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Group: Ann-Reply ... Reply to Announce group [web-public] | ||
Maxim: 27-Oct-2010 | hehe. if you look at the demo files, you will see how to specify a polygon primitive... its dead simple... a list of vertex... and a list of faces (which are indices to the vertices) | |
Maxim: 27-Oct-2010 | look into the torus... its a rebol loadable data file. | |
Maxim: 27-Oct-2010 | yep that is how it will be... its already close to a dialect. I just need to add more attributes. | |
Maxim: 27-Oct-2010 | btw notice that I included your last release of the r3_gui.r3 in the cgr-apps to make sure I stay forward complient... though you may want to do a diff on the version included and yours in order to patch crashing events when they originate from a gob which isn't a face. | |
Henrik: 27-Oct-2010 | ok, but I suspect many changes and additions are coming. I'm not sure if it will be a problem for you. | |
Maxim: 27-Oct-2010 | I'll also add a few default primitives like sphere, cube, teapot, etc. | |
Maxim: 27-Oct-2010 | you count the number of refreshes in a second... printed in the console ;-) | |
Henrik: 27-Oct-2010 | so, it simply renders into a GOB? can you make a demo where it's integrated between some styles? | |
Maxim: 27-Oct-2010 | henrik yes. the openGL CGR use the "container" rendering mode which allocates a windows control from scratch and adds it to the window. then when you call show, it gets notified of the change in size and automatically updates the control and gl viewport & camera | |
Henrik: 27-Oct-2010 | cool, I'd like to see a demo with styles, if possible. that will be a good indicator of real-world viability of the extension. | |
Henrik: 27-Oct-2010 | Maxim, I'll build a new r3-gui.r for you. | |
Maxim: 27-Oct-2010 | if you can do one thing to help me.... make a style which doesn't allocate any of the gob type data. (color, text, draw etc) so that when you print the gob its basically a none gob. | |
Maxim: 27-Oct-2010 | I use the none type gob as an indicator that it *might* be a cgr, this allows me to quickly check any face without it being to slow to retrieve the CGR internal data. | |
Pekr: 27-Oct-2010 | Two consecutive runs cause following: >> do %opengl-complex-tree.r3 Script: "Untitled" Version: none Date: none Script: "Untitled" Version: none Date: none IMPORTING LIBS CANNOT SET CGR LIB MORE THAN ONCE (cgr_opengl.dll) ==================================== OpenGL CGR initialization: registering polygon primitive register-primitive() [ valid-prim?() [ ] cgr-name() [ OpenGL ] ] ==================================== Script: "Untitled" Version: none Date: none then it stops for a while, then it shows window, and outputs other stuff to console .... | |
Maxim: 27-Oct-2010 | yes pekr... as noted in the help message, you can only import the cgr lib once... if you do a script which already imports the cgr lib it will complain. | |
Maxim: 27-Oct-2010 | if you are showing the tree-heavy, its a 170000 vertice model which ways 15mb on disk and 50mb in ram ! | |
Maxim: 27-Oct-2010 | on my system tree-heavy averages 8fps at any window size. the reason its this slow is that I'm not using any kind of smart opengl video ram caching atm. this will obviously be done in time... for now I still need to implement things like a real camera primitive, lights and materials. | |
Maxim: 27-Oct-2010 | possibly the gpu fan is getting a little hit at every frame. | |
Henrik: 27-Oct-2010 | seems like the .obj importer/viewer script is gone, but the script may have been done by a Jan Skibinski. I clearly remember seeing a script that displayed a green model of R2D2 in a regular R2/View window. | |
Maxim: 27-Oct-2010 | it doesn't really matter from the r3 script's point of view. but MM timers are a bit more precise since they even allow for audio frequency precise timing. | |
Maxim: 27-Oct-2010 | the way I see it, win8 will remove a lot more than MM timers. | |
Maxim: 27-Oct-2010 | but really, its not a big deal what is used as long as the r3 API doesn't change from one OS to the other. | |
Maxim: 27-Oct-2010 | timers are rarely needed for a control specifically. usually you want the timer to handle things like network pings, fps controled redraws, etc. | |
