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137 lines
6 KiB
HTML
137 lines
6 KiB
HTML
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<meta name="author" content="Pawel W. Olszta">
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<meta name="copyright" content="Pawel W. Olszta">
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<meta name="description" content="The freeglut development progress reports">
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<meta name="keywords" content="freeglut glut OpenGL">
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<meta name="GENERATOR" content="WebMaker">
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<title>The freeglut project</title>
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</head>
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<body text="#000000" bgcolor="#FFFFFF" link="#0000EF" vlink="#51188E" alink="#FF0000">
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<center><img SRC="freeglut_logo.png" ALT="The freeglut logo" height=106 width=314></center>
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<center><dt><i><font face="Courier New,Courier"><font size=+1>
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I love reports. They are so full of brightness and hope...
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</font></font></i></dt></center>
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<center><table WIDTH="620" ><tr><td><hr WIDTH="100%">
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<p><i>January the 16th, 2000</i>
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<p>It looks like both X11 and Win32 version have reached a comparable usability stage.
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They are still missing many GLUT API 3 features, but the number is getting smaller and
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smaller every day :)
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<br><ul><li><b><font size=+2>input devices</font></b></li>
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<p>Keyboard and mouse seems to work well. There is a big guess about the mouse buttons
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count under X11 (always 3) -- I must remember to correct the menu activation code if
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this shows to be invalid.
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<p>None of the bizarre input devices found in GLUT API is supported (and probably won't).
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<p>Steve Baker contributed the joystick code. It should work fine, as it did in PLIB,
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but I haven't tested it out yet. It might not compile under FreeBSD, as I had to
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convert it from C++ to C and had no possibility to compile it under FreeBSD (the Win32
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version had some typos, but I've already fixed them).
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<br><br><li><b><font size=+2>pull-down menus</font></b></li>
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<p>Pull down menus seem to work. The menu is displayed using OpenGL, so it requires
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the window's contents to be refreshed at an interactive rate, which sometimes does not
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happen. That's why I'll consider adding optional window-system menu navigation later.
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For now -- extensive testing is what I believe should be done with the menu system.
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<br><br><li><b><font size=+2>fonts</font></b></li>
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<p>Bitmap fonts support is done. However it would be good to add two more API functions
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-- glutBitmapString() and glutStrokeString(), which should limit the quantity of state
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changes when drawing longer strings.
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<p>Good that somebody finally told me where to get the stroke fonts data from... XFree86
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sources contain the ROMAN and MONO ROMAN stroke fonts data. For now stroke fonts are
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rendered using the bitmap font GLUT_BITMAP_8_BY_13.
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<p>What has changed is the way the fonts are specified. I moved to the GLUT's strange
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way of supplying (fake for freeglut) font data pointers instead of some nice enums.
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Hope it helps in achieving the binary compatibility between freeglut and GLUT.
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<p>Added two new API calls: glutBitmapHeight() and glutStrokeHeight(), that return
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a font's height. Hope this doesn't break the GLUT compatibility a lot.
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<br><br><li><b><font size=+2>mouse cursor</font></b></li>
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<p>Need to have own cursor shapes, so that freeglut can pass them to the windowing
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system, draw them using glBitmap() and/or texture mapping. The cursor shapes are very
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probable to be found in XFree86 sources.
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<br><br><li><b><font size=+2>indexed color mode</font></b></li>
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<p>This might work, however I have not tested it yet. glutGetColor/glutSetColor is not
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implemented. Again, looks like a single Xlib call, but there might be some problems
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with the colormap access. Need to switch into indexed color mode some day and check it
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out (does Mesa 3.1 work with indexed color mode?)
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<br><br><li><b><font size=+2>planes</font></b></li>
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<p>Overlays are not supported, but one of the GLUT conformance tests fails due to
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glutLayerGet( GLUT_NORMAL_DAMAGED ) returning FALSE when the window has actually
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been damaged.
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<p>Layers would be good for drawing the menus and mouse cursor, as they wouldn't force
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the application redraw to update their state.
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<br><br><li><b><font size=+2>init display string</font></b></li>
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<p>I am in middle of the fight with the init display string. It's parsing OK, now it
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would be cool to make it impress some effects on the display...
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<br><br><li><b><font size=+2>game mode</font></b></li>
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<p>Is the game mode string parsed correctly?
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<br><br><li><b><font size=+2>geometry</font></b></li>
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<p>Andreas Umbach has contributed the cube and sphere code. The teapot rendering is
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done using free SGI code. I have also added the cone rendering, however it is missing
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normal vectors (just as Andrea's wireframed cube does). All of the glut*hedron()
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functions await to be implemented.
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<br><br><li><b><font size=+2>obvious bugs</font></b></li>
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<br><br><ol>
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<li>
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the visibility/window status function is a conceptual mess. I had to peer into the GLUT
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source code to see what actually happens inside. It helped me a bit, but still one of
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the visibility tests fails. This is probably the reason for which a window covered by
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enlightenment status bar is marked as hidden and does not get redrawn.</li>
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<li>
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GLX 1.3 spec states that glXChooseVisual() et consortes are deprecated. Should move to
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glXFBConfig.</li>
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<li>
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need to investigate what happens when initial window position is set to (-1,-1). GLUT
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specification says, that the window positioning should be left to the window system.
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And I do not know how to force it do so...</li>
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<li>
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I was told it is wrong to have the redisplay forced in the main loop. Is that right?</li>
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</ol><br><li><b><font size=+2>not so obvious bugs</font></b></li>
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<br><br><ol>
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<li>some of the tests freeze because they do not generate the glutPostRedisplay() call
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every frame. Again, this is somehow handled by GLUT, but I can't see how. And why.
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<p>Looks like I've fixed it (or rather hacked it?) by forcing a redisplay every
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frame, but this is no good and kills interactiveness of my console :D</li>
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</ol></ul>
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<a href="index.html"><i>Back to the main page</i></a>
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</table></center></body></html>
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