Revision: 7136
          http://playerstage.svn.sourceforge.net/playerstage/?rev=7136&view=rev
Author:   natepak
Date:     2008-11-12 21:01:10 +0000 (Wed, 12 Nov 2008)

Log Message:
-----------
Added an ogre-1.4.9 branch

Added Paths:
-----------
    code/gazebo/branches/ogre-1.4.9/
    code/gazebo/branches/ogre-1.4.9/TODO

Removed Paths:
-------------
    code/gazebo/branches/ogre-1.4.9/TODO


Property changes on: code/gazebo/branches/ogre-1.4.9
___________________________________________________________________
Added: svn:ignore
   + *.os
config.log
.sconsign.dblite
*.so
*.a
.sconf_temp
Ogre.log
CEGUI.log
gazebo
Doxyfile
gazeborc
libgazeboServer.pc
.settings
.cproject
.project
.scons

Added: svn:mergeinfo
   + 

Deleted: code/gazebo/branches/ogre-1.4.9/TODO
===================================================================
--- code/gazebo/trunk/TODO      2008-11-12 20:46:33 UTC (rev 7134)
+++ code/gazebo/branches/ogre-1.4.9/TODO        2008-11-12 21:01:10 UTC (rev 
7136)
@@ -1,124 +0,0 @@
-Open:
-- Make headless
-- Mouse picking
-  -Implement in CameraSensor class.
-- Shadows draw on multiple surfaces(seem to pass through walls).
-- Removing the sky results in a black screen
-- Apply Linear and Angular Damping, see OGREODE sources.
-- A static geom which is offset does not actually move the geom, so collision
-  detection does not work
-- Force sensors
-- Why order on hinge and hinge2 joints matters? Should we avoid this?
-- Add spring force between bodies of a model to keep the together. See ODE 
example test_joints.cpp
-- Python scripts to models, allow dynamic (movable) meshes
-- Slider has to be the first in the XML file, when loading a bunch of joints 
in a model.
-- Add note in Controller tutorial about the Controller Factory
-- Overlays in Gazebo with Mac doesn't work
-- Implement Speech interface
-- Add in user adjustment of simple solids texture units
-- Fix sicklms200 PutFiducialData. Breaks when using large angles
-- Paging heightmaps. 
-  - Positioning the current heightmap is a big hack
-
-- Intelligent positioning of nested models
-- BSP worlds
-
-- Apply patches for OSX from Nathan Michael. Add a OSX howto to the docs.
-- Pioneer2DX
-
-- Create libraries so that it's easy to include the core of gazebo without 
linking in Ogre, fltk, etc, etc. 
-
-- Write a tutorial for creating new meshes
-- Install for OSX
-
-- Graphics3d interface
-- Improve build system. Put all the platform checks in on place. 
-
-- BSP loader
-
-- Replace our Time class with boost
-
-- GPS 
-- WiFi
-
-- Multilevel map extruder
-
--run gprof, and valgrind
-
-- Hand of god
-  - Select models and get info
-  - Move models
-- Better fonts
-- reorganize the Media
-- Better camera movement. Translate is too slow over long distances
-
--Fog
-- Anti Aliasing
-- Threading. Make use of dual-core machines.
-- Implement triggers with callbacks.
-
-- Better lights
-  - GLSL per pixel lighting. Make this user selectable.
-
-- Pick a formatting standard for XML file
-- Dynamic textures
-- Scripting interface for models and sensors
-- Google Earth API interface
-- Check laser sampling rate
-- Standardize internal API
-- Data Logger
-- The bodies set their scenenode based on a global pose. They should set their 
scenenodes based a pose relative to the model. The model currently doesn't move 
it's scene node, so it's always at (0,0,0). Basically should make all Body Pose 
stuff relative to the parent.
--Allow person to display and change XML parameters through the GUI.
--Look into COLLADA, OPAL
--Merge PAL patch 
http://sourceforge.net/tracker/index.php?func=detail&aid=1881646&group_id=42445&atid=433166
--Add "Angle" class, will handle ROTD and DTOR.
--Templatize Vector, Quaternion, Pose
-- Replace all return int, with throws
-
-
-Completed:
-- Laser and Camera Interfaces
-- Pose3d Interface. Thanks Toby
-- Lights, and global ambient
-- Enable/disable sky box, and set material
-- New Coordinate system
-- Pause and step simulation
-- Set the screen size
-- Toggle HUD display using tab
-- Help overlay
-- Show simTime, realTime, pauseTime
-- XML include
-- Check for player.
-- Trimesh 
-- Move Sensors out of Body
-- Laser retro and fiducial detection
-- Truth
-- Factory
-- Fix Player include so that libgazebo doesn't link in player
-- FLTK interface
-- Write install instructions
-- Write keyboard mappings
-- Write a tutorial for creating custom models
-- Write a tutorial for creating new controllers
-- Write a tutorial for creating new sensors
-- Write a tutorial for using player
-- Heightmaps
-- Handle GUI resizing
-
-
-- Implement SimulationProxy. Removed truth controller
-- Return the sim time from Gazebo in the simulation proxy
-- Add mass property
-- When nesting a camera in a pioneer model it cause the pioneer to flip over.
-- Libagazebo/Player INterfaces crash when a client and playerv connects, and 
then one of them disconnects
-- Implement Act array
-- look into using FL::RUN. Using threads now
-- Add in Pioneer blender models
-- Add check for libxml2
-- Add uninstall (scons -c automatically handles this!)
--- Find something shorter for:
-   std::ostringstreaom stream;
-   stream << "This is an error message of type[" << type << "]\n";
-   gzthrow(stream.str());
-
- Use the Contact information in the Collision Callback. See CVS version of 
Gazebo.

