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	<id>tag:www.nabble.com,2006:forum-3433</id>
	<title>Nabble - The Nebula Device</title>
	<updated>2008-10-03T11:34:38Z</updated>
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	<subtitle type="html">Realtime 3D game/visualization engine, written in C++, scriptable through Tcl/Tk, Python and Lua. Supports D3D and OpenGL for rendering, runs under Linux and Windows. The Nebula Device home is &lt;a href=&quot;http://sourceforge.net/projects/nebuladevice/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.</subtitle>
	
<entry>
	<id>tag:www.nabble.com,2006:post-19803333</id>
	<title>Nebula 2 Texture Issue</title>
	<published>2008-10-03T11:34:38Z</published>
	<updated>2008-10-03T11:34:38Z</updated>
	<author>
		<name>Avotas</name>
	</author>
	<content type="html">&lt;br&gt;&lt;b&gt;General Information:&lt;/b&gt;&lt;br&gt;&lt;br&gt;WindowsXP
&lt;br&gt;Using Nebula 2 (stable release) 
&lt;br&gt;DirectX9c
&lt;br&gt;Maya Plugin for Nebula
&lt;br&gt;&lt;br&gt;&lt;b&gt;Problem: &lt;/b&gt;&lt;br&gt;&lt;br&gt;Hello, 
&lt;br&gt;&lt;br&gt;During the development of the models everything was working perfectly, from the most standard mapping, to complex animation, to the most resource intensive mapping I could throw at the software. When I was nearing completion, suddenly all my models refused to map any of the texture data on the mesh. The texture browser shows that Nebula is in fact loading it, but all the models are being show as a default grey, or assigned a color selected from the diffuse channel. &amp;nbsp;Previous saves demonstrate the same odd behavior. &amp;nbsp;I have reinstalled both Nebula and DirectX on my developmental machine. &amp;nbsp;That doesn’t seem to help.
&lt;br&gt;&lt;br&gt;I have included two sample files that came with Nebula, the Eagle and Tree. 
&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://www.nabble.com/file/p19803333/Tree.jpg&quot; border=&quot;0&quot; /&gt;&lt;img src=&quot;http://www.nabble.com/file/p19803333/Eagle.jpg&quot; border=&quot;0&quot; /&gt;&lt;br&gt;&lt;br&gt;Any advice would be wonderful,
&lt;br&gt;&lt;br&gt;&lt;br&gt;-Avotas
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;p&gt;From forum: &lt;a href=&quot;http://www.nabble.com/nebuladevice-discuss-f3434.html&quot; embed=&quot;fixTarget[3434]&quot; target=&quot;_top&quot; &gt;nebuladevice-discuss&lt;/a&gt;&lt;/p&gt;</content>
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-19726856</id>
	<title>Fw: does some body learn nebula in china?</title>
	<published>2008-09-29T09:09:40Z</published>
	<updated>2008-09-29T09:09:40Z</updated>
	<author>
		<name>lianjie.chen</name>
	</author>
	<content type="html">&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0 Transitional//EN&quot;&gt;
&lt;HTML&gt;&lt;HEAD&gt;
&lt;META http-equiv=Content-Type content=&quot;text/html; charset=gb2312&quot;&gt;
&lt;META content=&quot;MSHTML 6.00.2900.3395&quot; name=GENERATOR&gt;

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&lt;DIV&gt;&lt;BR&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;hi all:&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; i want to communicate with some friends in 
china. anyone learning nebula in china pls let me know.thanks&lt;/FONT&gt;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;&lt;/FONT&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;DIV&gt;&lt;FONT size=2&gt;regards carter&lt;/FONT&gt;&lt;/DIV&gt;&lt;/BODY&gt;&lt;/HTML&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-18592821</id>
	<title>Re: Nebula3</title>
	<published>2008-07-22T09:03:55Z</published>
	<updated>2008-07-22T09:03:55Z</updated>
	<author>
		<name>Bruce Mitchener</name>
	</author>
	<content type="html">Hi Oleg!
&lt;br&gt;&lt;br&gt;Haron wrote:
&lt;br&gt;&amp;gt; I have workable version of N3 under Linux (only foundation module and 
&lt;br&gt;&amp;gt; some extlibs) and can send you diffs.
&lt;br&gt;&lt;br&gt;Check out what I have in the subversion repository. &amp;nbsp;A lot of it should 
&lt;br&gt;work, but will need #elif defined(__unix__) blocks added along side my 
&lt;br&gt;#elif defined(__APPLE__).
&lt;br&gt;&lt;br&gt;I split the OS X stuff into POSIX and Darwin to enable as much of that 
&lt;br&gt;as possible.
&lt;br&gt;&lt;br&gt;&amp;nbsp; - Bruce
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<entry>
	<id>tag:www.nabble.com,2006:post-18592780</id>
	<title>Re: Nebula3</title>
	<published>2008-07-22T09:02:08Z</published>
	<updated>2008-07-22T09:02:08Z</updated>
	<author>
		<name>Haron</name>
	</author>
	<content type="html">&lt;div dir=&quot;ltr&quot;&gt;Hi Bruce!&lt;br&gt;&lt;br&gt;&lt;div class=&quot;gmail_quote&quot;&gt;2008/7/21 Bruce Mitchener &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=18592780&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;bruce@...&lt;/a&gt;&amp;gt;:&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;

&lt;br&gt;
If anyone has any code that they&amp;#39;d been working on for Nebula3 and would&lt;br&gt;
like to get it into SVN, let me know!&lt;br&gt;
&lt;br&gt;
I&amp;#39;m particularly interested in OpenGL code and input code for Linux or OS X.&lt;br&gt;
&lt;br&gt;
 &amp;nbsp;- Bruce&lt;/blockquote&gt;&lt;div&gt;&lt;br&gt;I have workable version of N3 under Linux (only foundation module and some extlibs) and can send you diffs.&lt;br&gt;&lt;br&gt;Oleg &lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-18569038</id>
	<title>Nebula3</title>
	<published>2008-07-21T06:50:34Z</published>
	<updated>2008-07-21T06:50:34Z</updated>
	<author>
		<name>Bruce Mitchener</name>
	</author>
	<content type="html">Floh's been working on Nebula3 for some time as he's been discussing on 
&lt;br&gt;his blog.
&lt;br&gt;&lt;br&gt;I've got a subversion repository for Nebula 3 at:
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp;&lt;a href=&quot;http://code.google.com/p/nebula3/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://code.google.com/p/nebula3/&lt;/a&gt;&lt;br&gt;&lt;br&gt;Most of the work that I've been doing is on the 'Porting' branch in 
&lt;br&gt;there to get something that runs on OS X (and later, the iPhone).
&lt;br&gt;&lt;br&gt;I've been using CMake for OS X and plan to do so for Linux as well, 
&lt;br&gt;since that already works and I don't feel like spending time on a build 
&lt;br&gt;system.
&lt;br&gt;&lt;br&gt;If anyone has any code that they'd been working on for Nebula3 and would 
&lt;br&gt;like to get it into SVN, let me know!
&lt;br&gt;&lt;br&gt;I'm particularly interested in OpenGL code and input code for Linux or OS X.
&lt;br&gt;&lt;br&gt;&amp;nbsp; - Bruce
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<entry>
	<id>tag:www.nabble.com,2006:post-17338157</id>
	<title>Re: The Zombie Engine</title>
	<published>2008-05-20T04:24:51Z</published>
	<updated>2008-05-20T04:24:51Z</updated>
	<author>
		<name>Vadim Macagon</name>
	</author>
	<content type="html">Hi M.A.
&lt;br&gt;&lt;br&gt;I noticed this mentioned on gamedev.net today, congrats on finally 
&lt;br&gt;getting it out :). I'll put an announcement on the Nebula site soon.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-+ enlight +-
&lt;br&gt;&lt;br&gt;&lt;br&gt;M.A. Garcias wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; hi all,
&lt;br&gt;&amp;gt; Long time no heard from anybody in this list, but I hope it's still 
&lt;br&gt;&amp;gt; alive. For your information, just in case you didn't heard, the Zombie 
&lt;br&gt;&amp;gt; Engine, the nebula2-based open source engine, editor and framework from 
&lt;br&gt;&amp;gt; Tragnarion Studios, has been released under an open-source license: 
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://thezombieengine.sourceforge.net&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://thezombieengine.sourceforge.net&lt;/a&gt;&lt;br&gt;&amp;gt; Now would be an excellent time to see how this could be used in the 
&lt;br&gt;&amp;gt; benefit of the nebula2 baseline. You're all invited (in case you're 
&lt;br&gt;&amp;gt; still there) to provide your feedback on the subject: to merge, to 
&lt;br&gt;&amp;gt; branch, or to die?
