All,
I think I have found 2 problems and fixed them. I hope this continues to
work.
0) I made the following change in `a_g_paint`: adding the second line of
the 4 lines.
glBindBuffer GL_ARRAY_BUFFER; {.vbo
glBufferData GL_ARRAY_BUFFER; (#vertexData); (symdat <'vertexData');
GL_STATIC_DRAW
glEnab
Bill,
Following your great recommendation I created the verb `right` below.
right=: 3 : 0
wh=. gl_qwh''
vd=. (gl_Rotate y, 0 0 1) mp~ 0,.~_3]\_1 fc vertexData
p=. symdat <'vertexData'
d=. 1&fc ,vd
d memw p,0,(#d),2
gl_sel HD
gl_paint''
)
After running the script I can see that `vertexData` has b
symdat <'vertexData' is a pointer to the data (not header).
If you want to update without re-assigning the name, you
could do something like
p=. symdat <'vertexData'
d=. 1&fc (new vertex data)
d memw p,0,(#d),2
but beware of any side effects
Tue, 03 Mar 2020, Brian Schott написал(а):
> All,
>
Here you go -- a multi-turtle system. (Though, when rotated -- hold
down x -- this also demonstrates that I should deal with my gl_Frustum
issues. And, I should really implement color properly...)
Also... I noticed that 48.ijs only worked if a_run'' had previously
run... oops. I've verified that 4
Think of vertexData and colorData (recast and restructured in 48.ijs
as renderVertices and renderColors) as being a representation of the
all the turtles and all their trails.
You also might not have noticed my 'direction' and 'position'
variables. In 48.ijs, those were designed around the idea th
All,
Recall that I am (re)developing a multiple turtle, turtle graphics system
using modern openGL. I have been unable to find examples of how to do this,
and the examples that come close use C++ and GLM which hide from me some of
the essentials. What follows is my current understanding of how I m
Yeah, looks like I wasn't understanding the mechanism of buffer binding.
As for painting -- what I am trying to say is that you'll have to lay
down vertices to hold the colors in position.
I'll see if I can draft up a version of your implementation where that
makes more sense.
Thanks,
--
Raul
Er... never mind on this.
The implementation I was looking at relied on binding and unbinding
buffers at paint time.
Oops,
--
Raul
On Sat, Feb 29, 2020 at 10:19 AM Raul Miller wrote:
>
> The code I was looking at freed the buffers during initialization (before any
> paint operations). That m
At some point you are supposed to use a 3D drawing program like Blender or
Maya, have it generate a ‘.obj’ file that contains all the vertex and coloring
information. People publish some open source ‘.obj’s of familiar characters.
That was ultimately my goal: Could I get J to read in a ‘.obj’ an
I got it for color. Now let me play with that a little.
Thanks,
On Sat, Feb 29, 2020 at 8:20 PM bill lam wrote:
> there is a
> glClearColor 0 0 0 0
> inside a_g_paint, or it should be 0 0 0 1?
>
> you can use a global noun say BColor to hold its value. If you want another
> color, you change the
there is a
glClearColor 0 0 0 0
inside a_g_paint, or it should be 0 0 0 1?
you can use a global noun say BColor to hold its value. If you want another
color, you change the content, eg 1 0 0 1, of this noun, and then gl_sel
and gl_paint to trigger a paint event to render according to the current
s
Bill,
You're going right over my head.
Can you show how a verb like "white" can change the background color to
white, for example,
or how a more general verb "background" can take a rgb vector argument? I'm
not versed in callbacks, for example.
Without such a feature "logo" style free inputs canno
you can setup state for drawing outside paint event, but all actual drawing
must happen inside paint event, the verb a_g_paint, the callback verb. It
is useless if you call the verb from your code or copying the commands
inside and execute them from your code.
For opengl drawing you need a opengl
Raul,
Yes, I have, and had, read that buffer page. It does not shed light on your
comment for me.
Regarding 'paint'ing, your comment makes sense, but is not prescriptive
enough for me to move forward.
I have experimented in several ways but with no usable results.
For example, I tried the follo
There are a variety of ways you could draw eyes. But, as a matter of
priorities, I would first focus in laying down a trail (or sequence of
turtles) indicating the turtle's path.
You could use a texture (internal image) to put eyes on your turtle. You
could do something like a soccer ball with onl
Have you read the second paragraph at
https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBindBuffer.xml
?