Maxim: 27-Oct-2010 | honestly, I know carl doesn't care about such a trivial issue... if we build it and it works why would he argue? he does listen to our ideas when we have tests and code to show. | |
Cyphre: 27-Oct-2010 | Maxim, it works for me now, cool. Some notes: -The usage/interface seems to me too clunky. Better would be something like: append win make gob! [ offset: ... size: ... data: context [ renderer: 'opengl ] draw: [trinagle ... sphere ... whatever] ;your 3d dialect here ] And that's it IMO there is no need for other 'bloat' around. -Since you are proposing the CGR philosophy: 1.is it possible to use more than one gl-gob ? I tried just a quick attempt but it failed for me. 2. is it possible to compose normal gobs together with the gl? I had no luck with this either. Regarding the performance: I don't think there is anything to comment at the moment because you are just using the raw/built-in OpenGL abilities (same stuff we did with Ladislav and Cal 5 years ago in R2). So talking here about FPS or number of polygons has the same information as saying: "I have older/newer gfx card" The fps is not related to the current code...everything is just direct HW executed calls. | |
Maxim: 27-Oct-2010 | in the current stat of the host-kit and rebol architecture in general: --------------------------- 1) I cannot use data, since that is being used by r3_gui.r3 so it has in effect become a reserved word which we can't use. 2) if I use gob/draw, then I am in fact trying to hijack the meaning of draw gob... an AGG draw block. 3) the current gob! API is very limited because it was shrunk to handle a very specific use case. I can't really play around with anything cause it just breaks up real quick (I tried). 4) the CGR API doesn't have a scene dialect yet, but that is just high-level use. if you look at the code, its 4 lines of code to have an openGL high-rez model viewable in a window... I hardly consider that bloat. 5) using commands to manage a real life scene with several thousand animated, deforming objects and scene changes, is a nice dream. it doesn't work in practice since just managing the thousands of blocks this requires ends up eating a way a sizeable part of the CPU and ram. 6) data marshalling is heavy, REBOL datatype access is heavy, datatypes use A LOT of ram, and the GC is extremely intrusive, CGRs solve all of this while still making the high-level interface easy as pie. 7) primitives are more than just dead weight they allow direct access to/from rebol and the CGR itself. they are the *low* level interface which can be used directly or directed by the use of a dialect later. the difference from AGG is that these structures are persistent for many reasons, which will be much clearer in the future. 8) CGRs are not only for 3d graphics, but for any rendering. primitives are a generic container to access/construct any rendering engine in the same way. ie. all CGR will use the same core cgr dialect. 9) the code does support multiple cgr gobs, but it might have bugs... I didn't even try it yet... I was busy getting this stable and released asap. 10) The opengl-cgr currently doesn't integrate into the view compositing, since that instantly *kills* rebol. I mean... totally. 500x500 a 30fps... = 100% cpu just blitting graphics (not even opengl rendering). opengl-cgr uses the container mode, which actually uses up a sub-window (like every single construct in windows) and allows system double buffering in that area. 11) CGRs are compatible with all other gobs, though they must be built to support the internal gfx pipeline by using the compositor or image rendering modes. That is how I started and it was quickly obvious how un feasible it was for opengl. 