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<entry>
	<id>tag:www.nabble.com,2006:post-17337736</id>
	<title>The Zombie Engine</title>
	<published>2008-05-20T03:10:50Z</published>
	<updated>2008-05-20T03:10:50Z</updated>
	<author>
		<name>M.A. Garcias-2</name>
	</author>
	<content type="html">hi all,
&lt;br&gt;Long time no heard from anybody in this list, but I hope it's still 
&lt;br&gt;alive. For your information, just in case you didn't heard, the Zombie 
&lt;br&gt;Engine, the nebula2-based open source engine, editor and framework from 
&lt;br&gt;Tragnarion Studios, has been released under an open-source license: 
&lt;br&gt;&lt;a href=&quot;http://thezombieengine.sourceforge.net&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://thezombieengine.sourceforge.net&lt;/a&gt;&lt;br&gt;Now would be an excellent time to see how this could be used in the 
&lt;br&gt;benefit of the nebula2 baseline. You're all invited (in case you're 
&lt;br&gt;still there) to provide your feedback on the subject: to merge, to 
&lt;br&gt;branch, or to die?
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;______________________________________________ 
&lt;br&gt;LLama Gratis a cualquier PC del Mundo. 
&lt;br&gt;Llamadas a fijos y móviles desde 1 céntimo por minuto. 
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<entry>
	<id>tag:www.nabble.com,2006:post-14497373</id>
	<title>Re: Compilation woes</title>
	<published>2007-12-25T12:45:41Z</published>
	<updated>2007-12-25T12:45:41Z</updated>
	<author>
		<name>Lawson</name>
	</author>
	<content type="html">I have successfully built all the projects generated by the update.py. (Env: WinXP+VS.net 2005).
&lt;br&gt;But I have modified several files to correct the problems.
&lt;br&gt;For example, In project signal01 and signal02. I have to modife some MACRO, add &amp;quot;LOKI_&amp;quot; prefix.
&lt;br&gt;and replace &amp;quot;STATIC_CHECK&amp;quot; to &amp;quot;LOKI_STATIC_CHECK&amp;quot;.
&lt;br&gt;and add something to the loki head file....
&lt;br&gt;I don't know if it's the problem about the loki lib version.
&lt;br&gt;And, I have to define USE_MCEGUI for the mangalore lib, because the mViewer defines USE_MCEGUI.
&lt;br&gt;or, you will faild to run it and it's very hard to find out the problem!
&lt;br&gt;&lt;br&gt;&lt;blockquote class=&quot;quote light-black dark-border-color&quot;&gt;&lt;div class=&quot;quote light-border-color&quot;&gt;
&lt;div class=&quot;quote-author&quot; style=&quot;font-weight: bold;&quot;&gt;Laurie Harper wrote:&lt;/div&gt;
&lt;div class=&quot;quote-message shrinkable-quote&quot;&gt;I've been trying to compile Nebula2 with varying degrees of success of 
&lt;br&gt;different platforms. To what extent are the different build platforms / 
&lt;br&gt;configurations currently maintained and/or supported?
&lt;br&gt;&lt;br&gt;I started on Mac OS X, but found that the makefiles were pretty messed 
&lt;br&gt;up. I fixed the worst of the problems in the makefile generation and, 
&lt;br&gt;with a bit of tweaking and hacking, was able to make some progress, but 
&lt;br&gt;the dependencies still seem incomplete; I get large numbers of undefined 
&lt;br&gt;symbols at link time for virtually any library or executable. Not even 
&lt;br&gt;nkernel links cleanly, needing symbols form ngfx, TinyXML and other 
&lt;br&gt;modules that are not included (and don't look like they should be; 
&lt;br&gt;surely nkernel shouldn't have a dependency on gfx2?) At any rate, 
&lt;br&gt;scanning the archives, it doesn't look like anyone's worked with Nebula 
&lt;br&gt;on OS X in some years, so I doubt I can expect much help on this platform.
&lt;br&gt;&lt;br&gt;Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the 
&lt;br&gt;build chokes almost immediately with compilation errors. I suspect that 
&lt;br&gt;the gcc/libc/whatever version is incompatible, but didn't investigate 
&lt;br&gt;further yet.
&lt;br&gt;&lt;br&gt;Finally, I gave Windows a try. After some pain getting Visual C++ 2007 
&lt;br&gt;and the latest platform and DirectX SDKs installed I was able to get a 
&lt;br&gt;fair bit compiled, but many of the workspaces still need manual 
&lt;br&gt;dependency tweaks and other hackery. And quite a few just fail to 
&lt;br&gt;compile or fail to link.
&lt;br&gt;&lt;br&gt;Can anyone give me *specific* configurations (i.e. OS vendor/version, 
&lt;br&gt;tool versions, library versions) that will fully compile and run? Is 
&lt;br&gt;there somewhere better (e.g. one of the forums, a different mailing 
&lt;br&gt;list) I should pursue help with build issues and/or porting to OS X?
&lt;br&gt;&lt;br&gt;Thanks for any pointers,
&lt;br&gt;&lt;br&gt;L.
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&lt;/div&gt;&lt;/blockquote&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-13642719</id>
	<title>InExIn - AI library</title>
	<published>2007-11-07T23:49:26Z</published>
	<updated>2007-11-07T23:49:26Z</updated>
	<author>
		<name>Engeor</name>
	</author>
	<content type="html">Hello,
&lt;br&gt;&lt;br&gt;month ago we were finished and released our game based on The Nebula 
&lt;br&gt;Device 2. Part of the sources (they are included in the release with 
&lt;br&gt;sources of exporter and editor) was turned into an open source project 
&lt;br&gt;InExIn. InExIn is an AI library for games development and it covers 
&lt;br&gt;agent's navigation and agent's behavior. Maybe someone will be interested.
&lt;br&gt;&lt;br&gt;You can find InExIn here:
&lt;br&gt;&lt;a href=&quot;http://inexin.sourceforge.net&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://inexin.sourceforge.net&lt;/a&gt;&lt;br&gt;&lt;br&gt;Jindřich Rohlík
&lt;br&gt;&lt;br&gt;BTW: Many thanks to TND2 community :-)
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<entry>
	<id>tag:www.nabble.com,2006:post-12024912</id>
	<title>Re: Compilation woes</title>
	<published>2007-08-06T15:48:04Z</published>
	<updated>2007-08-06T15:48:04Z</updated>
	<author>
		<name>Jack Popovciuc</name>
	</author>
	<content type="html">I can&amp;#39;t say about &amp;quot;fully compile and run&amp;quot;, because I haven&amp;#39;t tried to run many of the Contributed modules, but the core Nebula2 and Mangalore projects compile without problems for me (mviewer works). I use: Windows XP/Vista, Visual C++ 2005, latest DX SDK, dependencies from the published on the sourceforge archives (dated April 2007). You might want to check&amp;nbsp; the Nebula forum, there are a couple of threads about compilation there.
&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;span class=&quot;gmail_quote&quot;&gt;2007/8/6, Laurie Harper &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12024912&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;laurie@...&lt;/a&gt;&amp;gt;:&lt;/span&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
I&amp;#39;ve been trying to compile Nebula2 with varying degrees of success of&lt;br&gt;different platforms. To what extent are the different build platforms /&lt;br&gt;configurations currently maintained and/or supported?&lt;br&gt;&lt;br&gt;I started on Mac OS X, but found that the makefiles were pretty messed
&lt;br&gt;up. I fixed the worst of the problems in the makefile generation and,&lt;br&gt;with a bit of tweaking and hacking, was able to make some progress, but&lt;br&gt;the dependencies still seem incomplete; I get large numbers of undefined
&lt;br&gt;symbols at link time for virtually any library or executable. Not even&lt;br&gt;nkernel links cleanly, needing symbols form ngfx, TinyXML and other&lt;br&gt;modules that are not included (and don&amp;#39;t look like they should be;&lt;br&gt;
surely nkernel shouldn&amp;#39;t have a dependency on gfx2?) At any rate,&lt;br&gt;scanning the archives, it doesn&amp;#39;t look like anyone&amp;#39;s worked with Nebula&lt;br&gt;on OS X in some years, so I doubt I can expect much help on this platform.
&lt;br&gt;&lt;br&gt;Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the&lt;br&gt;build chokes almost immediately with compilation errors. I suspect that&lt;br&gt;the gcc/libc/whatever version is incompatible, but didn&amp;#39;t investigate
&lt;br&gt;further yet.&lt;br&gt;&lt;br&gt;Finally, I gave Windows a try. After some pain getting Visual C++ 2007&lt;br&gt;and the latest platform and DirectX SDKs installed I was able to get a&lt;br&gt;fair bit compiled, but many of the workspaces still need manual
&lt;br&gt;dependency tweaks and other hackery. And quite a few just fail to&lt;br&gt;compile or fail to link.&lt;br&gt;&lt;br&gt;Can anyone give me *specific* configurations (i.e. OS vendor/version,&lt;br&gt;tool versions, library versions) that will fully compile and run? Is
&lt;br&gt;there somewhere better (e.g. one of the forums, a different mailing&lt;br&gt;list) I should pursue help with build issues and/or porting to OS X?&lt;br&gt;&lt;br&gt;Thanks for any pointers,&lt;br&gt;&lt;br&gt;L.&lt;br&gt;&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
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<entry>
	<id>tag:www.nabble.com,2006:post-12024566</id>
	<title>Compilation woes</title>
	<published>2007-08-06T13:27:53Z</published>
	<updated>2007-08-06T13:27:53Z</updated>
	<author>
		<name>Laurie Harper</name>
	</author>
	<content type="html">I've been trying to compile Nebula2 with varying degrees of success of 
&lt;br&gt;different platforms. To what extent are the different build platforms / 
&lt;br&gt;configurations currently maintained and/or supported?