As for your paint issue--you're basically going to need instructions in the
paint callback which lays down geometry (or whatever) for your painted
surface.
Does this make sense?
Very nice, Tom.
I removed 1,"1~
from colorData1=: 1&fc ,1,"1~_3]\3#"2] 0&". ;._2 [ 0 : 0
and got 1-color tetrahedral faces.
In a_g_paint changing glClearColor 0 0 0 0 to glClearColor 0 0 0 1
produce black background for the window.
I'm anxious to figure out more, like how to put static eyes on t
Attached is a running copy that uses Brian’s tetrahedron with the original cube
and now they are both side by side. Spinning around.
I expand vbo to handle this with one buffer name that is a list of glGenBuffers
locations. I print out what
I receive back from the buffer call. This shows what
Attached is a running copy of the tetrahedron (turtle?) script.
--
(B=)
cocurrent 'demoshader'
mp=: (+/ . *)"2
copies =: $,:
sprog=: 0
GLSL=: 0
STOP=: 0
A=: 0 : 0
pc a;
minwh 300 300;cc g opengl flush;
rem form end;
)
a_run=: 3 : 0
NB. if. -. checkrequire_qtdemo_ 'gles';'api/gles' do. return.
Raul (et al),
I'm not sure I understand your question/observation.
By freeing up buffers do you mean something like the following (that is,
the 0 there)?
glBindBuffer GL_ARRAY_BUFFER;0
On another note, or perhaps a continuation of your point, please read on.
In my turtle graphics script I want
The code I was looking at freed the buffers during initialization (before
any paint operations). That might work better if there's no additional
buffers being created, but it's probably not ideal.
Do you have anything like that in your code?
Thanks,
--
Raul
On Sat, Feb 29, 2020 at 12:41 AM Tho
Ah, I missed the vbo bug that needed to fix for j807.
with these 2 fixes, I can see a solid color tetrahedron.
press z and x to rotate to see all faces.
vbo=: >@{:glGenBuffers 2;2#_1
colorData=: 1&fc , 3# 0&". ;._2 [ 0 : 0
1 0 0
0 1 0
0 0 1
1 1 0
)
the color of the 3 vertex of the first triangl
2 comments below.
0) I confirmed that scaling the original vertices DOES rescale the object.
Before it did not. (Increasing the 10 in the line below reduces the
tetrahedron's size.)
vertexData=: 1&fc ,1 2 0 0 2 3 3 2 1 1 0 3{4 3$, %&10, 0&". ;._2 [ 0 : 0
1) A couple of simple changes enabled me
Thomas and Bill,
Raul has done some terrific sleuthing and may have found a key problem.
He found that the shader.ijs needs the following line to work properly.
vbo=: 2 {:: glGenBuffers 2;2#_1
Another key problem I stumbled on is vertex sequence for the tetrahedron.
Apparently, just winding is n
I think there maybe some bug in shader, in that if colorData is multiplied
by 1.2 , the tetrahedron became bigger, if multiplied by 0.5, it became
smaller. Don't know why color will change the size.
On Fri, Feb 28, 2020, 9:52 PM Brian Schott wrote:
> Bill, especially (Thomas, Raul, and others),
Right, format is rgba, but alpha channel not enabled in shader.ijs
it needs to add 2 lines,
glEnable GL_BLEND
glBlendFunc GL_SRC_ALPHA; GL_ONE_MINUS_SRC_ALPHA
otherwise alpha is ignored.
Fri, 28 Feb 2020, Raul Miller написал(а):
> On Fri, Feb 28, 2020 at 2:09 PM Brian Schott wrote:
> > Of course
I added your tetrahedron object data into my test file for shader.ijs. The goal
was to get a tetrahedron and a cube up there rotating. What I got was 2 badly
formed tetrahedron rotating. I had thought from my reading that the shader
should keep these entities distinct.
I don’t know why I can’t
It is shown up at the bottom, because we have a habit of top
posting.
Fri, 28 Feb 2020, Raul Miller написал(а):
> And... this shows up in the forum archive -- not as an attachment, but
> as the tail end of my post.
>
> http://jsoftware.com/pipermail/programming/2020-February/055196.html
>
> So,
Raul,
My problems with color may be different from the ones you mention.
In the pair of lines below in the shader.ijs program, the first is the
original line and the second is the line that gives some, but CRAZY,
uniform face color.
