote:
Ideally, afaik we should use:
-3 values for translation force (linear force): x,y,z components of
the force vector.
-4 values for rotation force (torque): x,y,z,w components of
On 3/14/07, Dmitry Torokhov <[EMAIL PROTECTED]> wrote:
> I have a question: if the force is to be 3D, why only 3 possible values?
> What would they be, 3 torques or 3 forces? In the case of car sims (ff
> steering wheels), only one axis of torque is usually used (except for 6 dof
> platforms, as
On 3/14/07, STenyaK (Bruno González) <[EMAIL PROTECTED]> wrote:
On 3/14/07, Anssi Hannula <[EMAIL PROTECTED]> wrote:
> >> Do we have any idea if there any users of FF out there?
> >
> > At least me :). I'm using it for wheel and joystick in modules for
locally
> > developped multiplatform
Jiri Slaby wrote:
> Dmitry Torokhov napsal(a):
>> On 3/13/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>>> Why did you remove all Cced people? Anyway I filtered some of them out
>>>
>>> johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty
On 3/14/07, Anssi Hannula <[EMAIL PROTECTED]> wrote:
> >> Do we have any idea if there any users of FF out there?
> >
> > At least me :). I'm using it for wheel and joystick in modules for locally
> > developped multiplatform virtual reality system.
>
> Wine and BZflag come to mind, though I
Anssi Hannula napsal(a):
> Jiri Slaby wrote:
>> Dmitry Torokhov napsal(a):
>>> On 3/13/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
> You are right, the direction in ff_effect is meant
Jiri Slaby napsal(a):
> Also yet another one such as FF_VECTOR or FF_3D could be considered as one
> posibility, but it's still the same -- to have no more than 3 entries to
> pass forces...
(for example johann's FF pedals)
--
http://www.fi.muni.cz/~xslaby/Jiri Slaby
faculty of
Dmitry Torokhov napsal(a):
> On 3/13/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
>> Why did you remove all Cced people? Anyway I filtered some of them out
>>
>> johann deneux napsal(a):
>> > You are right, the direction in ff_effect is meant to be an angle.
>> > A dirty solution would be to use the
On 3/13/07, Jiri Slaby <[EMAIL PROTECTED]> wrote:
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
> You are right, the direction in ff_effect is meant to be an angle.
> A dirty solution would be to use the 16 bits as two 8-bits angles. Or
That
On 3/13/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty solution would be to use the 16 bits as two 8-bits angles. Or
That would
Dmitry Torokhov napsal(a):
On 3/13/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty solution would be to use the 16 bits as two
Jiri Slaby napsal(a):
Also yet another one such as FF_VECTOR or FF_3D could be considered as one
posibility, but it's still the same -- to have no more than 3 entries to
pass forces...
(for example johann's FF pedals)
--
http://www.fi.muni.cz/~xslaby/Jiri Slaby
faculty of
Anssi Hannula napsal(a):
Jiri Slaby wrote:
Dmitry Torokhov napsal(a):
On 3/13/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty
On 3/14/07, Anssi Hannula [EMAIL PROTECTED] wrote:
Do we have any idea if there any users of FF out there?
At least me :). I'm using it for wheel and joystick in modules for locally
developped multiplatform virtual reality system.
Wine and BZflag come to mind, though I think the
On 3/14/07, STenyaK (Bruno González) [EMAIL PROTECTED] wrote:
On 3/14/07, Anssi Hannula [EMAIL PROTECTED] wrote:
Do we have any idea if there any users of FF out there?
At least me :). I'm using it for wheel and joystick in modules for
locally
developped multiplatform virtual reality
Jiri Slaby wrote:
Dmitry Torokhov napsal(a):
On 3/13/07, Jiri Slaby [EMAIL PROTECTED] wrote:
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty solution would be to use
On 3/14/07, Dmitry Torokhov [EMAIL PROTECTED] wrote:
I have a question: if the force is to be 3D, why only 3 possible values?
What would they be, 3 torques or 3 forces? In the case of car sims (ff
steering wheels), only one axis of torque is usually used (except for 6 dof
platforms, as
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty solution would be to use the 16 bits as two 8-bits angles. Or
That would be a problem as I need 3x 16bits.
maybe we
Why did you remove all Cced people? Anyway I filtered some of them out
johann deneux napsal(a):
You are right, the direction in ff_effect is meant to be an angle.
A dirty solution would be to use the 16 bits as two 8-bits angles. Or
That would be a problem as I need 3x 16bits.
maybe we
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