&lt;br&gt;&lt;br&gt;I started on Mac OS X, but found that the makefiles were pretty messed 
&lt;br&gt;up. I fixed the worst of the problems in the makefile generation and, 
&lt;br&gt;with a bit of tweaking and hacking, was able to make some progress, but 
&lt;br&gt;the dependencies still seem incomplete; I get large numbers of undefined 
&lt;br&gt;symbols at link time for virtually any library or executable. Not even 
&lt;br&gt;nkernel links cleanly, needing symbols form ngfx, TinyXML and other 
&lt;br&gt;modules that are not included (and don't look like they should be; 
&lt;br&gt;surely nkernel shouldn't have a dependency on gfx2?) At any rate, 
&lt;br&gt;scanning the archives, it doesn't look like anyone's worked with Nebula 
&lt;br&gt;on OS X in some years, so I doubt I can expect much help on this platform.
&lt;br&gt;&lt;br&gt;Next I tried on Linux (Mandriva Linux 2007.1). On that platform, the 
&lt;br&gt;build chokes almost immediately with compilation errors. I suspect that 
&lt;br&gt;the gcc/libc/whatever version is incompatible, but didn't investigate 
&lt;br&gt;further yet.
&lt;br&gt;&lt;br&gt;Finally, I gave Windows a try. After some pain getting Visual C++ 2007 
&lt;br&gt;and the latest platform and DirectX SDKs installed I was able to get a 
&lt;br&gt;fair bit compiled, but many of the workspaces still need manual 
&lt;br&gt;dependency tweaks and other hackery. And quite a few just fail to 
&lt;br&gt;compile or fail to link.
&lt;br&gt;&lt;br&gt;Can anyone give me *specific* configurations (i.e. OS vendor/version, 
&lt;br&gt;tool versions, library versions) that will fully compile and run? Is 
&lt;br&gt;there somewhere better (e.g. one of the forums, a different mailing 
&lt;br&gt;list) I should pursue help with build issues and/or porting to OS X?
&lt;br&gt;&lt;br&gt;Thanks for any pointers,
&lt;br&gt;&lt;br&gt;L.
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<entry>
	<id>tag:www.nabble.com,2006:post-12021748</id>
	<title>ParticleShapeNode and RenderContext</title>
	<published>2007-08-06T12:29:29Z</published>
	<updated>2007-08-06T12:29:29Z</updated>
	<author>
		<name>Libor Capak</name>
	</author>
	<content type="html">hello,
&lt;br&gt;&lt;br&gt;i have another question about RenderContext concept. I think that i
&lt;br&gt;found inconsistency with ParticleShapeNode - simply it's
&lt;br&gt;not state-less.
&lt;br&gt;Imagine tree as a hierarchy:
&lt;br&gt;/tree (mesh node)
&lt;br&gt;&amp;nbsp; &amp;nbsp; flames (particle shape node)
&lt;br&gt;&lt;br&gt;if i'd like to create forest of burning trees then i get to
&lt;br&gt;trouble with ParticleShapeNode::emitterVarIndex (each render
&lt;br&gt;context/tree may have some additional variables then index
&lt;br&gt;may be different - but this value is always overwritten in last
&lt;br&gt;ParticleShapeNode::RenderContextCreated() call).
&lt;br&gt;So i have to split this type of hierarchy and for each flame
&lt;br&gt;create context separately? What is common solution?
&lt;br&gt;&lt;br&gt;thanks
&lt;br&gt;&lt;br&gt;Libor Capak
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<entry>
	<id>tag:www.nabble.com,2006:post-11779625</id>
	<title>Re: BuildSystem</title>
	<published>2007-07-25T03:53:38Z</published>
	<updated>2007-07-25T03:53:38Z</updated>
	<author>
		<name>Sebastian Schuberth-3</name>
	</author>
	<content type="html">&amp;gt;&amp;gt; well with cmake you can build a project file much the same way you do &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt; with the nebula-build-system,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;from those text-files you can autmatically create VS-Projects (PC) &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt; what I read from their page they do not support VS 8 project creation
&lt;br&gt;&lt;br&gt;Actually, that's possible by executing
&lt;br&gt;&lt;br&gt;cmake -G &amp;quot;Visual Studio 8 2005&amp;quot;
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Sebastian Schuberth
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<entry>
	<id>tag:www.nabble.com,2006:post-11654809</id>
	<title>Re: Build problem</title>
	<published>2007-07-17T12:03:04Z</published>
	<updated>2007-07-17T12:03:04Z</updated>
	<author>
		<name>Jack Popovciuc</name>
	</author>
	<content type="html">Hey,&lt;br&gt;There is a topic about Basic01 on the Nebula forum - quite the same issues were discussed and resolved&lt;br&gt;&lt;a href=&quot;http://nebuladevice.cubik.org/forum/index.php/topic,69.0.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nebuladevice.cubik.org/forum/index.php/topic,69.0.html
&lt;/a&gt;&lt;br&gt;&lt;br&gt;Regards,&lt;br&gt;Jack&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;span class=&quot;gmail_quote&quot;&gt;2007/7/16, &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11654809&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;nebuladevice@...&lt;/a&gt; &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11654809&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;nebuladevice@...&lt;/a&gt;&amp;gt;:&lt;/span&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
Hello, everyone!&lt;br&gt;I have just checked out the Nebula2 code from source forge SVN. I get some link error on building project &quot;basic01&quot; in &quot;tutorials.sln&quot;. I am using visual studio 2005.&lt;br&gt;------ Build started: Project: basic01, Configuration: Debug Win32 ------
&lt;br&gt;Linking...&lt;br&gt;LINK : warning LNK4076: invalid incremental status file &amp;#39;..\..\bin\win32d\basic01.ilk&amp;#39;; linking nonincrementally&lt;br&gt;nnpkfileserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: __thiscall nNpkBuilder::~nNpkBuilder(void)&amp;quot; (??1nNpkBuilder@@
QAE@XZ) referenced in function &amp;quot;public: virtual bool __thiscall nNpkFileServer::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z
)&lt;br&gt;nnpkfileserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: bool __thiscall nNpkBuilder::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkBuilder@@QAE_NABVnString@@
00_N@Z) referenced in function &amp;quot;public: virtual bool __thiscall nNpkFileServer::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z
)&lt;br&gt;nnpkfileserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: __thiscall nNpkBuilder::nNpkBuilder(void)&amp;quot; (??0nNpkBuilder@@QAE@XZ) referenced in function &amp;quot;public: virtual bool __thiscall nNpkFileServer::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkFileServer@@UAE_NABVnString@@
00_N@Z)&lt;br&gt;nrppass.obj : error LNK2001: unresolved external symbol &amp;quot;private: static class nGuiServer * nGuiServer::Singleton&amp;quot; (?Singleton@nGuiServer@@0PAV1@A)&lt;br&gt;ntoolkitserver_main.obj : error LNK2001: unresolved external symbol &amp;quot;private: static class nNodeList * nNodeList::Singleton&amp;quot; (?Singleton@nNodeList@@
0PAV1@A)&lt;br&gt;ntoolkitserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: void __thiscall nNodeList::LoadObject(class nString const &amp;amp;)&amp;quot; (?LoadObject@nNodeList@@QAEXABVnString@@@Z) referenced in function &amp;quot;public: void __thiscall nToolkitServer::DoHotLoading(class nString const &amp;amp;)&amp;quot; (?DoHotLoading@nToolkitServer@@QAEXABVnString@@@Z)
&lt;br&gt;ntoolkitserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: void __thiscall nNodeList::AddDefaultEntry(void)&amp;quot; (?AddDefaultEntry@nNodeList@@QAEXXZ) referenced in function &amp;quot;public: void __thiscall nToolkitServer::DoHotLoading(class nString const &amp;amp;)&amp;quot; (?DoHotLoading@nToolkitServer@@QAEXABVnString@@@Z)
&lt;br&gt;ntoolkitserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: void __thiscall nNodeList::Clear(void)&amp;quot; (?Clear@nNodeList@@QAEXXZ) referenced in function &amp;quot;public: void __thiscall nToolkitServer::DoHotLoading(class nString const &amp;amp;)&amp;quot; (?DoHotLoading@nToolkitServer@@QAEXABVnString@@@Z)
&lt;br&gt;..\..\bin\win32d\basic01.exe : fatal error LNK1120: 8 unresolved externals&lt;br&gt;Build log was saved at &amp;quot;file://d:\Nebula2\trunk\nebula2\build\vstudio8\inter\win32d\basic01\BuildLog.htm&amp;quot;&lt;br&gt;basic01 - 9 error(s), 1 warning(s)
&lt;br&gt;========== Build: 0 succeeded, 1 failed, 4 up-to-date, 0 skipped ==========&lt;br&gt;&lt;br&gt;&lt;hr&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-11644078</id>
