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doc: remove two outdated documents
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HOW TO INSTALL MAX PANDA PLUGINS.
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Step 1. Install the visual studio 2008 runtime by
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running "vcredist_x86-sp1.exe" as administrator.
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As a convenience, this installer is included with panda.
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Step 2. Make sure that there is only one copy of panda
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in your system PATH. If you only have one copy of panda
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installed, you can skip this step.
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Step 3. Copy the relevant DLLs for your version
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of max from the panda plugins directory to the
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max plugins directory. For instance, if you are
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using Max 9, copy maxegg9.dlo and maxeggimport9.dlo
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HOW TO INSTALL MAYA PANDA PLUGINS.
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(To be written)
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------------------------ RELEASE 1.0.0 ---------------------------------
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* We now have working exporters for Max5, Max6, Max7, Maya5, Maya6
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* The Max exporter is dramatically improved:
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- it now includes support for character studio.
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- the polygon winding bug has been fixed.
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* Panda no longer requires any registry keys or environment
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variables. This means it is now possible to:
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- run panda directly from a compact disc
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- install multiple copies of panda on a single machine
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- install panda by copying the tree from another computer
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Note that the installer does add the panda 'bin' directory to
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your PATH, and it does store an uninstall key in the registry,
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but neither of these is needed for panda to function.
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* The 'makepanda' build system is now capable of building
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prepackaged games for Windows. These prepackaged games are simply
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copies of panda with the game code included, some of the
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unnecessary stuff stripped out, and some changes to the start
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menu. See "Airblade - Installer" on the panda downloads page
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for an example.
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* All of the sample programs have been tested. The ones that didn't
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work have been removed, the ones that do work have been (lightly)
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documented.
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* This is the first release to include not just a binary installer
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for windows, but:
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- a binary installer (RPM) for Fedora 2
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- a binary installer (RPM) for Fedora 3
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- a binary installer (RPM) for Redhat 9
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- a binary installer for windows, as always
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- a source tar-ball for linux
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- a source zip-file for windows
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------------------------ RELEASE 2004-12-13 ---------------------------------
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* Basic server-client networking support is back in Panda3D. There is a
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networking sample in the samples directory. This uses the Panda3d
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distributed object system.The README file will explain how to run this.
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Documentation of this if forthcoming.
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* Panda3d now reduces the number of environment variables such that only 2
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are needed now - PRC_PATH and PLAYER.
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* GraphicsChannel and GraphicsLayer class have been removed from the
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panda/src/display directory. Most Panda applications won't need to be
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changed, since most applications simply use ShowBase.py (which has been
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adjustedappropriately) to open a window and do the initial setup. For
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those rare applications where you need to create your own DisplayRegions,
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the makeDisplayRegion() interface has been moved from GraphicsLayer to
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GraphicsWindow (actually, to GraphicsOutput, which is the base class of
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GraphicsWindow). You can modify your application to call
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base.win.makeDisplayRegion() accordingly. If you have something like
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displayRegion.getLayer(), replace it with displayRegion.getWindow()
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instead.
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* Effective with the current version of Panda, the way that HPR angles are
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calculated will be changing. The change will make a difference to existing
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code or databases that store a hard-coded rotation as a HPR, but only when
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R is involved, or both H and P are involved together. That is to say more
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precisely, HPR angles with (R != 0 || (H != 0 && P != 0)) now represent a
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different rotation than they used to. If you find some legacy code that no
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longer works correctly (e.g. it introduces crazy rotations), try putting
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the following in your Config.prc file:
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temp-hpr-fix 0
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To turn off the correct behavior and return to the old, broken behavior.
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Note that a longer-term solution will be to represent the HPR angles
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correctly in all legacy code. The function oldToNewHpr() is provided to
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aid this transition.
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* PandaNode definition has been changed to support setting an
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into_collide_mask for any arbitrary node, in particular for any GeomNode.
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It used to be that only CollisionNodes had an into_collide_mask. This
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change obviates the need for CollisionNode::set_collide_geom(), which is
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now a deprecated interface and will be removed at some point in the future.