NB. glVertexAttribPointer colorAttr; 3; GL_FLOAT; 0; 0; 0
glVert
On Fri, Feb 28, 2020 at 2:09 PM Brian Schott wrote:
> Of course I am still struggling with painting the faces of the tetrahedrons
> as solid colors. They are my tentative turtles. I am now wondering if my
> problem is related to the use of four-element color vectors instead of
> three element. I h
Thomas,
I agree with Bill that this is a great step forward in understanding how to
use opengl.
My main interest is in doing a turtle graphics app which enables multiple
turtles to appear on the screen. In the previous version I had to keep
track of the position and heading of each turtle for eac
I got the short .txt file as an attachment, which opened when asked.
> On Feb 28, 2020, at 1:16 PM, Raul Miller wrote:
>
> Here's the same file with a .txt extension.
--
For information about J forums see http://www.jsoftware.c
And... this shows up in the forum archive -- not as an attachment, but
as the tail end of my post.
http://jsoftware.com/pipermail/programming/2020-February/055196.html
So, that's promising.
Thanks,
--
Raul
On Fri, Feb 28, 2020 at 1:15 PM Raul Miller wrote:
>
> I attached an .ijs
>
> Here's t
I attached an .ijs
Here's the same file with a .txt extension.
Thanks,
--
Raul
On Fri, Feb 28, 2020 at 12:31 PM 'robert therriault' via Programming
wrote:
>
> Hey Raul,
>
> I think that Bill was suggesting that you convert the .ijs file to .txt
> before attaching. Did you attach a .txt versi
Hey Raul,
I think that Bill was suggesting that you convert the .ijs file to .txt before
attaching. Did you attach a .txt version or the .ijs version of the file.
Cheers, bob
> On Feb 28, 2020, at 09:23, Raul Miller wrote:
>
> And... I do not see the attachment at
> http://jsoftware.com/pipe
And... I do not see the attachment at
http://jsoftware.com/pipermail/programming/2020-February/055193.html
The other copy seems to indicate that my attachment got the mime type
"application/octet-stream", despite it being text content (I was
hoping for "text/plain".)
That said, ... I should proba
Hmm...
I am attaching an example .ijs file to this response.
I am also bcc'ing a copy of this message to an alternate email
address, so that I can see how it gets treated outside the forums.
Will the attachment show up at
http://jsoftware.com/pipermail/programming/2020-February/date.html? (I
wil
I think J forum actually accept text file attachments.
Attach .ijs file as .txt file probably work if email
client set mime type correctly.
Fri, 28 Feb 2020, Raul Miller написал(а):
> This is getting to be long enough that it might help to use a resource
> like github (either a repository or a gis
This is getting to be long enough that it might help to use a resource
like github (either a repository or a gist) or even pastebin (rather
than email) to distribute it.
(I'm still getting going for today, and haven't actually tried this,
yet. But I'm anticipating some difficulties separating text
1&fc convert j double number to single precision bit pattern because single
precision is used in kernels. Double precision is not well supported in
low-end GPU. If 1&fc is omitted, GPU will interpret the buffer of double
precision as single precision bit patterns.
On Fri, Feb 28, 2020, 9:52 PM Bri
All,
With my tetrahedron example I have the following completely different color
scheme.
colorData=: 1&fc ,1,"1~_3]\3#"2] 0&". ;._2 [ 0 : 0
1 0 0
0 1 0
1 1 1
0 1 1
)
This color scheme uses length 4 vectors instead of length 3 vectors:
glVertexAttribPointer colorAttr; 4; GL_FLOAT; 0; 0; 0
The go
Bill, especially (Thomas, Raul, and others),
Your comment regarding trying a simpler figure and simplifying the color
has led me to consider several alternatives. Below I show a revised script
which uses a tetrahedron (4 faces) and some color changes. I think the
tetrahedron is mostly working for
Thomas, thank you very much for the detail explanation.
Fri, 28 Feb 2020, Thomas McGuire написал(а):
> At first I thought I would have to. But after doing some searching on shaders
> and OpenGL it turns out that if you don’t mind using the same shader, you can
> just send multiple objects in and
At first I thought I would have to. But after doing some searching on shaders
and OpenGL it turns out that if you don’t mind using the same shader, you can
just send multiple objects in and different model-views into the original
kernel (the GLSL code you are referring to).