	<title>Build problem</title>
	<published>2007-07-17T00:34:17Z</published>
	<updated>2007-07-17T00:34:17Z</updated>
	<author>
		<name>nebuladevice</name>
	</author>
	<content type="html">Hello, everyone!&lt;br&gt;I have just checked out the Nebula2 code from source forge SVN. I get some link error on building project “basic01” in “tutorials.sln”. I am using visual studio 2005.&lt;br&gt;------ Build started: Project: basic01, Configuration: Debug Win32 ------&lt;br&gt;Linking...&lt;br&gt;LINK : warning LNK4076: invalid incremental status file '..\..\bin\win32d\basic01.ilk'; linking nonincrementally&lt;br&gt;nnpkfileserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: __thiscall nNpkBuilder::~nNpkBuilder(void)&amp;quot; (??1nNpkBuilder@@QAE@XZ) referenced in function &amp;quot;public: virtual bool __thiscall nNpkFileServer::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z)&lt;br&gt;nnpkfileserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: bool __thiscall nNpkBuilder::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkBuilder@@QAE_NABVnString@@00_N@Z) referenced in function &amp;quot;public: virtual bool __thiscall nNpkFileServer::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z)&lt;br&gt;nnpkfileserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: __thiscall nNpkBuilder::nNpkBuilder(void)&amp;quot; (??0nNpkBuilder@@QAE@XZ) referenced in function &amp;quot;public: virtual bool __thiscall nNpkFileServer::Pack(class nString const &amp;amp;,class nString const &amp;amp;,class nString const &amp;amp;,bool)&amp;quot; (?Pack@nNpkFileServer@@UAE_NABVnString@@00_N@Z)&lt;br&gt;nrppass.obj : error LNK2001: unresolved external symbol &amp;quot;private: static class nGuiServer * nGuiServer::Singleton&amp;quot; (?Singleton@nGuiServer@@0PAV1@A)&lt;br&gt;ntoolkitserver_main.obj : error LNK2001: unresolved external symbol &amp;quot;private: static class nNodeList * nNodeList::Singleton&amp;quot; (?Singleton@nNodeList@@0PAV1@A)&lt;br&gt;ntoolkitserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: void __thiscall nNodeList::LoadObject(class nString const &amp;amp;)&amp;quot; (?LoadObject@nNodeList@@QAEXABVnString@@@Z) referenced in function &amp;quot;public: void __thiscall nToolkitServer::DoHotLoading(class nString const &amp;amp;)&amp;quot; (?DoHotLoading@nToolkitServer@@QAEXABVnString@@@Z)&lt;br&gt;ntoolkitserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: void __thiscall nNodeList::AddDefaultEntry(void)&amp;quot; (?AddDefaultEntry@nNodeList@@QAEXXZ) referenced in function &amp;quot;public: void __thiscall nToolkitServer::DoHotLoading(class nString const &amp;amp;)&amp;quot; (?DoHotLoading@nToolkitServer@@QAEXABVnString@@@Z)&lt;br&gt;ntoolkitserver_main.obj : error LNK2019: unresolved external symbol &amp;quot;public: void __thiscall nNodeList::Clear(void)&amp;quot; (?Clear@nNodeList@@QAEXXZ) referenced in function &amp;quot;public: void __thiscall nToolkitServer::DoHotLoading(class nString const &amp;amp;)&amp;quot; (?DoHotLoading@nToolkitServer@@QAEXABVnString@@@Z)&lt;br&gt;..\..\bin\win32d\basic01.exe : fatal error LNK1120: 8 unresolved externals&lt;br&gt;Build log was saved at &amp;quot;file://d:\Nebula2\trunk\nebula2\build\vstudio8\inter\win32d\basic01\BuildLog.htm&amp;quot;&lt;br&gt;basic01 - 9 error(s), 1 warning(s)&lt;br&gt;========== Build: 0 succeeded, 1 failed, 4 up-to-date, 0 skipped ==========&lt;br&gt;&lt;!-- footer --&gt;&lt;br&gt;&lt;hr&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-11291903</id>
	<title>Re: searching tutorials</title>
	<published>2007-06-25T11:34:15Z</published>
	<updated>2007-06-25T11:34:15Z</updated>
	<author>
		<name>Jack Popovciuc</name>
	</author>
	<content type="html">There are some tutorials created by &lt;a href=&quot;http://nebuladevice.cubik.org/forum/index.php?action=profile;u=12&quot; title=&quot;View the profile of je.a.le&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;je.a.le&lt;/a&gt;&lt;br&gt;You can find links to them on the forum, topic &amp;quot;few tutorials in line&amp;quot; (
&lt;a href=&quot;http://nebuladevice.cubik.org/forum/index.php/topic,41.0.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nebuladevice.cubik.org/forum/index.php/topic,41.0.html&lt;/a&gt;)&lt;br&gt;&lt;br&gt;Good luck! &lt;br&gt; &lt;br&gt;&lt;div&gt;&lt;span class=&quot;gmail_quote&quot;&gt;2007/6/25, Daniel Gartz &amp;lt;
&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11291903&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;kickaha@...&lt;/a&gt;&amp;gt;:&lt;/span&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;hi i am searching for tutroials fpr mangalor and nebula2 ?
&lt;br&gt;most links i found were broken&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------&lt;br&gt;This SF.net email is sponsored by DB2 Express&lt;br&gt;Download DB2 Express C - the FREE version of DB2 express and take
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<entry>
	<id>tag:www.nabble.com,2006:post-11282500</id>
	<title>searching tutorials</title>
	<published>2007-06-25T01:56:33Z</published>
	<updated>2007-06-25T01:56:33Z</updated>
	<author>
		<name>Daniel Gartz</name>
	</author>
	<content type="html">hi i am searching for tutroials fpr mangalor and nebula2 ?
&lt;br&gt;most links i found were broken
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<entry>
	<id>tag:www.nabble.com,2006:post-10874409</id>
	<title>Re: rendercontext question</title>
	<published>2007-05-30T07:16:11Z</published>
	<updated>2007-05-30T07:16:11Z</updated>
	<author>
		<name>Marco Antonio Gómez</name>
	</author>
	<content type="html">&amp;nbsp; &amp;nbsp; &amp;nbsp;Hi,
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;What I would do in that case is to isolate the &amp;quot;wheel state&amp;quot; in 
&lt;br&gt;some external variable such as &amp;quot;rotationFactor&amp;quot;. Wheels objects then 
&lt;br&gt;render them accordingly, using an nAnimator that rotates them using that 
&lt;br&gt;variable.
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;The renderContext used in the entire car has that variable set. 
&lt;br&gt;Car's trunk does not used it, but wheels do.
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;Hope that helps.
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Marco
&lt;br&gt;&lt;br&gt;Libor Capak escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; hello,
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; i have trouble with RenderContext concept. Documentation is clear to me. 
&lt;br&gt;&amp;gt; Idea of stateless nodes is nice, but i have problems with quite simple 
&lt;br&gt;&amp;gt; issues.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; for example scene node tree:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; /car
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp;wheel1
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp;wheel2
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp;wheel3
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp;wheel4
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; there is spatial hierarchy. /car is root node in my RenderContext 
&lt;br&gt;&amp;gt; instance. If I'd like to rotate wheels according to render context 
&lt;br&gt;&amp;gt; concept - so then i have to flatten this hierarchy and create for each 
&lt;br&gt;&amp;gt; wheel another RenderContext instance? By flattening i loose relative 
&lt;br&gt;&amp;gt; position of wheels so i have to calculate local-&amp;gt;world transformation 
&lt;br&gt;&amp;gt; manually for each wheel render context. Or am i missing something?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; thank you
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Libor Capak
&lt;br&gt;&amp;gt; 
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<entry>
	<id>tag:www.nabble.com,2006:post-10872170</id>
	<title>rendercontext question</title>
	<published>2007-05-30T05:54:31Z</published>
	<updated>2007-05-30T05:54:31Z</updated>
	<author>
		<name>Libor Capak</name>
	</author>
	<content type="html">hello,
&lt;br&gt;&lt;br&gt;i have trouble with RenderContext concept. Documentation is clear to me. 
&lt;br&gt;Idea of stateless nodes is nice, but i have problems with quite simple 
&lt;br&gt;issues.