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Details:
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There's now a NodePath::set_collide_mask() and
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NodePath::get_collide_mask(), which operate on all CollisionNodes and
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GeomNodes at and below the current node. By default, set_collide_mask()
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will replace the entire collide mask, but you may also specify (via a
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second parameter) the subset of bits that are to be changed; other bits
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will be left alone. You can also specify a particular type of node to
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modify via a third parameter, e.g. you can adjust the masks for GeomNodes
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or CollisionNodes only.
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The NodePath set_collide_mask() interface changes the into_collide_mask.
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Those familiar with the collision system will recall that a CollisionNode
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(but only a CollisionNode) also has a from_collide_mask. The
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from_collide_mask of the active mover is compared with the into_collide_mask
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of each object in the world; a collision is only possible if there are some
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bits in common.
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It used to be that only other CollisionNodes had an into_collide_mask. A
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mover would only test for collisions with CollisionNodes that matched its
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collide_mask. If you wanted to make your mover detect collisions with
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visible geometry which had no into_collide_mask, you had to call
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set_collide_geom(1). This allowed the mover to detect collisions with *all*
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visible geometry; it was either an all-or-none thing.
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Now that GeomNodes also have an into_collide_mask, there's no longer a need
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for set_collide_geom(). A mover will detect collisions with any
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CollisionNodes or GeomNodes that match its collide_mask. This means, for
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the purposes of collision detection, you can use CollisionNodes and
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GeomNodes pretty much interchangeably; simply set the appropriate bits on
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the objects you want to collide with, regardless of whether they are
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invisible collision solids or visible geometry.
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(This should not be taken as a license to avoid using CollisionNodes
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altogether. The intersection computation with visible geometry is still
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less efficient than the same computation with collision solids. And visible
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geometry tends to be many times more complex than is strictly necessary for
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collisions.)
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There's one more detail: every GeomNode, by default, has one bit set on in
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its collide_mask, unless it is explicitly turned off. This bit is
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GeomNode::get_default_collide_mask(). This bit is provided for the
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convenience of programmers who still want the old behavior of
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set_collide_geom(): it allows you to easily create a CollisionNode that
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will collide with all visible geometry in the world.
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Along the same lines, there's also CollisionNode::get_default_collide_mask(),
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which is 0x000fffff. This is the default mask that is created for a new
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CollisionNode (and it does not include the bit reserved for GeomNodes,
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above). Previously, a new CollisionNode would have all bits on by default.
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------------------------ RELEASE 2004-11-11 -----------------------------------
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* Multiple mice can now be used with Panda3D. showbase has a list called
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pointerWatcherNodes. The first mouse on this list is the system mouse. The
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getMouseX() and getMouseY() will return coordinates relative to the
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application window. The rest of the mice on the list will give raw mouse
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positions and will change when they are moved on the screen.
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In addition there are new events for mouse buttons. Each mouse will be have
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a corresponding event. mouse1 will send mousedev1-mouse1, mousedev1-mouse2
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and mousedev1-mouse3 events. mouse2 and any other mouse attached
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will send similar events mousedev2-mouse1 etc.
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The old mouse buttons work too. mouse1, mouse2, mouse3 events will be
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triggered if that button is pressed on any mouse
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------------------------ RELEASE 2004-10-13 -----------------------------------
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General
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* Release notes: Each release will now have an entry associated with
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it in this document. This will be updated in reverse-chronological order.
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Panda3D
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* Distributed with this release is a working version of the SceneEditor
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created in Spring 2004 at the ETC. Documentation will be forthcoming on the
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website. This can be found in <InstallPath>/SceneEditor
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* The latest version of FMOD is distributed with this release. The latest
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version is 3.73.
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* AudioSound object now allows more types of sound. These include wma and
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ogg vorbis formats. This is valid when using the fmod sound system. Midi,
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Mod, s3m, it, xm and such sequencer type file formats are not supported.
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Exception - Midi files can be played. This is not fully implemented.
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* A bug in SoundInterval is fixed. SoundInterval looping would incorrectly
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add a minimum of 1.5 seconds to the sound. This has been fixed. Sound
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looping problems in general should be fixed. Midi's still don't support
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looping through the AudioSound object. They should loop through
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SoundIntervals though.
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* Cg support has been added to Panda3D. Documentation for this is
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forthcoming.
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