Zip vs TAR ...
If I'm not mistaken ... *.ZIP is not supported by the plugin-installer on the Wings3D menus ? Or were my eyes failing me again. Please advise.
Well, I was assuming that you could unzip it and copy the files manually to the right place - something like "c:\program files\wings3d_1.4.1.36.g53af2\lib\wings-1.4.1.36.g53af2\plugins\primitives" under Windows.
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Ok, I just upload a .tar file.
Also, I was thinking you were interested to play with the source code.
I will want to play with the source files, so thanks for sharing them.
But ... since you were including language files (three) and one beam file. I figured maybe you should consider the .tar or .gz format. I know it might "scare" some Windows people. LOL. But it is loved by the installer.
I wonder if we can make the plugin installer love zip files too ?
(11-20-2012, 02:55 PM)ggaliens Wrote: [ -> ]I wonder if we can make the plugin installer love zip files too ?
I think it's possible to be implemented:
Erlang -- Zip
(anyway, I didn't check the source code where tar file is managed).
Micheus and gg, both you guys know how to use git.
Just create a remote and fetch the branch you want to test
I sometimes also help dev for a project called
mypaint, and their users pull git branches for testing without having any coding skills! Of course wings is a tad bit more complicated to build. But once the dev/git environment is setup, it's dead easy to try the latest version of wings any dev is producing.
(11-20-2012, 03:11 PM)optigon Wrote: [ -> ]Micheus and gg, both you guys know how to use git.
Just create a remote and fetch the branch you want to test
Definitively I think I'm not knowing how to express myself.
The plugin sources are already on github and about the possibility of use zip files - if I decide to implement it - of course I'll submit it to github too.
We are flooding the thread. If there is an "Close Thread" button there, plese use it.
Thread Closed.
----
Thread reopened at Micheus' request.
Updated: It was added dialog preview support for latest snapshot.
Before you (
ggaliens) ask me: yes! I'm using a very small
#we (cube) - as you suggested in post
#2 (and I already tried before) - and using
pst field for carry all data I need to draw it (It's all in memory).
It's really fast than creating a full #we for each update (left using full
#we and right using
pst+draw OpenGL):
http://www.youtube.com/watch?v=h9BAIxhHC4A
It was used images with this dimensions: 512x512 and 2362x2362 (that is not relevant since they were converted to 384x384)
The code on the github:
mv/heightmap_surface_preview
[edit]
edited the resolution note below of the video.
I think after preview ...
You still want to do all the polygon creation in the DRAW routine ... always keeping just that place-holder #we{ } .
I should just try it before I comment.
I did notice that you only went maybe 333 x 333 ?
It looks good Micheus. I am excited to try it.
(01-15-2013, 10:07 PM)ggaliens Wrote: [ -> ]I think after preview ...
I know what you are talking about. I just need learn how to use "save" option for get_data. I also need to improve a little the code. I'll do an update soon.
Yeah, try it.