12) rendering performances ARE very implementation specific. using show instead of cgr-refresh on the display loop will show a performance penalty anywhere from 10-1000% (depending on nested gob depth & size). If I didn't create internal data for the models, the large tree example would run much slower, if I used commands to call every opengl call in the large tree example, it would likely take several seconds a frame even with hw support. in the future: ---------------------------- -there will be (hopefully) a small number of changes to the host-kit which will allow 1, 2, 3 to be resolved in a more natural REBOL feel... this current implementation actually highlights those needs and you where quick to point them out :-) -concurrency requires a bit more sophisticated structures to prevent locks, using the current design I solve some (though not all, yet) of the requirements for true concurrency, and this directly relates to issues and/or decisions in 5, 6, 7 & 8 -my goal is to have a high-performance rendering engine which isn't bound by any inherent design incompatibilities between REBOL and optimised native code, especially if the engine has access to hardware in parralel to the interpreter. when i look at all the current games out there and they slow down even using only compiled code and sometimes not even really complex scenes, I don't want to fall into the trap of adding an additional layer of slowness which is to have the interpreter doing the renderer's job. -I'm not trying to make a "cool" rebol plugin... I am trying to make an engine which is optimisized to run within REBOL. the idea being not to help out rebolers per say, but to attract people with rendering needs TO REBOL because it has a high-perfomance engine *built-in* to which you can graph any actual renderer (DX, OpenGL, video frame buffers, etc). -did I mention I want to make an AGG CGR ? ;-) | |
Maxim: 27-Oct-2010 | note that a lot of this is covered in more details in the various ReadMe files I took the time to write prior to release. | |
Maxim: 27-Oct-2010 | btw it is working with multiple CGR gobs, the issue is just that I'm having a bit of trouble determining exactly what coordinates to use and they are currently always at 0x0 offset. I'm working on this right now. | |
Maxim: 27-Oct-2010 | I would love to get a screengrab... I might have ideas of the cause but without a pic its going to be tough to fix it if its indeed a bug. | |
AdrianS: 27-Oct-2010 | as for a screen grab, I think I'd probably capture a black window - the actual shape is seen very intermittently, just a flicker now and then | |
Cyphre: 28-Oct-2010 | Hey Maxim, just a quick reply... re 1) IMO that is not good argument. You can use GOB/DATA. It is really easy to change R3GUI rather to change GOB datatype. re 2) Nope. There is no problem to have the current GOB/DRAW dialect for 3D commands. The current DRAW is completelz flexible and can be enhanced. Also if you are proposing abstracted way for 'renderers' then it shouldn't matter if you are rendering 2D or 3D objects so no need to have different dialects just because of 2D or 3D behaviour (see the OpenGL api, it is also mixed) re 3) not sure what you are missing on the GOB! datatype..Can you clarify? re 5) I disagree here: the 3D dialect is way to go. It should be possible to do a direct commands calls for simple things and use vertex arrays and other advanced features for bigger things. I don't see any problem why this couldn't be done by command dialect. re 6) to 12) and the rest: I'm not trying to make a cool" rebol plugin..." - so I hope you won't propose this Carl to put into the official HostKit distro :-P The more you talk about your design the more it looks you are missing the point of Rebol need for HW acceleration in more generic sense. Don't take it personally, but your approach looks like just yet-another-opengl binding extension that every other language have. Until that I thought you are planning to do it in a more 'rebolish' way but nevermind, at least it is clear now. In any way I wish you good luck with your extension! ;) BTW I think It's time to dust off my OpenGL accelerated R3 prototype soon... http://cyphre.mysteria.cz/tests/agg-hw.png(And it will work on *all* gfx cards made in the last 5 years ;)) | |
AdrianS: 28-Oct-2010 | I've used this card with a bunch of other 3D demos and with Processing (processing.org) and the OpenGL support seemed to be very good - must be something specific to the way you set things up, I would think | |