It gets a little cra
Kernel means the program running inside GPU, which is
the c source stored inside nouns vsrc and fsrc.
Fri, 28 Feb 2020, Thomas McGuire написал(а):
> Not sure I know what you mean but I’m using 807 on a MacBook Pro with just
> the full Jqt install.
>
> > On Feb 27, 2020, at 9:28 PM, bill lam wr
Not sure I know what you mean but I’m using 807 on a MacBook Pro with just the
full Jqt install.
> On Feb 27, 2020, at 9:28 PM, bill lam wrote:
>
> Did kernels need any modification?
>
> Thu, 27 Feb 2020, Thomas McGuire написал(а):
>> It took me a while to understand this a little bit. But the
Did kernels need any modification?
Thu, 27 Feb 2020, Thomas McGuire написал(а):
> It took me a while to understand this a little bit. But the shader can render
> any number of objects you just need to set up the data and tell the shader to
> paint the object. To create 2 cubes I had to modify th
It took me a while to understand this a little bit. But the shader can render
any number of objects you just need to set up the data and tell the shader to
paint the object. To create 2 cubes I had to modify the a_g_initialize function
and the a_g_paint function. I have placed comments in the co
On my MacBook Pro the F10 key is the run all lines key in JQt. So what happens
to me is that a new window appears that exactly overlays the original window.
If I click on the title bar and move the window with the cube, I find the
original window is still there underneath.
To fix this I ignore
My ignorance. 😀
On Sat, Feb 15, 2020, 11:23 PM Raul Miller wrote:
> I think you're assuming 2d turtle, here?
>
> (Which might be a correct assumption?)
>
> Thanks,
>
> --
> Raul
>
> On Fri, Feb 14, 2020 at 7:19 PM bill lam wrote:
>
> > If you intended to run turtle graphics only, then drawing c
I think you're assuming 2d turtle, here?
(Which might be a correct assumption?)
Thanks,
--
Raul
On Fri, Feb 14, 2020 at 7:19 PM bill lam wrote:
> If you intended to run turtle graphics only, then drawing cube is over
> skilled. Drawing triangles is much simpler. eg a triangle with vertices
>
If you intended to run turtle graphics only, then drawing cube is over
skilled. Drawing triangles is much simpler. eg a triangle with vertices
0 1 0, 1 _1 0, _1 _1 0
then use different scale, translate and rotate to place them into different
positions and orientations.
Also only a constant solid c
p.s. yes, it should be possible to render many copies of the same cube,
resetting it's position at the start of each paint, and looping through a
list of coordinates representing a path which positions it.
Thanks again,
--
Raul
On Fri, Feb 14, 2020 at 6:19 PM Brian Schott wrote:
> Raul,
>
> Y
Oh, yes
I hadn't been using the key commands, and had forgotten about them.
Thanks,
--
Raul
On Fri, Feb 14, 2020 at 6:19 PM Brian Schott wrote:
> Raul,
>
> Yes, you are a big help.
>
> However, you say that the only geometry to update in shader is R, but I
> don't think so. LR (left and
Raul,
Yes, you are a big help.
However, you say that the only geometry to update in shader is R, but I
don't think so. LR (left and right) is also explicitly updated, and IO (in
and out) and UD (up and down) could potentially be updated. R is likely
updating the heading of the turtle, but earlier
On Fri, Feb 14, 2020 at 4:15 PM Brian Schott wrote:
> I am mostly interested in how commands in the Terminal window can be sent
> to the Cube in the "a" window. Any pointers?
There's two parts to the answer to your question, in the context of shader.ijs
(1) Update the geometry being rendered,
(2
Bill,
Thank you very much.
Mostly I want to get n turtles, not cubes, that are not rotating to time
but behave like "Logo" turtles and react to commands in the Terminal window
like Forward 3 and Right 90. So I want to start with 2 separate turtles and
I guess I am all wrong in my idea that the lo
I tried to incoporate your change into shader.ijs
with f8/f9 to change value for gl_translate.
The changes lines are marked by NB. <
pressing f8/f9 can trigger repaint and the matrix
display also updated, but I can't see the cube at all.
Pressing F10 to start original code, the cube came back.