&lt;br&gt;&lt;br&gt;for example scene node tree:
&lt;br&gt;&lt;br&gt;/car
&lt;br&gt;&amp;nbsp; &amp;nbsp;wheel1
&lt;br&gt;&amp;nbsp; &amp;nbsp;wheel2
&lt;br&gt;&amp;nbsp; &amp;nbsp;wheel3
&lt;br&gt;&amp;nbsp; &amp;nbsp;wheel4
&lt;br&gt;&lt;br&gt;there is spatial hierarchy. /car is root node in my RenderContext 
&lt;br&gt;instance. If I'd like to rotate wheels according to render context 
&lt;br&gt;concept - so then i have to flatten this hierarchy and create for each 
&lt;br&gt;wheel another RenderContext instance? By flattening i loose relative 
&lt;br&gt;position of wheels so i have to calculate local-&amp;gt;world transformation 
&lt;br&gt;manually for each wheel render context. Or am i missing something?
&lt;br&gt;&lt;br&gt;thank you
&lt;br&gt;&lt;br&gt;Libor Capak
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<entry>
	<id>tag:www.nabble.com,2006:post-10002093</id>
	<title>Topic: Duplicate vertex declaration (From kimsama)</title>
	<published>2007-04-15T07:23:09Z</published>
	<updated>2007-04-15T07:23:09Z</updated>
	<author>
		<name>Bruce Mitchener</name>
	</author>
	<content type="html">Dear Nebula SourceForge,
&lt;br&gt;&lt;br&gt;I want you to check out &amp;quot;Duplicate vertex declaration&amp;quot; on The Nebula Device. &amp;nbsp;To view it, please click this link:
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://nebuladevice.cubik.org/forum/index.php?topic=48.0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nebuladevice.cubik.org/forum/index.php?topic=48.0&lt;/a&gt;&lt;br&gt;&lt;br&gt;A comment has also been added regarding this topic:
&lt;br&gt;redirection from the forum
&lt;br&gt;&lt;br&gt;Thanks,
&lt;br&gt;kimsama&lt;br /&gt;-------------------------------------------------------------------------
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<entry>
	<id>tag:www.nabble.com,2006:post-9895372</id>
	<title>bugzilla</title>
	<published>2007-04-08T14:29:05Z</published>
	<updated>2007-04-08T14:29:05Z</updated>
	<author>
		<name>Ghoust</name>
	</author>
	<content type="html">Hi,
&lt;br&gt;&lt;br&gt;To whoever is the maintainer of the nebula bugzilla:
&lt;br&gt;&lt;br&gt;I am not able to create a new password after having it reset by the 
&lt;br&gt;password change request for forgotten passwords.
&lt;br&gt;What am I doing wrong? If I set a new password the tool states all went 
&lt;br&gt;fine, on login I get invalid username/password errors.
&lt;br&gt;&lt;br&gt;nice to have:
&lt;br&gt;The &amp;nbsp;inform for the
&lt;br&gt;password request states enter your login name, whcih is false, you have 
&lt;br&gt;to enter your email, so guess this could be corrected to save a click or 
&lt;br&gt;two ;-)
&lt;br&gt;&lt;br&gt;Can anybody fix the password issue?
&lt;br&gt;&lt;br&gt;thnx
&lt;br&gt;&lt;br&gt;&amp;nbsp; Tom
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<entry>
	<id>tag:www.nabble.com,2006:post-9891341</id>
	<title>New Mangalore Dependency Packages</title>
	<published>2007-04-08T04:43:43Z</published>
	<updated>2007-04-08T04:43:43Z</updated>
	<author>
		<name>Vadim Macagon</name>
	</author>
	<content type="html">Hi,
&lt;br&gt;&lt;br&gt;New dependency packages for Mangalore are now available for download. 
&lt;br&gt;Please read the announcement on &lt;a href=&quot;http://nebuladevice.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nebuladevice.org&lt;/a&gt;&amp;nbsp;for more info, 
&lt;br&gt;and let me know if you run into any problems.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-+ enlight +-
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<entry>
	<id>tag:www.nabble.com,2006:post-9803626</id>
	<title>Fwd: '4CCO' (four character codes) versus Symbols</title>
	<published>2007-04-02T22:40:31Z</published>
	<updated>2007-04-02T22:40:31Z</updated>
	<author>
		<name>Mateu Batle</name>
	</author>
	<content type="html">2007/4/3, Vadim Macagon &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=9803626&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;vadim@...&lt;/a&gt;&amp;gt;:
&lt;br&gt;&lt;br&gt;[snipped]
&lt;br&gt;&lt;br&gt;&amp;gt; That should be &lt;a href=&quot;http://sharedmind.blogspot.com&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sharedmind.blogspot.com&lt;/a&gt;&amp;nbsp;:)
&lt;br&gt;&lt;br&gt;Ooops ! Thanks enlight. I didn't want to share my Ming at all :D
&lt;br&gt;&lt;br&gt;&amp;gt; You mention that the calculation of symbol ids can be done as a
&lt;br&gt;&amp;gt; pre-compile build step or by the Nebula build system, which way did you
&lt;br&gt;&amp;gt; implement it?
&lt;br&gt;&lt;br&gt;We implement it with the Nebula build system as a new generator type,
&lt;br&gt;which should be more portable but it has the annoyance of having to
&lt;br&gt;redo this process when you add or change a symbol in your code
&lt;br&gt;(although we could do easily that the pre-build step calls this
&lt;br&gt;generator before compiling). We alleviate this problem by having to
&lt;br&gt;rerun this only for the release, and doing a more dynamic runtime
&lt;br&gt;symbol register in debug. By the way, I forgot to say we allow
&lt;br&gt;insertion of new symbols in runtime.
&lt;br&gt;&lt;br&gt;&amp;gt; This sounds interesting, but since it's a change to the core we're going
&lt;br&gt;&amp;gt; to have to figure out how to proceed. I'm going to write up some options
&lt;br&gt;&amp;gt; this evening.
&lt;br&gt;&lt;br&gt;Yeah, I know. In my opinion I'd not change the core at all, it is not
&lt;br&gt;worth, less if we think that Nebula 3 is near. I have had just bad
&lt;br&gt;experiences so far by modifying the core, for example the change to
&lt;br&gt;nObject (which IIRC Bruce and Enlight did) and the signal system (done
&lt;br&gt;by Bruce and me). Even that both changes have been very useful and
&lt;br&gt;worth for us. But what I mean is changing apart from Radon Labs is
&lt;br&gt;like signing a death penalty for those features, or worse creating a
&lt;br&gt;branch off the main project.
&lt;br&gt;&lt;br&gt;I like this feature and I was aiming that this or something similar is
&lt;br&gt;considered for Nebula 3 core, which seems to be not so far away (so
&lt;br&gt;maybe it is too late for that). I just wanted to catch the attention
&lt;br&gt;of floh, I did a post in his blog about this. And he did an
&lt;br&gt;interesting reply:
&lt;br&gt;&lt;br&gt;Floh said...:
&lt;br&gt;&lt;br&gt;&amp;quot;Hmm, this seems to be similar to our &amp;quot;Attribute Id's&amp;quot; we have built
&lt;br&gt;for Mangalore and which will be integrated in Nebula3 (and heavily
&lt;br&gt;used). Attribute Id's are unified string/fourcc/C++-symbol
&lt;br&gt;identifiers. When using them in C++ code, you use the C++ symbol (and
&lt;br&gt;get a compile error if the attribute id doesn't exist), but you can
&lt;br&gt;also get the associated string or fourcc code, which is useful for
&lt;br&gt;persistency or communication (since the symbol form is basically a
&lt;br&gt;pointer to a static C++ object which doesn't make sence across
&lt;br&gt;processes). Attribute Id's are also associated with a datatype (like
&lt;br&gt;Int, Float, etc...), and using a mismatching datatype with the
&lt;br&gt;attribute id also results in a compile error. I think one of my next
&lt;br&gt;blog posts will be about attributes ;)&amp;quot;
&lt;br&gt;&lt;br&gt;I've taken a look at this, and I've some comments:
&lt;br&gt;&lt;br&gt;In my opinion, the attribute ids just share some of the functionality
&lt;br&gt;with the symbols, but attribute ids are a much higher level than
&lt;br&gt;symbols. The attribute ids could be implemented on top of the symbol
&lt;br&gt;system. Attribute ids come with extra functionality which limits the
&lt;br&gt;general applicability of symbols. The symbol system just provides one
&lt;br&gt;thing, a constant string, that can be used in many places.
&lt;br&gt;&lt;br&gt;Attribute types can be checked for existence in compile time. This
&lt;br&gt;seems good a priori, and probably it is the proper thing with
&lt;br&gt;attributes. But this means that attribute ids must be declared and
&lt;br&gt;registered explicitly, symbols are aimed to be very simple to use
&lt;br&gt;because we thought that if they're more complicated than necessary
&lt;br&gt;programmers will not use them. That's why the programmer has just to
&lt;br&gt;write NS(symbol) to use a symbol, that's all, and that's why we have
&lt;br&gt;written a build system generator to do all the &amp;quot;register&amp;quot; process
&lt;br&gt;behind the scenes (we wanted a compile-time solution not runtime). And
&lt;br&gt;it would be much simpler if C++ already had symbols meant to be used
&lt;br&gt;by the programmer, many other languages have them. Back to the main
&lt;br&gt;theme, comparing symbols and attributes (just in the symbol
&lt;br&gt;functionality), I think attributes are not that easy to use, you have
&lt;br&gt;to define them, register them, and the fourccs are still really there
&lt;br&gt;so all problems defined before are still there as well.