Copied: code/gazebo/branches/ogre-1.4.9/TODO (from rev 7135, 
code/gazebo/trunk/TODO)
===================================================================
--- code/gazebo/branches/ogre-1.4.9/TODO                                (rev 0)
+++ code/gazebo/branches/ogre-1.4.9/TODO        2008-11-12 21:01:10 UTC (rev 
7136)
@@ -0,0 +1,125 @@
+Open:
+- Make headless
+- Mouse picking
+  -Implement in CameraSensor class.
+- FSAA: See OgreCreator::CreateWindow
+- Shadows draw on multiple surfaces(seem to pass through walls).
+- Removing the sky results in a black screen
+- Apply Linear and Angular Damping, see OGREODE sources.
+- A static geom which is offset does not actually move the geom, so collision
+  detection does not work
+- Force sensors
+- Why order on hinge and hinge2 joints matters? Should we avoid this?
+- Add spring force between bodies of a model to keep the together. See ODE 
example test_joints.cpp
+- Python scripts to models, allow dynamic (movable) meshes
+- Slider has to be the first in the XML file, when loading a bunch of joints 
in a model.
+- Add note in Controller tutorial about the Controller Factory
+- Overlays in Gazebo with Mac doesn't work
+- Implement Speech interface
+- Add in user adjustment of simple solids texture units
+- Fix sicklms200 PutFiducialData. Breaks when using large angles
+- Paging heightmaps. 
+  - Positioning the current heightmap is a big hack
+
+- Intelligent positioning of nested models
+- BSP worlds
+
+- Apply patches for OSX from Nathan Michael. Add a OSX howto to the docs.
+- Pioneer2DX
+
+- Create libraries so that it's easy to include the core of gazebo without 
linking in Ogre, fltk, etc, etc. 
+
+- Write a tutorial for creating new meshes
+- Install for OSX
+
+- Graphics3d interface
+- Improve build system. Put all the platform checks in on place. 
+
+- BSP loader
+
+- Replace our Time class with boost
+
+- GPS 
+- WiFi
+
+- Multilevel map extruder
+
+-run gprof, and valgrind
+
+- Hand of god
+  - Select models and get info
+  - Move models
+- Better fonts
+- reorganize the Media
+- Better camera movement. Translate is too slow over long distances
+
+-Fog
+- Anti Aliasing
+- Threading. Make use of dual-core machines.
+- Implement triggers with callbacks.
+
+- Better lights
+  - GLSL per pixel lighting. Make this user selectable.
+
+- Pick a formatting standard for XML file
+- Dynamic textures
+- Scripting interface for models and sensors
+- Google Earth API interface
+- Check laser sampling rate
+- Standardize internal API
+- Data Logger
+- The bodies set their scenenode based on a global pose. They should set their 
scenenodes based a pose relative to the model. The model currently doesn't move 
it's scene node, so it's always at (0,0,0). Basically should make all Body Pose 
stuff relative to the parent.
+-Allow person to display and change XML parameters through the GUI.
+-Look into COLLADA, OPAL
+-Merge PAL patch 
http://sourceforge.net/tracker/index.php?func=detail&aid=1881646&group_id=42445&atid=433166
+-Add "Angle" class, will handle ROTD and DTOR.
+-Templatize Vector, Quaternion, Pose
+- Replace all return int, with throws
+
+
+Completed:
+- Laser and Camera Interfaces
+- Pose3d Interface. Thanks Toby
+- Lights, and global ambient
+- Enable/disable sky box, and set material
+- New Coordinate system
+- Pause and step simulation
+- Set the screen size
+- Toggle HUD display using tab
+- Help overlay
+- Show simTime, realTime, pauseTime
+- XML include
+- Check for player.
+- Trimesh 
+- Move Sensors out of Body
+- Laser retro and fiducial detection
+- Truth
+- Factory
+- Fix Player include so that libgazebo doesn't link in player
+- FLTK interface
+- Write install instructions
+- Write keyboard mappings
+- Write a tutorial for creating custom models
+- Write a tutorial for creating new controllers
+- Write a tutorial for creating new sensors
+- Write a tutorial for using player
+- Heightmaps
+- Handle GUI resizing
+
+
+- Implement SimulationProxy. Removed truth controller
+- Return the sim time from Gazebo in the simulation proxy
+- Add mass property
+- When nesting a camera in a pioneer model it cause the pioneer to flip over.
+- Libagazebo/Player INterfaces crash when a client and playerv connects, and 
then one of them disconnects
+- Implement Act array
+- look into using FL::RUN. Using threads now
+- Add in Pioneer blender models
+- Add check for libxml2
+- Add uninstall (scons -c automatically handles this!)
+-- Find something shorter for:
+   std::ostringstreaom stream;
+   stream << "This is an error message of type[" << type << "]\n";
+   gzthrow(stream.str());
+
+ Use the Contact information in the Collision Callback. See CVS version of 
Gazebo.


This was sent by the SourceForge.net collaborative development platform, the 
world's largest Open Source development site.

-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Playerstage-commit mailing list
Playerstage-commit@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/playerstage-commit

Reply via email to