On Thu, Feb 13, 2020 at 11:14 AM Brian Schott wrote:
> Yes, I think I understand the normally gl_paint is called from event
> handler,
> and I am calling gl_paint directly myself. Can you tell me where the code
> for event handler is so that I can see if it is making another call that I
> am not a
On Thu, Feb 13, 2020 at 10:53 AM Brian Schott wrote:
> Bill (et al),
>
> Can you comment on my initial assumption that shader.ijs is not really
> moving the cube but is moving the eye in relation to the cube, (and that a
> more common way to move **multiple** objects is to move them, not the eye.)
I think you can't call a_g_paint directly. Even you call, opengl code won't
work because it must be executed inside paint event.
you can trigger a repaint gl_paint and let the OS to call event handler.
Why didn't you print out the y to see what is its value?
On Fri, Feb 14, 2020, 12:14 AM Brian
Yes, I think I understand the normally gl_paint is called from event
handler,
and I am calling gl_paint directly myself. Can you tell me where the code
for event handler is so that I can see if it is making another call that I
am not aware of?
On Thu, Feb 13, 2020 at 11:02 AM bill lam wrote:
> a
a_g_paint is called from event handler, not from your code.
unless you had called this verb directly.
the viewport is glu_lookat, but I forgot most of it already.
Thu, 13 Feb 2020, Brian Schott написал(а):
> Bill (et al),
>
> Can you comment on my initial assumption that shader.ijs is not really
Bill (et al),
Can you comment on my initial assumption that shader.ijs is not really
moving the cube but is moving the eye in relation to the cube, (and that a
more common way to move **multiple** objects is to move them, not the eye.)
Bill,
Replying to your 3 comments:
1)I have stopped the time
I think you should stop the timer so as not to interference your code.
handler for paint event (and all events) receive no y argument.
not sure what it looks like if mvp is translate only without projection
from 3D to 2D. the screen is flat 2D.
On Thu, Feb 13, 2020, 10:50 PM Brian Schott wrote:
Bill,
I have changed the original F10 to produce `paint 0` and the usual key to
produce `paint 1`.
I have critical new information though: If I press x and y several times to
reposition the cube in the expected manner, and then I press F10. The cube
seems to go back to its original position (appr
It's quite difficult to follow what you had changed and the final script.
Anyway mvp is recalculated inside paint event, not when F10 is pressed.
On Thu, Feb 13, 2020, 10:22 PM Brian Schott wrote:
> In my attempt to learn opengl I have edited the file shader.ijs . I will
> show the following d
Thanks. These labs are out of date and should have been removed from the
system.
On 5 May 2015 at 06:43, Ryan wrote:
> Hi,
>
> When I try to run the OpenGL lab I get
>
>Lab dependency not an addon: /Users/ryan/j64-803/bin/gl3
>
> I checked my add ons and I have gl2, but I can't find anything
Which one, gtk2 or gtk3 did you use? I tried both of them worked.
There were very few feedbacks on jgtk/opengl and I have only one
linux box to test, therefore I really don't know what was wrong in
your situation. If you can show how you got the gl context using
libx11.so then it might be easie
To add a bit of information:
I tried a Radeon HD2400 card in place of the GeForce 8600 in my 64-bit
Linux system. This time the system did not even get a chance to announce
that it could not obtain a context, it crashed J(gtk) and closed all its
windows as soon as the demo OpenGL program was run.
Sorry, don't think I can help at the moment, I link against freeglut when I
write in C, however I'll keep an eye out for code that accesses the
x.orgNVidia driver directly (when I figure out how it's all plumbed).
On 15 November 2012 14:30, bill lam wrote:
> The hardest part should be getting th
The hardest part should be getting the opengl context, after that it
should be fairly standard in all platforms.
If there will some simple opengl demo source codes in plain C that can
work with GeForce, then we may try to translate that into J.
Чтв, 15 Ноя 2012, Michael Dykman писал(а):
> You may
You may be on the money with that one. I was unable to get GL working on a
Linux 64 with a Geforce card in spite of considerable effort.
On 2012-11-15 3:19 AM, "Alex Giannakopoulos"
wrote:
Thanks Bill
That seems to narrow the problem down to Nvidia GeForce cards on 64-bit
hardware.
I'll keep
Thanks Bill
That seems to narrow the problem down to Nvidia GeForce cards on 64-bit
hardware.
I'll keep you posted on anything else I notice.