Maxim: 28-Oct-2010 | Adrian you are having a very strange problem. the actual OS and opengl code being called is textbox 1.1 OpenGL I will try to look into it, though with the little I've seen the 5xxx series ATI cards do come up often has being "troublemakers" in OpenGL dev, though by all accounts the 10.10 drivers seem to cure problems for most users. now I'm not downplaying that its something in my code, its possible there is a little something to add explicitely to make your card work which is done implicitely on other setups... if you don't mind I'll use you to test anything I can find. you are at the opposite end of my setup, mobile nvidia card running on 32 bit xp. | |
AdrianS: 28-Oct-2010 | I'll try whatever you want me to. As a point of note, it kind of looks like the animation is showing 1 in 10 to 30 frames or so. Also, I'm not sure that the colour rendering is OK - there seem to be too few colours used. Can you take a screen cap showing the torus on your end? | |
Maxim: 28-Oct-2010 | its a brown torus: http://www.pointillistic.com/open-REBOL/moa/files/opengl-torus.png | |
Gregg: 28-Oct-2010 | %opengl-test.r3 ran fine. %opengl-simple-test.r3 crashed after a few seconds: @** Script error: cannot access window in path event/window/data ** Where: all -apply- wake-up loop -apply- wait forever catch either either -apply- do ** Near: all [ obj: event/window/data obj: select obj 'handle... Same error for complex tree. Happened on torus too, then I figured it out. The error occurs if I move the mouse over the animated area. Other than that, it looks very cool Max. | |
Gregg: 28-Oct-2010 | The zip is a different size, so I don't think so. Complex and Torus are dated yesterday, the others for the 25th and 26th. | |
ChristianE: 28-Oct-2010 | Max, I'm expierencing the same flickering as Adrian does, I'm running on a 3/4 year old Sony VAIO with Win7. I can't supply any further detail, I'm don't have access to the machine right now. I see a flickering torus , a flickering simple tree and no complex tree at all. When I'm back at the machine, I'll try with the AA settings which Adrian seems to have identfied as the source of the confusion in just this moment. | |
Maxim: 28-Oct-2010 | its probably just a simple glCall to do when we settup the viewport. | |
Maxim: 28-Oct-2010 | (simple when we don't want AA... requiring AA probably needs a bit more work, since we usually have to chose between what is available) | |
Kaj: 1-Nov-2010 | Thanks. I'm just executing user scripts through a shell script: | |
Kaj: 1-Nov-2010 | There should be a more efficient way, for example if you have a REBOL binding to the ulimit function, but the detour through the shell script is a quick solution | |
GrahamC: 4-Nov-2010 | If you haven't finished it I presume it is not a trivial task | |
Dockimbel: 4-Nov-2010 | I haven't finished it mainly because I'm not a LDAP user, so I'm not familiar with most of the LDAP concepts. The protocol itself is quite complex due to ASN.1 encoding. | |
GrahamC: 4-Nov-2010 | I wish Frank Sievertsen had put all his code into a repository instead of a cd which he then lost! | |
GrahamC: 4-Nov-2010 | He had other stuff too .. a shared whiteboard written in Rebol .. that was lost | |
GrahamC: 4-Nov-2010 | Probably .. i don't need it but it was just an example of software that gets lost when not in a public repository | |
Kaj: 7-Nov-2010 | :-) I'm now on a graphical version of Syllable Server | |
Carl: 17-Nov-2010 | Apparently, there's a dispatch center down right now due to a REBOL scripting bug. But, I don't know who to forward the feedback to. :( | |
Maxim: 9-Dec-2010 | yes... sick. but back on track and with a successfull showing of my 3D R3 to the potential customer. so the CGR system will continue to be evolved after the holidays. | |
Maxim: 9-Dec-2010 | the current version handles multiple 3D view ports and interactive dragging of 3d gobs while they are being animated with practically no performance loss a part for the 2d gob handling. I'll check out Cyphre's OpenGL tests so see how they can be integrated with CGRs so that the complete solution is hardware accelerated. | |
Maxim: 9-Dec-2010 | I'll probably be using my holiday free time to finally release R2 glass and make a preliminary release of Remark which is tightly coupled to cheyenne. | |
