Skip to main content

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [List Home]
Re: [gef3d-dev] GEF3D todo list 2010-01


On Jan 20, 2010, at 2:34 AM, Jens v. P. wrote:

On 15.01.2010, at 21:08, Miles Parker wrote:

This all sounds really great guys! Subjectivly it does seem faster, but it's sort of hard to say for sure. 

The improved performance only effects 2.5D visualizations. So I'd assume there is no effect in your visualization. 

LOL, so much for subjective assessment..

One thought for features I had is that it would be nice to have some kind of default selection visualization. I need to put something in like that, but if there were some reasonable way to do say a "halo" effect, that would be cool..

What do you mean by that? We have a selection visualization adapting the 2D handles, however we have to provide a selection for 3D elements. Do you mean that or something different?

Yes -- basically I'd just like to be able to make it clear that a whole figure is selected. But I realize that this wouldn't be trivial because in my case at least figures can be assembled from multiple shapes. I'm not thinking handles here, i.e. manipulating and moving objects, but in terms of highlighting (and eventually "lassoing") a particular selected model object(s) / edit part so that you can see say a group of objects that have been selected through a selection provider.



On Jan 15, 2010, at 3:30 AM, Jens v. P. wrote:

3) create build system, prepare releases (Jens)
Setup build system based on Athena, Buckminster, and/or Hudson to enable releases and nightly builds.

Say, why don't I just try to get you guys setup on this. I already have it working for AMP so it really would be simply a matter of carving that stuff out, making sure that you guys have a buildable feature and getting a separate job setup for athena. No point in both of us going through that learning curve. Once it is up and running it should be reasonably clear what' going on with it. I couldn't do any of the heavy lifting, website maintenance etc.. but I could get the build up and rolling. Let me know -- I'd have to have committer and web rights. :)

That would be great. Of course, I have to understand the build system, too, because I want to be able to make modifications myself when necessary. Since JOGL is not approved yet, I hesitate to create a release or nightly build as it isn't possible to simply install GEF3D out of the box yet. Did you solved that problem in your project?

It's much easier to understand once you've got a working version, but yes you'll need to understand it, because definitely something will go wrong at some point. :) Though really, it's surprisingly straightforward.

I don't really think you have a problem doing a nightly, interim or milestone build at all -- lot's of projects have external dependencies -- just look at subversive. OK, horrible example.. ;) But actually they finally wen to using the Mylyn connector discovery API that IIRC will be packaged up as part of p2 in the foreseeable future and that's a lot better now. But for a single dependency from a site like LWJGL that actually works and is stable and that you don't have to dig through three different webpages to find.. :) Anyway, just list the update site dependency on your webpage, i.e.:


It's fine to include the third party dependencies in the build itself. Though right now I'm cheating a bit (not in the IP sense!) because I'm grabbing the zipped lwjgl plugin sites off of my own site. There is a better way to do that but I haven't taken the time to figure it out as the current approach works for now.

But I really do think it would help project use enormously to have an update site and build zips available. It makes integration much easier.

cheers,

Miles

Back to the top