On 15 November 2012 01:29, bill lam wrote:
> I use 64-bit debian, on-board ati graphics with radeon driver from
> x.org
>
> Linux debian 3.3.0-rc6-amd64
I use 64-bit debian, on-board ati graphics with radeon driver from
x.org
Linux debian 3.3.0-rc6-amd64 #1 SMP Mon Mar 5 20:53:11 UTC 2012
VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RS880 [Radeon
HD 4200]
Чтв, 15 Ноя 2012, Alex Giannakopoulos писал(а):
> Hi All (especially B
Hi All (especially Bill)
Some of you may remember that a few days ago I wrote describing the
problems I was having, trying to get OpenGL (both 701 and 602) to run on my
Linux system.
Well, I had the opportunity to try it on a number of systems, and on the
basis of what I saw, I am now pretty sure
Well, I edited all the options you suggested, Bill, and also the occurrence
in the file glx.ijs, with every possible combination, and nothing worked.
Damn.
Oh, well, back to C++ for now then (bleah!) where at least OpenGL works.
Hope I sort it out sometime soon, I'd much rather be working in J.
Th
Not sure which lib was selected. You may edit the file
~addons/api/gl3/gl3.ijs and change the lines
libgl=: 'libGL.so.1'
libglu=: 'libGLU.so.1'
to (eg)
libglu=: '/usr/lib/libGLU.so.1'
I have not installed any proprietary video driver to test, so there
may be some issues there.
Пнд, 15 Окт
My system is Ubuntu Lucid 64 (LTS)
I installed all J addons via pacman, right from the start!
When I try to run something like:
load '~addons/demos/opengl/simple/gldemos.ijs' or
load '~addons/demos/opengl/demo/gldemo.ijs'
the GTK windows open properly, but nothing is rendered, the message
ret
I tested opengl (both 32 and 64-bits) worked in my debian. The
context is provided by x11. Perhaps some addons such as api/x11 are
missing. Install that addon and try again. If it still fails, then
install all addons. You can always un-install addons in pacman.
run demos by
load '~addons/demos/op
Decided to try 701, I had been putting it off...
Quite nice, I found, the gtk ide seems OK, I also updated all the pacman
stuff.
I like it, I might carry on with it (I was a bit wary of anything new, my J
is not that strong anyway)
Guess what? Still no joy on the OpenGL front.
It says "OpenGL OK"
The libGL and libGLU provided by mesa are fine although you should
most probably already using libGL/libGLU provided by the nvidia
driver. The problem is related to OSMesa (off-screen mesa), I
suppose the libOSMesa6 is new enough and using libOSMesa7 won't help.
I have never used osmesa and have n
Thanks for that Bill
I got the latest (*.64) base library and de-installed the freeglut stuff.
>locate libOSMesa is reporting
/usr/lib/libOSMesa.so
/usr/lib/libOSMesa.so.6
/usr/lib/libOSMesa.so.6.5.3
So that seems fine.
It is still not working though.
The "opengl simple" demos open blank b
the j602 install from jsoftware.com is the oldest, the current
verson is 64. pacman is the package manager in the menu of the ijx
window. You should update it first. After that, I guess you can
un-install freeglut dev and it can still work.
Вск, 14 Окт 2012, Alex Giannakopoulos писал(а):
> My vers
My version is
Engine: j602/2008-03-03/16:45
Library: 6.02.023
Is that very old? I have no idea how to use pacman, I found this:
http://www.jsoftware.com/wsvn/web/trunk/pacman/
but not sure what to do about it.
If it is really old, I may just download again from jsoftware.com and
reinstall. S
You must use a very old version of J602 base library, please update
base library from pacman first.
The opengl (or simple opengl?) demo requires osmesa in linux j602,
so I guess you still have to install that package, try in your shell
$ sudo aptitude search libosmesa
to obtain the actual packag
Right OK, a bit of an update:
I additionally installed the freeglut dev kit, and the first reported
proplem has gone away.
Now the dialog box with the 'Demos' opens, and what's more, most of the
demos seem to run OK.
However, there is still a problem with the OpenGL ones:
If I click on the 'open
That should be the only use of find_dll not yet fixed. Please
try in bash shell,
$ locate libOSMesa.so
and report what will be the output. (should be something like
/usr/lib/libOSMesa.so.6)
I did not install osmesa so not sure if nvdia opengl driver will
conflict with osmesa or not.
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