Thursday, May 18, 2006
Yesterday when trying to yum update after a long time I was getting a lot of checksum errors from the atrpms mirror of the official fedora core repositories. The solution was to change the order of mirrors in baseurlproperty in the /etc/yum.repos.d/base.repo file from:
baseurl=http://dl.atrpms.net/fc5-i386/redhat/release
http://ayo.freshrpms.net/fedora/linux/5/i386/os/
http://download.fedora.redhat.com/pub/fedora/linux/core/5/i386/os/
to
baseurl=
http://download.fedora.redhat.com/pub/fedora/linux/core/5/i386/os/
http://ayo.freshrpms.net/fedora/linux/5/i386/os/
http://dl.atrpms.net/fc5-i386/redhat/release
that will probably strain the servers in america but also allows me to upgrade.
Monday, May 1, 2006
I haven’t had any coffee last tuesday and wednesday just to find myself running to the C1000 at 8:30 in the morning thursday for a new fix. No will power whatsoever.
Figured all about textures in blender->cal3d for the limb game. A bit incompatible with the work method of Pierre but he didn’t find to be a big problem.
For an hour on thursday I have considered using plib’s ssg as a scene graph library for the limb. But ssg (simple scene graph) is not as simple as the name suggests - the leaf node interface is an overkill to try to wrap the cal3d’s models in. The components assume too much about each other to extend them painlessly with something different, so i gave up.
Instead I implemented my own dumb scene graph (i baptized it sea graph) which is the naivest scene graph one can do, not optimising but not assuming nothing either. It could be advertised as being geared towards generative 3D as opposed to carefully premodelled worlds, but that would be just marketing talk. Probably I’ll dump it to v2’s svn repo for good after we’re done with the project. Sea graph uses plib’s sg (not to be confused with ssg) for vector/matrix/quaternion math and bits from my older projects (arcball and keyframe animation nodes).
Today we went to erasmus to sort out OpenAL on prism, the OSS problem persists, but if i make OpenAL use SDL backend it works. I will add openal support to sea graph later this week.