Maxim: 9-Dec-2010 | to get glass for R3 is a big endeavour, but after the holidays, possibly starting in february, I will be working on this. right now I've got a very stable glass for R2 which just needs to get its last touches applied to current skin and refurbishments for the tutorial I had already started building which is now a bit out of date with current state of glass. | |
Oldes: 15-Dec-2010 | (now if I had a mini gui, I could make Rebamp:) I should invest some time to the view part as well. | |
jocko: 19-Dec-2010 | nice work, Oldes. I agree, a mini gui would allow atractive demos. | |
Kaj: 25-Dec-2010 | There are explanations that some of them are a few days later because that used to be the first day that the light could reliably be measured to have turned | |
GrahamC: 27-Dec-2010 | Anton - can't find the comlib group here. Can you pass a decimal to Excel? Or do you format it as string and pass it as %s ? | |
RobertS: 2-Jan-2011 | I posted a note on a 2.7.8 problem under !Rebol2 Releases group ( for the VIEW release numbered 3.1 at some 800+ Kb ) | |
Andreas: 4-Jan-2011 | Thanks a lot, Robert! | |
Oldes: 4-Jan-2011 | Thanks.. so here is a merge with Carl's version https://github.com/Oldes/R3A110 | |
Maxim: 17-Jan-2011 | Adrian: GLASS is currently R2 only, but will be ported in a little while. GLASS R3 will make extensive use of extensions inorder to make it as fast as possible, at all levels of the framework. From Liquid right up to the styles themselves. | |
Maxim: 17-Jan-2011 | It will seamleslly integrate to my Custom Gob Renderer so the same GLASS style will be able to render in any renderer for which a compatible style was built. this means the same layout and interface for a button will be useable in a normal AGG render up to a 3D game representation of that button, with no user code change. just a swap in the skin being used. | |
Maxim: 17-Jan-2011 | btw..... Thanks everyone for all the cheers, it feels good for some of my work to finally have a bit of instant gratification ;-) I also want to say thanks to everyone who's taking the time to test GLASS. | |
Maxim: 20-Jan-2011 | I am now planning a weekly release cycle. It will contain all the "in-progress" stuff, so will allow people to help in adding new stuff if they want. If anyone wishes to contribute new styles, new modules, new documentation and/or tutorials and apps, I'll be very happy to include your stuff within the distro and properly attribute it. the only constraint is that it has to be BSD and will obviously go through my prying eyes, in order to keep consistency with the whole package. | |
Maxim: 20-Jan-2011 | sorry.. it has to be MIT or BSD (I have a preference for MIT, but BSD is ok too). | |
Maxim: 20-Jan-2011 | yes, I might github it, but I'm still a bit noob with git, so won't do this right now. | |
Kaj: 24-Jan-2011 | I do want to continue with that, but I need to focus first for a while on SylCon next week and ReBorCon in a month | |
sqlab: 1-Feb-2011 | That's curious. If I try to unpack 2.4 MB glass-r003.zip, I get a folder with just 1.3 MB and only two files in glass/libs. I tried with 7zip and the WinExplorer. | |
DideC: 1-Feb-2011 | It's the only solution he found to bloat a Rebol program ;-) | |
DideC: 1-Feb-2011 | Seriously : I get an error while unpacking from XP standard zip app. The problem is on a file named "debug" in the libs folder. So unpacked folder is only 2 files length but there is 39 files in the archive. | |
DideC: 2-Feb-2011 | RMA, panel doc : The light gray text on white background that you use for code block is nearly unreadable. Please darken the text a bit ! | |
Henrik: 2-Feb-2011 | ah :-) I thought my carefully planned document scheme was a problem. | |
DideC: 2-Feb-2011 | so add a class to the HTML used by MD, then go CSS. | |
Pekr: 2-Feb-2011 | I somehow agree with Ashley, though I can understand that you have some structure set. The top level menu simply does not show - Docs directly. So intuitively I went to Code, and then - huh, what's Level-1? If I would not read more about your infrastructure, I would feel a bit lost probably :-) | |
Robert: 2-Feb-2011 | But it's not a big deal to change the structure... if it adds value and doesn't bloat the menus. | |
jocko: 2-Feb-2011 | having access to a pdf copy of the content could be nice also | |
