minus one small include file that was commented out, I'm not
sure why it was commented out but I'm pretty sure its needed.
If there are still problems later we can sort it out, everything
else is pretty simple.
Kent
I don't know the name of the "SGI Fast" atom, but this is only request
when blender start so i don't think that this make some "big" difference.
So just use plain X11 calls (thanks GSR for the info).
This add support for the different window state in Linux/X11.
Two think to take care:
1) m_post_*
2) motifFullScreen
1) This is only need if we want start a window in FullScreen or Maximized
state. The basic problem is that we can't set this property to a window
until it's really map, so i add a "post init" proccess for this two
special case (check the code for more info).
2) The Motif Hint isn't really a "FullScreen" mode, it's only a
"NO DECORATIONS" options, so if the window manager don't support WM-spec
this function only remove the border of the window, don't make it
FullScreen. A simple fix (hack) is check if the Window Manager support
WM-spec, in case that not, remove the decorations and move/resize the
window.
Test in different WM (gnome, kde, etc) and comment are welcome :)
* made win32 ghost getClientBounds so that it returns area compatible with osx getClientBounds
- if a window is non-fullscreen, substract decoration, since that'll be added by GHOST_WindowWin32()
* use SetWindowLongPtr/GetWindowLongPtr (instead of SetWindowLong) as it is compatible with 64bit windows.
- Added GHOST_kEventWindowMove event, for sending event that the
window has moved
- Fixed GHOST_GetClientBounds() for OSX (get window rect)
Todos:
- add same event for X11 and Windows
- solve why ghost doesn't call client event-proc while scaling window
(at least, not in osx)
settting WITHOUT_BF_INSTALL='true' will disable
the copying to INSTALL_DIR
you can use that in your user-config.py or commandline
slipping in minor cleaning for Os X builds
turntable code should work reasonabilly well now.
fly code need works but is no more insane on Os X.
transform object is not present here.
if you find the movements a bit slow, you can speed
it in the preferences up to 2x in the view & controls
panel.
button1 (left) of the device let you switch between
the 3 modes. button2 let you switch between
unconstrained and dominant mode.
the plugin must be named 3DxNdofBlender.plug
and be placed in a folder named plugins in same
folder as executable
check no scaling is done in the plugin
please check it works ok on 3 platforms
As previously the plugin itself is available
on his site :
http://cubelogic.org/blender/3dcnxplug-lin.c
or on mine (soon) :
http://jlp.nerim.net/dev/6dof/
Please let me know if any problem, i cannot
test.
We have now patches for our 3 main platforms
features are still minimal, but will follow
soon.
for NDOF devices
I applied the patch but cant test so please
let me know if any problem.
the plugin itself can be found either
on Ettore site http://cubelogic/blender/
or on my site http://jlp.nerim.net/dev/6dof/
on my site there is also the source of
mac plugin
work only in non camera mode in 3D view
need the external plug-in to be compiled separately
line 894 of ghostwinlay.c must be replaced with
values adapted at your system
see mailing list for features planned and how
to use
notes :
it compiles but is non functional
lacks the platform specific changes in ghost ( i cant test windows)
lacks the code for plug-in.
the platform specific code will be added when we sync with Ettore work
the plug-in itself cannot be added here
- fix for 3DPlugin compile
- cleanup of bullet path
- removed PHY_ODE project from 3D plugin too, not used anymore
Now all configurations should build again, let me know of any problems!
Not been able to test if the 3DPlugin is actually working,is job for another day ;)
Also the 3DPlugin is compiled without OpenExr, this needs to be looked into once too.
- fixed WinTab locking positioning into absolute mode
- hopefully fixes [ #5586 ] Cursor control
Note: Setting the extent of the digitizing context causes Application to override
system settings for pen/mouse control. Removing this fixed the issue.
on OSX to have slow selection and mouse response.
Code from the previous commit is still there, but the #define that
triggers it has been commented out.
- GEdon't crash when attempting to add constraint on game objects without physics controller
- GEimproved some physics -> graphics synchronization issues
- small experiment with game engine timing to smooth framerate/reduce tearing