&lt;br&gt;&lt;br&gt;BTW, I forgot one more example of the applicability of symbols. For
&lt;br&gt;those enums that have to be converted from and back to string (there
&lt;br&gt;are many of those in Nebula). Symbols already provide that
&lt;br&gt;functionality, so these functions are not needed anymore.
&lt;br&gt;&lt;br&gt;cheers
&lt;br&gt;&amp;nbsp; Mateu
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<entry>
	<id>tag:www.nabble.com,2006:post-9800427</id>
	<title>Re: '4CCO' (four character codes) versus Symbols</title>
	<published>2007-04-02T16:39:16Z</published>
	<updated>2007-04-02T16:39:16Z</updated>
	<author>
		<name>Vadim Macagon</name>
	</author>
	<content type="html">Mateu Batle wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi guys,
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I'd like to share some details about an extension we have done to the
&lt;br&gt;&amp;gt; Nebula 2 engine kernel to begin some discussion and getting some
&lt;br&gt;&amp;gt; comments. Basically it is the substitution of four character codes
&lt;br&gt;&amp;gt; (fourcc or 4cc) by symbols. I'll introduce now to the concepts with
&lt;br&gt;&amp;gt; some examples and details about the implementation. BTW, this is a
&lt;br&gt;&amp;gt; copy from a post in my blog, which I've inaugurated recently,
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://sharedming.blogspot.com&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sharedming.blogspot.com&lt;/a&gt;, although there is no much to see there
&lt;br&gt;&amp;gt; yet.
&lt;/div&gt;&lt;br&gt;Hi Mateu,
&lt;br&gt;&lt;br&gt;That should be &lt;a href=&quot;http://sharedmind.blogspot.com&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sharedmind.blogspot.com&lt;/a&gt;&amp;nbsp;:)
&lt;br&gt;&lt;br&gt;You mention that the calculation of symbol ids can be done as a 
&lt;br&gt;pre-compile build step or by the Nebula build system, which way did you 
&lt;br&gt;implement it?
&lt;br&gt;&lt;br&gt;This sounds interesting, but since it's a change to the core we're going 
&lt;br&gt;to have to figure out how to proceed. I'm going to write up some options 
&lt;br&gt;this evening.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-+ enlight +-
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<entry>
	<id>tag:www.nabble.com,2006:post-9796018</id>
	<title>'4CCO' (four character codes) versus Symbols</title>
	<published>2007-04-02T12:13:57Z</published>
	<updated>2007-04-02T12:13:57Z</updated>
	<author>
		<name>Mateu Batle</name>
	</author>
	<content type="html">Hi guys,
&lt;br&gt;&lt;br&gt;I'd like to share some details about an extension we have done to the
&lt;br&gt;Nebula 2 engine kernel to begin some discussion and getting some
&lt;br&gt;comments. Basically it is the substitution of four character codes
&lt;br&gt;(fourcc or 4cc) by symbols. I'll introduce now to the concepts with
&lt;br&gt;some examples and details about the implementation. BTW, this is a
&lt;br&gt;copy from a post in my blog, which I've inaugurated recently,
&lt;br&gt;&lt;a href=&quot;http://sharedming.blogspot.com&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sharedming.blogspot.com&lt;/a&gt;, although there is no much to see there
&lt;br&gt;yet.
&lt;br&gt;&lt;br&gt;A fourcc is basically a very efficient way to represent a string. It
&lt;br&gt;is small in size (just the size of an integer variable), and it is way
&lt;br&gt;faster to compare fourccs than strings. An additional adavantage is
&lt;br&gt;that it can be used as a hash key in order to get fast lookups. Those
&lt;br&gt;where the advantages, but which are the drawbacks ? Just one, it makes
&lt;br&gt;programming more cumbersome. Some examples of fourccs are 'SCPN' for
&lt;br&gt;&amp;quot;SetCompanyName&amp;quot; and 'GCRS' for &amp;quot;GetCurrentState&amp;quot;.
&lt;br&gt;&lt;br&gt;I agree that fourccs are efficient and I'd like to keep that somehow,
&lt;br&gt;but they make the programmer's life more difficult, they force us to
&lt;br&gt;write more code than needed making the resulting code more difficult
&lt;br&gt;to read and maintain. &amp;quot;Less code, better code&amp;quot;. Let's analyze what a
&lt;br&gt;programmer needs to do in order to use fourccs:
&lt;br&gt;&lt;br&gt;* Create a fourcc from a string they represent (and remember them).
&lt;br&gt;* Register somehow the relation of the fourcc and its string.
&lt;br&gt;* Write two versions of the methods, one for accessing by string
&lt;br&gt;(slower) and another accesing by fourcc (faster but harder to use and
&lt;br&gt;read).
&lt;br&gt;&lt;br&gt;&lt;br&gt;There are several examples of these in Nebula 2 code base, like the
&lt;br&gt;command names and the signal names. And there are even more examples
&lt;br&gt;in Nebula 3, like the class names and the attributes.
&lt;br&gt;&lt;br&gt;Let's go to the point. The idea of symbols is basically a constant
&lt;br&gt;string, a string that does not change during the runtime of the
&lt;br&gt;application. Using symbols the programmer just have to rememeber one
&lt;br&gt;string and code one version of the function, that's all, less work and
&lt;br&gt;more important easier to read and therefore to maintain.
&lt;br&gt;&lt;br&gt;Let's see some examples of usage to clarify it:
&lt;br&gt;&lt;br&gt;&lt;br&gt;void IncIntAttribute(nSymbol attributeName)
&lt;br&gt;{
&lt;br&gt;&amp;nbsp; int val = this-&amp;gt;GetIntAttribute(attributeName);
&lt;br&gt;&amp;nbsp; val++;
&lt;br&gt;&amp;nbsp; this-&amp;gt;SetIntAttribute(attributeName, val);
&lt;br&gt;}
&lt;br&gt;&lt;br&gt;obj-&amp;gt;RegisterIntAttribute( NS(LoopCount) );
&lt;br&gt;obj-&amp;gt;SetIntAttribute( NS(LoopCount), 0 );
&lt;br&gt;obj-&amp;gt;IncIntAttribute( NS(LoopCount) );
&lt;br&gt;&lt;br&gt;Note: the macro NS(XXX) is a preprocessor macro that does some magic
&lt;br&gt;to convert the parameter XXX into an actual value (NS is a shortcut
&lt;br&gt;for NEBULASYMBOL). Actually this is the hard part of the system, but
&lt;br&gt;it can be done since symbols are known at compile time.
&lt;br&gt;&lt;br&gt;Implementation details:
&lt;br&gt;&lt;br&gt;* There is a preprocessor macro NS(XXX) which basically maps into a
&lt;br&gt;C++ preprocessor define. These defines are generated automatically in
&lt;br&gt;a process explained later on. For example NS(LoopCount) translates
&lt;br&gt;into the preprocessor define NSYMBOLID_LoopCount (which maps to an
&lt;br&gt;integer).
&lt;br&gt;&lt;br&gt;&lt;br&gt;#define NS(XXX) NSYMBOLID_ ## XXX
&lt;br&gt;&lt;br&gt;* There is a nSymbolId type which is basically a typedef of an int.
&lt;br&gt;This is the same size of a fourcc.
&lt;br&gt;&lt;br&gt;* There is a nSymbol C++ object, which wraps a nSymbolId and provides
&lt;br&gt;some handy functions to do conversions to and from strings and fast
&lt;br&gt;symbol comparison. Passing nSymbol and nSymbolId as function arguments
&lt;br&gt;is as efficient as with fourccs.
&lt;br&gt;&lt;br&gt;* How to calculate the symbol id ? Any way for mapping from string to
&lt;br&gt;an intteger can be used. But one property must be enforced, it has
&lt;br&gt;always to give the same value in any source code in any file. That's
&lt;br&gt;why we use the CRC (Cyclic Redundancy Check) algorithm, which could
&lt;br&gt;provide some collisions in theory (two different symbols given the
&lt;br&gt;same id), but it has never happenned in practice. In the case of this
&lt;br&gt;situation happens, we detect it and warn the programmer.
&lt;br&gt;&lt;br&gt;* When to calculate the symbol id ? It can be done in several ways,
&lt;br&gt;but basically it has to be done between the time after writing the
&lt;br&gt;source code and before compiling. It could be a pre-compile build
&lt;br&gt;step, or part of the build system of Nebula. This process basically
&lt;br&gt;generates an include file common for the whole target which has all
&lt;br&gt;the symbols included in the target, for example:
&lt;br&gt;&lt;br&gt;#define NSYMBOLID_CLASS 2819245958
&lt;br&gt;&lt;br&gt;#define NSYMBOLID_nroot 4018013252
&lt;br&gt;&lt;br&gt;* Additionally, we have a symbol table, which basically maps from
&lt;br&gt;nSymbolId to a C string. So when the string has to be recovered from
&lt;br&gt;the symbol there is a small penalty, although this operation is not
&lt;br&gt;done normally (and in some systems it is just kept as a debug
&lt;br&gt;feature). There is also an autogenereated C++ file (generated in the
&lt;br&gt;same build process) which does the automatic registration of the
&lt;br&gt;symbol ids and symbol strings.
