Re: [racket-users] Polished 3D package for some simulations

2021-04-11 Thread Nathaniel W Griswold
Thanks all, i’m just going to see if Pict3D works out. I didn’t know about it 
before. I don’t really need textures for this project as i am starting with 
just particles moving around and wave superposition.

Nate

> On Apr 8, 2021, at 2:59 PM, Hendrik Boom  wrote:
> 
> On Thu, Apr 08, 2021 at 11:22:10AM -0700, kamist...@gmail.com wrote:
>> Have you tried out Pict3D [1]?
> 
> Two significant flaws with Pict3D:
> 
> * It does not have a mechanism for attaching a texture to an object.
> 
> * It does not allow one to cut one #D object out of another.
>  (such as using a cylinder to drill a round hole in a block of wood)
> 
> Otherwise it's an impressive peve of work.
> 
>> There is also a library from Matthew Flatt that can create 3D Text / 
>> extruded pathes: [2]
>> 
>> Personally I currently use opengl [3], these bindings support higher opengl 
>> versions than the [4]
>> (which only support opengl 1.5 according to its documentation)
>> 
>> I can't say exactly up to which opengl version [3] has working bindings, 
>> these bindings were automatically generated, but that stopped working at 
>> some point.
>> (Apparantly the input that was used for the generation isn't provided for 
>> recent opengl versions anymore, so the generator has to be fixed or 
>> replaced to work with a different input/description)
> 
> Exactly.  I've been struggling with this last year, and I sort of gave up.
> I'm thinking of looking at it again.
> 
> What happened to the spec is that the entire thing has been recoded from a 
> completely ad-hoc formalism to a slightly less ad-hoc XML-based formalism.
> Everything is different.  And the new one is somewhat inconsistent about 
> the placement of asterisks in the XML phrases that form function prototypes.
> 
> I've been using sgl for my own work.  I suspect it to be largely 
> hand-coded, but it seems to work.
> 
> There's also a binding for Vulkan, which I don't think has been used vary 
> much, and so may still pose surprises.
> 
>https://docs.racket-lang.org/vulkan/index.html
> 
> I don't know how well any of this works on a Mac, which I gather is going 
> its own way for graphics, perhaps in the cause of incompatibility.
> 
> -- hendrik
> 
>> 
>> [1] https://docs.racket-lang.org/pict3d/index.html
>> [2] https://docs.racket-lang.org/pict3d-die-cut/index.html
>> [3] https://docs.racket-lang.org/opengl/index.html
>> [4] 
>> https://docs.racket-lang.org/sgl/index.html?q=opengl#%28idx._%28gentag._0._%28lib._sgl%2Fscribblings%2Fsgl..scrbl%29%29%29
>> 
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Re: [racket-users] Re: Executable file size and raco demod

2021-04-11 Thread Dexter Lagan
  I'll study all this and get back to you.
Reminds me of my win32 API days, making event loops...

Dex

On Saturday, April 10, 2021 at 8:35:35 PM UTC+2 Matthew Flatt wrote:

> At Sat, 10 Apr 2021 17:26:21 +, Dexter Lagan wrote:
> > By default it’s set to ‘one. 
>
> But for an editor, this line changes it to 'integer:
>
>
> https://github.com/racket/gui/blob/master/gui-lib/mred/private/wxme/editor-canvas.rkt#L237
>
> Or, at least, it should --- and it does in my installation, which I
> checked by logging inside `gen-wheels`. That's why I'm confused that
> changing the default would do anything.
>

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