thanks very much for your reply,
I realy don't know how, but with your help I compile Gem 0.87. thanks...
I think I have to check CVS version now...
For the question of animation, I don't think model animation is a solution, at least for me. I would prefer things like 3D splines or other kind of complex primitives, wich should not be so hard to compute (code should be very similar to prim_tri, with more stuf between Gl_begin and gl_end)
well, I hope I'll have time for surch developement...
Cyrille
Daniel Heckenberg wrote:
Hi Cyrille, all,
Compiling Gem for Windows is pretty similar to compiling any library for Windows... you usually have to chase down all the dependencies, install them, update the project to reflect the dependency paths and then compile. A bit of a pain but par for the course.
For GEM, many of the requisite libraries can be found in the ZIP of GemLibs available at IEM. If you want to use the more recent font support, you'll have to install that separately. There is often a small lag in updating the project after CVS changes too of course... but it's usually just a matter of adding the relevant files to the project.
There are two Windows projects in GEM CVS - a Visual Studio .NET solution and a Visual Studio 6 workspace. The VS.NET is kept reasonably up-to-date. The VS 6 workspace is out of date but still a good start if you're compiling in that environment.
It is certainly possible to write external libraries for GEM but you probably still need to compile GEM itself in order to build an export library that matches the GEM DLL you're using. I have a bunch of very messy GEM externals that I keep separate from GEM itself because they're buggy, peculiar and probably never should have been written ;-)
If you haven't compiled any externals for PD itself before, you should probably start there and more on to GEM once you have that working. The source and requisite headers and export library are available with the usual distro of PD. There are a number of sample workspaces around to build PD externals in Visual Studio.
To answer your final question... model animation is not really supported in Gem as it is. This is obviously a significant deficiency but the world of 3d file formats and animation systems being what it is... it's a hard thing to implement well and/or cleanly. If you have the time to work on this for Gem that would be wonderful.
One possible workaround would be break your model into static parts that move relative to each other. Then you can load each one and animate their relative arrangements using Gem. This might work okay for something like a simple skeleton but not for anything really complicated. If you're doing more procedural animation, perhaps you might consider making a particle system generator that corresponds to the sort of animation or generative algorithm that you're employing.
Hope some of this helps, Daniel
----- Original Message ----- From: "Cyrille Henry" cyrille.henry@la-kitchen.fr To: "guenter geiger" geiger@xdv.org Cc: gem-dev@iem.kug.ac.at Sent: Wednesday, September 17, 2003 8:47 PM Subject: Re: [GEM-dev] compilling Gem with visual C++
You might consider using a model file in order to build complex objects.
well, I make moving shape. So I use to compute position off all point of my surface for each frame. prim_tri are used for the creation of the surface. the point are always moving, so the surface is changing. so, I don't think a model can do surch things(?).
Compiling gem on Windows is hard (I gave up after trying for three hours ... ).
not a very good news...
It is possible to compile gem externals though, ..
ok, does anybody have done surch thing?
thanks Cyrille
Guenter
On Wed, 17 Sep 2003, Cyrille Henry wrote:
Hello,
I really love Gem, but I think I miss some object. my last patch use 3000 prim_tri for drowing a moving shape, but it kill my computer CPU. programing complex goes objects can be a good way to improve efficientcy of my patch.
So I would like to make some object for gem, but I have somes problems for compilation.
I would like to know if there is some kind of m_pd.h that I can use to make gem compatible object? or should I add my object to gem source and compille the whole lib?
I didn't succed to compille Gem with visual C++ on win 2K. does a documentation exist how to compile Gem?
thank's
sorry for my poor english,
Cyrille
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