&lt;br&gt;&lt;br&gt;cheers
&lt;br&gt;&amp;nbsp; Mateu
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<entry>
	<id>tag:www.nabble.com,2006:post-9788375</id>
	<title>Re: Starting the community (Ghoust)</title>
	<published>2007-04-02T04:47:37Z</published>
	<updated>2007-04-02T04:47:37Z</updated>
	<author>
		<name>eric werner</name>
	</author>
	<content type="html">Oooopps! :/
&lt;br&gt;&lt;br&gt;Hehe.. Pardon me Franklin! :]
&lt;br&gt;I really didn't mean to pss someone off.
&lt;br&gt;I just thought its a common service people usually use for mailinglists
&lt;br&gt;&lt;br&gt;Some slight colors would help I think. Its quite flat now. And maybe the
&lt;br&gt;replies could be collapsed like in gmail. Know what I mean?
&lt;br&gt;&lt;br&gt;Actually. When you look at nabble - its not that far away from a forum at
&lt;br&gt;all.
&lt;br&gt;Why isn't the nabble-mailinglist-forum not implemented on nebuladevice.org
&lt;br&gt;yet?!?!
&lt;br&gt;&lt;br&gt;eRiC
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-----Ursprüngliche Nachricht-----
&lt;br&gt;Von: &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=9788375&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;nebuladevice-discuss-bounces@...&lt;/a&gt;
&lt;br&gt;[mailto:&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=9788375&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;nebuladevice-discuss-bounces@...&lt;/a&gt;] Im Auftrag von
&lt;br&gt;fschmidt
&lt;br&gt;Gesendet: Samstag, 24. März 2007 04:07
&lt;br&gt;An: &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=9788375&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;nebuladevice-discuss@...&lt;/a&gt;
&lt;br&gt;Betreff: Re: [Nebula-Discuss] Starting the community (Ghoust)
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;eric werner wrote:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; (I know nabble does that too with the
&lt;br&gt;&amp;gt; mailinglist. But nabble just looks messy. It perfectly fits to almost all
&lt;br&gt;&amp;gt; points Tom said.)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&lt;br&gt;I'm sorry that Nabble looks messy. &amp;nbsp;We are just a few programmers trying to
&lt;br&gt;provide a useful service. &amp;nbsp;If you tell me how Nabble could look better, we
&lt;br&gt;will improve it.
&lt;br&gt;&lt;br&gt;Franklin Schmidt
&lt;br&gt;Nabble.com
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;View this message in context:
&lt;br&gt;&lt;a href=&quot;http://www.nabble.com/Starting-the-community-%28Ghoust%29-tf3446567.html#a96&quot; target=&quot;_top&quot;&gt;http://www.nabble.com/Starting-the-community-%28Ghoust%29-tf3446567.html#a96&lt;/a&gt;&lt;br&gt;46592
&lt;br&gt;Sent from the nebuladevice-discuss mailing list archive at Nabble.com.
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<entry>
	<id>tag:www.nabble.com,2006:post-9700587</id>
	<title>Re: Nebula3 Sneak Preview</title>
	<published>2007-03-27T14:38:14Z</published>
	<updated>2007-03-27T14:38:14Z</updated>
	<author>
		<name>ian-10</name>
	</author>
	<content type="html">&lt;BR&gt;
Yup, still interesting none-the-less. Goes a bit hand in hand with what Floh is talking about in his blog as well. &lt;BR&gt;
 &lt;BR&gt;
&lt;BR&gt;
&lt;span style=&quot;font-weight: bold;&quot;&gt;On Tue Mar 27 16:27 , Ghoust &lt;ghoust@gmx.de&gt; sent:&lt;BR&gt;
&lt;BR&gt;
&lt;/ghoust@gmx.de&gt;&lt;/span&gt;&lt;blockquote style=&quot;border-left: 2px solid rgb(245, 245, 245); margin-left: 5px; margin-right: 0px; padding-left: 5px; padding-right: 0px;&quot;&gt;Before users start rushing :-) It's only the foundation layer, without &lt;BR&gt;

any gfx stuff, just the basic system, more interesting for coders than &lt;BR&gt;

users/artists..&lt;BR&gt;

&lt;BR&gt;

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<entry>
	<id>tag:www.nabble.com,2006:post-9700414</id>
	<title>Re: Nebula3 Sneak Preview</title>
	<published>2007-03-27T14:27:46Z</published>
	<updated>2007-03-27T14:27:46Z</updated>
	<author>
		<name>Ghoust</name>
	</author>
	<content type="html">Before users start rushing :-) It's only the foundation layer, without 
&lt;br&gt;any gfx stuff, just the basic system, more interesting for coders than 
&lt;br&gt;users/artists..
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<entry>
	<id>tag:www.nabble.com,2006:post-9698481</id>
	<title>Nebula3 Sneak Preview</title>
	<published>2007-03-27T12:36:22Z</published>
	<updated>2007-03-27T12:36:22Z</updated>
	<author>
		<name>Seika van Olstroem</name>
	</author>
	<content type="html">Hi!
&lt;br&gt;&lt;br&gt;Floh recently posted a new blog entry, which might be interesting:
&lt;br&gt;&lt;a href=&quot;http://flohofwoe.blogspot.com/2007/03/first-nebula3-snapshot-for-download.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://flohofwoe.blogspot.com/2007/03/first-nebula3-snapshot-for-download.html&lt;/a&gt;&lt;br&gt;&lt;br&gt;Regards,
&lt;br&gt;Seika
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<entry>
	<id>tag:www.nabble.com,2006:post-9688626</id>
	<title>Port on Mobile Platform</title>
	<published>2007-03-27T02:53:27Z</published>
	<updated>2007-03-27T02:53:27Z</updated>
	<author>
		<name>Kim, Hyoun Woo</name>
	</author>
	<content type="html">Hello,
&lt;br&gt;&lt;br&gt;Is there anyone who ported N2 to mobile platform or other embedded system?
&lt;br&gt;&lt;br&gt;I know RL already downsized N2 and ported it to Nintendo DS and also know 
&lt;br&gt;there is a Netherland company who used N2 for their PSP project.
&lt;br&gt;&lt;br&gt;Except above mentioned, any other cases?
&lt;br&gt;&lt;br&gt;&lt;br&gt;Best regards,
&lt;br&gt;&lt;br&gt;&lt;br&gt;Kim Hyoun Woo
&lt;br&gt;&lt;br&gt;_________________________________________________________________
&lt;br&gt;오늘 무슨 일이 생길까 궁금하시죠? MSN 운세에서 확인하세요. 
&lt;br&gt;&lt;a href=&quot;http://fortune.msn.co.kr/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://fortune.msn.co.kr/&lt;/a&gt;&amp;nbsp;
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<entry>
	<id>tag:www.nabble.com,2006:post-9657258</id>
	<title>The Nebula Device and Mangalore Forums now online!</title>
	<published>2007-03-24T22:30:29Z</published>
	<updated>2007-03-24T22:30:29Z</updated>
	<author>
		<name>Vadim Macagon</name>
	</author>
	<content type="html">Hi,
&lt;br&gt;&lt;br&gt;The forum is finally good to go, you can find it here:
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://nebuladevice.org/forum&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nebuladevice.org/forum&lt;/a&gt;&lt;br&gt;&lt;br&gt;And there is now a link to it on the main site.
&lt;br&gt;&lt;br&gt;I've applied a little bit of Nebula style to one of the default themes, 
&lt;br&gt;which doesn't look too bad I think. So the only thing that still needs 
&lt;br&gt;to be done is to replace those blue gradients with Nebula greens. Eric, 
&lt;br&gt;get on it :)
&lt;br&gt;&lt;br&gt;&lt;br&gt;-+ enlight +-
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<entry>
	<id>tag:www.nabble.com,2006:post-9654974</id>
	<title>Re: Terrain renderers status</title>
	<published>2007-03-24T16:14:58Z</published>
	<updated>2007-03-24T16:14:58Z</updated>
	<author>
		<name>je.a.le</name>
	</author>
	<content type="html">Jack Popovciuc a écrit :
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi all,
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; There are:
&lt;br&gt;&amp;gt; nCTerrain2 - which looks like was used by RadonLabs in their SDK,
&lt;br&gt;&amp;gt; nCLODTerrain - another implementation of CLOD terrain?
&lt;br&gt;&amp;gt; nMap - ?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; It looks like all of them are unmaintained for a some time
&lt;br&gt;&amp;gt; None of them compiled for me from the start (I use Visual Studio 2005).
