[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Texture mapping




On 05-Nov-99 Steve Baker wrote:
> Erik wrote:

(a bunch of BS...)
(snip)

> 
> I started work on a 3D modeller (it's called "Pretty Poly Editor" - PPE for
> short - it's Logo is Tux painted to look like a parrot).  I spent maybe
> a couple of months of evenings on it and could see that I probably had
> another 3 months to get to something that could remotely be called usable,
> 6 months to get it releasable and a year to get done...I didn't want to
> commit to that amount of time because a 3D modeller is a means to an end
> (writing a 3D game) - and there is no way that it could save me a year
> of modelling time...compared to (say) paying up the $40 to get AC3D.
> 
> AC3D really isn't all that good - but it would be a wonderful starting
> point for making something really good.  Unfortunately, it's author doesn't
> want to 'free' the sources because the gradual trickle of $40 cheques is
> actually earning him some serious amounts of money.
> 

mmm, promoting substandard software? I can only think of two catagories where
substandard software is tolerated on linux. 3d modellers and web browsers. And
there's a lot of noise on the web browser issue (I'd say it's more critical.
Games&gfx are nice, but the web is a necessity.)

(snip)

> 
> I have access to a LOT of experienced (UNIX) modeller guru's at work.
> I once lead a team to write a UNIX-based modeller from scratch about 10
> years ago (It was not freeware unfortunately)...and I think my math and
> 3D skills are up to the task.
> 
> I'd certainly contribute to a project that had enough serious people on it
> to solve the problem for real.
> 

the problem isn't a lack of skilled people willing to contribute, it's a lack
of people qualified, capable, and eager to LEAD :)

>> Getting away without modeller gurus directly active in such a project MAY be
>> possable by having some modeller enthusiests, evaluating current mainstream
>> modellers, and interviewing the gurus of the feild, which may alleviate the
>> concurrent windows port... *shrug* but now I'm on wild speculation :)
> 
> Pretty Poly Editor was portable.  If you write it in OpenGL (what else would
> you use?!) and use some kind of portable GUI/widget library (like my PUI or
> GLUI or something) - then portability should be trivial to do.  Much easier
> than writing a portable game or something like that.
>  

this would probably be an excellent application of plib

(snip)

        -Erik <br0ke@math.smsu.edu> [http://math.smsu.edu/~br0ke]

The opinions expressed by me are not necessarily opinions. In all
probability, they are random rambling, and to be ignored. Failure to ignore
may result in severe boredom or confusion. Shake well before opening. Keep
Refrigerated.