Gregg: 3-Mar-2011 | Thanks to both Kaj and Andreas for taking up the 0mq task. Since Andreas made it so easy to try, with prebuilt binaries, I already played a bit, and it works fine here. Very exciting stuff guys. | |
GrahamC: 3-Mar-2011 | A 3rd generation Altme client? | |
MikeL: 3-Mar-2011 | I always thought that Cheyenne would be a candidate to leverage ZMQ | |
GrahamC: 4-Mar-2011 | Is there a demo with the rma build ? | |
jocko: 5-Mar-2011 | Yes, it works with the RMA build, but my tests are to check the level of compatibility with the standard r3 build, and, to that respect, I need to replace the load-gui by a do %r3-gui.r3. (At least, I suppose, I have not checked) | |
JoshF: 6-Mar-2011 | About disreb: Sorry to be unclear originally. At the moment, it's R2 only (I'm currently sticking with the latest version of R2 because I understand that it has a more stable GUI), however I am very willing to incorporate changes for R3. I'm not yet sure what the best fashion of collaboration with the Google code site is, but hopefully I'll have some time to investigate tomorrow. Sorry for the late reply, but I have imperfect access to AltMe (it's firewalled at work and I forgot my password (ha!) so I don't have it working on the computer I'm programming disreb with). @Oldes, I hope you find it useful should you chance to use it! Thanks! | |
Andreas: 6-Mar-2011 | Robert, it can do both sync and async. But no callbacks, async is done using a WAIT-style (or select/epoll-style, if you prefer) approach, using zmq-poll. | |
Andreas: 7-Mar-2011 | Robert: you have two primitives send & recv. Both _block_ per default: send until there it manages to enqueue the message in an internal buffer, recv until it fully read a message. You call both functions with a NOBLOCK flag, in which case they won't block but return immediately, with an EAGAIN status code in case they did not manage to write/read anything. Finally, you also have a poll primitive, to which you pass a list of sockets you are interested in and an (optional) timeout. Poll returns you a list of sockets which are "active", i.e. which can be safely read from (or written to) without blocking. | |
Andreas: 7-Mar-2011 | ddharing: The 200kmsgs/sec results are from a run on Linux. | |
DideC: 4-Apr-2011 | MaxV: remind me a script I made 8 years ago : d http://membres.lycos.fr/didec/rebsite/whoswho/whoswho.r | |
Kaj: 24-Apr-2011 | Odd, it doesn't warn me if the skew is within a few minutes or so. Anyway, it seem to be just a warning, and I wouldn't worry about 13 seconds | |
Andreas: 24-Apr-2011 | 13 seconds today, half a minute next month, ... | |
Kaj: 24-Apr-2011 | Does Fossil issue a warning when you update? | |
Kaj: 24-Apr-2011 | I'm on the previous version of a month before, so maybe that makes a difference | |
Kaj: 24-Apr-2011 | You're reporting a difference, aren't you? | |
Andreas: 24-Apr-2011 | The difference is most likely that my systems have a synced time, whereas your workstation has not. | |
Andreas: 24-Apr-2011 | It does not, but it'll give everyone with a synced time a warning on each and every clone/pull. | |
Kaj: 24-Apr-2011 | If a newer Fossil version would fix it, I would have been willing to update, though | |
Kaj: 24-Apr-2011 | But obviously, it's not something that keeps Fossil from working, it's just a friendly reminder that it tailors to the habits of the local user | |
Andreas: 24-Apr-2011 | And it will try to prevent you from creating a check-ins that are "earlier" than their parents. | |
Andreas: 24-Apr-2011 | Or for a single contributor trying to create two check-ins in quick succession. | |
Group: Core ... Discuss core issues [web-public] | ||
james_nak: 25-Oct-2010 | Steeve, that's sweet. "Case" doesn't show up in the dictionary and I had no clue we had such a thing. Very cool. | |
Henrik: 25-Oct-2010 | I use it a lot. CASE/ALL is also useful. | |
Izkata: 27-Oct-2010 | The help says this: -- args Provide args without a script There's a space between the -- and the word args, so I tried this and it worked: rebol --do '? system/script/args q' -- 'arguments here' The help should probably say something like: -- <args> to make it more obvious |
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