&lt;br&gt;&amp;gt; After I spent some time on configuration, then a couple of days of
&lt;br&gt;&amp;gt; debugging and resource files manipulations, I managed to run them.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; However, only nMap displays something and does not crush.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; nCLODTerrain demo shows wheels, which fall on something invisible
&lt;br&gt;&amp;gt; (should &amp;nbsp;be terrain, I suppose), but it is not rendered. And after some
&lt;br&gt;&amp;gt; time crashes with DX E_OUTOFMEMORY error on creating empty small-size
&lt;br&gt;&amp;gt; texture (D3D9Texture-&amp;gt;CreateEmpty()). The program itself consumes less
&lt;br&gt;&amp;gt; than 10Mb of RAM at that moment...
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; ncTerrain2 had a bug with not initializing terrainScale (it was a random
&lt;br&gt;&amp;gt; huge number), then a probably bug with incorrect logic on asserting
&lt;br&gt;&amp;gt; empty mesh state (it supposed to be Valid after creating an empty mesh).
&lt;br&gt;&amp;gt; After a couple of days of struggling I managed to run it finaly, and a
&lt;br&gt;&amp;gt; couple of times it even displayed smth. like untextured terrain. Then I
&lt;br&gt;&amp;gt; started to play with size/scale, and now I am constantly receive
&lt;br&gt;&amp;gt; E_OUTOFMEMORY from nChunkLODMesh::CreateVertexBuffer() (which is
&lt;br&gt;&amp;gt; nD3D9Mesh::CreateVertexBuffer()), or from CreateEmptyTexture(), although
&lt;br&gt;&amp;gt; program consumes less than 10Mb of memory, and &amp;nbsp;buffers &amp;nbsp;supposed to be
&lt;br&gt;&amp;gt; created &amp;nbsp;are &amp;nbsp;of &amp;nbsp;reasonable size. Not sure if it is significant, but
&lt;br&gt;&amp;gt; all the calls in these failing cases are made by ResourseServer from a
&lt;br&gt;&amp;gt; separate thread.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; If someone can explain current status of these project, or give a clue
&lt;br&gt;&amp;gt; on why this error appears, please do not hesitate to do that! Any
&lt;br&gt;&amp;gt; information will be appreciated.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Jack.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;/div&gt;&lt;br&gt;I've taken a look at nclod and nct some weeks ago. I merged both into nebula
&lt;br&gt;tree, &amp;nbsp;got some results - meaning rendering on screen - , made mangalore viewers
&lt;br&gt;but nothing that can actually be used into a project. Mostly huge issues with
&lt;br&gt;shaders. Since I want opengl/glsl, I moved to this &amp;quot;problem&amp;quot; first...
&lt;br&gt;&lt;br&gt;in ncterrain2 I noticed some crash without been able to solve the problem. It
&lt;br&gt;seem it has something to do with the lod/mesh selection. well, let's say I gave
&lt;br&gt;up....
&lt;br&gt;&lt;br&gt;fist you need to compile terrain data/map that not actually into nebula.
&lt;br&gt;nclodterrain &amp;nbsp;need its splatterrain shader too, which doesn't work very well
&lt;br&gt;either, so in two world : Have fun !!!!
&lt;br&gt;&lt;br&gt;I can post my (crappy) code somewhere if this might help...
&lt;br&gt;&lt;br&gt;I where thinking about use this code as background resources and write a new
&lt;br&gt;terrain from scratch...
&lt;br&gt;&lt;br&gt;BTW : this is why we need a forum : I already reported some of those bugs you
&lt;br&gt;spend/wast time on too...
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;A+
&lt;br&gt;&lt;br&gt;&amp;gt; 
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-9654631</id>
	<title>Re: Terrain renderers status</title>
	<published>2007-03-24T15:31:40Z</published>
	<updated>2007-03-24T15:31:40Z</updated>
	<author>
		<name>Jack Popovciuc</name>
	</author>
	<content type="html">Small update on nCTerrain2 :&amp;nbsp; it really looks like it has issues with multithreading. Setting nChunkLodNode and nTextureQuadTree NOT to use asyncronous load&amp;nbsp; prevents application from crashes, and renders terrain smoothly (without texture at this moment, however I suppose that will be resolved by working on shaders/configs).
&lt;br&gt;By the way, I have REAL multithreading (dual-core Intel Core 2 Duo CPU), may be that has smth. to do with the problem.&amp;nbsp;  &lt;br&gt;&lt;br&gt;Once again, any information on this topic will be highly appreciated. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;span class=&quot;gmail_quote&quot;&gt;
2007/3/24, Jack Popovciuc &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=9654631&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;chook81@...&lt;/a&gt;&amp;gt;:&lt;/span&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
Hi all,&lt;br&gt;&lt;br&gt;There are:&lt;br&gt;nCTerrain2 - which looks like was used by RadonLabs in their SDK, &lt;br&gt;nCLODTerrain - another implementation of CLOD terrain?&lt;br&gt;nMap - ? &lt;br&gt;&lt;br&gt;It looks like all of them are unmaintained for a some time
&lt;br&gt;None of them compiled for me from the start (I use Visual Studio 2005). After I spent some time on configuration, then a couple of days of debugging and resource files manipulations, I managed to run them. &lt;br&gt;&lt;br&gt;However, only nMap displays something and does not crush. 
&lt;br&gt;&lt;br&gt;nCLODTerrain demo shows wheels, which fall on something invisible (should&amp;nbsp; be terrain, I suppose), but it is not rendered. And after some time crashes with DX E_OUTOFMEMORY error on creating empty small-size texture (D3D9Texture-&amp;gt;CreateEmpty()). The program itself consumes less than 10Mb of RAM at that moment...
&lt;br&gt;&lt;br&gt;ncTerrain2 had a bug with not initializing terrainScale (it was a random huge number), then a probably bug with incorrect logic on asserting empty mesh state (it supposed to be Valid after creating an empty mesh). After a couple of days of struggling I managed to run it finaly, and a couple of times it even displayed smth. like untextured terrain. Then I started to play with size/scale, and now I am constantly receive E_OUTOFMEMORY from nChunkLODMesh::CreateVertexBuffer() (which is nD3D9Mesh::CreateVertexBuffer()), or from CreateEmptyTexture(), although program consumes less than 10Mb of memory, and&amp;nbsp; buffers&amp;nbsp; supposed to be created&amp;nbsp; are&amp;nbsp; of&amp;nbsp; reasonable size. Not sure if it is significant, but all the calls in these failing cases are made by ResourseServer from a separate thread.
&lt;br&gt;&lt;br&gt;If someone can explain current status of these project, or give a clue on why this error appears, please do not hesitate to do that! Any information will be appreciated.&lt;br&gt;&lt;span class=&quot;sg&quot;&gt;&lt;br&gt;Jack.&lt;br&gt;&lt;br&gt;&lt;br&gt;
&lt;/span&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-9648463</id>
	<title>Terrain renderers status</title>
	<published>2007-03-24T04:04:45Z</published>
	<updated>2007-03-24T04:04:45Z</updated>
	<author>
		<name>Jack Popovciuc</name>
	</author>
	<content type="html">Hi all,&lt;br&gt;&lt;br&gt;There are:&lt;br&gt;nCTerrain2 - which looks like was used by RadonLabs in their SDK, &lt;br&gt;nCLODTerrain - another implementation of CLOD terrain?&lt;br&gt;nMap - ? &lt;br&gt;&lt;br&gt;It looks like all of them are unmaintained for a some time
&lt;br&gt;None of them compiled for me from the start (I use Visual Studio 2005). After I spent some time on configuration, then a couple of days of debugging and resource files manipulations, I managed to run them. &lt;br&gt;&lt;br&gt;However, only nMap displays something and does not crush. 
&lt;br&gt;&lt;br&gt;nCLODTerrain demo shows wheels, which fall on something invisible (should&amp;nbsp; be terrain, I suppose), but it is not rendered. And after some time crashes with DX E_OUTOFMEMORY error on creating empty small-size texture (D3D9Texture-&amp;gt;CreateEmpty()). The program itself consumes less than 10Mb of RAM at that moment...
&lt;br&gt;&lt;br&gt;ncTerrain2 had a bug with not initializing terrainScale (it was a random huge number), then a probably bug with incorrect logic on asserting empty mesh state (it supposed to be Valid after creating an empty mesh). After a couple of days of struggling I managed to run it finaly, and a couple of times it even displayed smth. like untextured terrain. Then I started to play with size/scale, and now I am constantly receive E_OUTOFMEMORY from nChunkLODMesh::CreateVertexBuffer() (which is nD3D9Mesh::CreateVertexBuffer()), or from CreateEmptyTexture(), although program consumes less than 10Mb of memory, and&amp;nbsp; buffers&amp;nbsp; supposed to be created&amp;nbsp; are&amp;nbsp; of&amp;nbsp; reasonable size. Not sure if it is significant, bu