[Openmcl-devel] OpenGL / Lisp User Interface / XMLisp 0.3

John Miller millejoh at mac.com
Wed Sep 2 06:25:52 PDT 2009


Alex,

I do not mind at all.  It is a good way to learn how you intend the  
code to be used.  with-gl is a simple macro:

(defmacro with-gl (value &body body)
   `(progn (glBegin ,value)
      , at body
      (glEnd)))

Not much to it, but what it buys you in a Lisp-aware editor is  
indentation of the code wrapped by the glBegin and glEnd.  I think it  
makes things a bit more readable.

slui is a wrapper to a call to cl-who:html.  It was suggested by  
someone on this list a while back as an alternative to writing XML to  
define the UI's.  I see < and > and can not help but think of them  
more as angry parenthesis, and I am worried that they might try to  
pick a fight with some of the meeker members of my code.  So I try to  
avoid them when I can.

(defmacro slui (s-expression)
   `(let* ((*read-eval* t)
           (cl-who:*html-empty-tag-aware-p* nil))
      (read-from-string
       (cl-who:with-html-output-to-string
           (s nil :indent t)
         ,s-expression))))

I'll keep those tutorials coming as I can get to them.

Regards,
John

On Sep 1, 2009, at 5:45 PM, Alexander Repenning wrote:

> Hi John,
>
> I hope you don't mind. I just played around with your flag code. For  
> the most part I just made this stand alone. NEHE usually lumps  
> animation and rendering together and does not worry about frame rate  
> independent drawing. This should work without any additional libs  
> and includes the american flag texture.
>
>
> <Waving Flag Lesson 11.lisp>
>
> <AmericanFlag.png.zip>
>
> alex
>
> On Aug 31, 2009, at 3:22 PM, John Miller wrote:
>
>> Alex,
>>
>> Very nice.  I wait with bated breath to see how things go with  
>> Cocotron and Win32.  I had a few minutes to play around and put  
>> together the following tries at writing the nehe tutorials using  
>> XMLisp.    Between the two files you can find tries at lessons 11,  
>> 12, and 19.  You will need to download the textures, or find a  
>> suitable substitue.  Most of the early nehe lessons are pretty  
>> uninteresting in XMLisp, so I haven't bothered with those.  I  
>> consider it a testament to the design of XMLisp that most of my  
>> time was spent tracking down typos on my part.  It is very nice to  
>> be able to update the drawing code while the animation is running...
>>
>> I have noticed that sometimes Clozure will want to take over all my  
>> CPU resources.  I am not sure what I am doing to cause this.  I  
>> only have noticed that when this happens a number of processes for  
>> anticipatory completion appear and cannot be killed.  Anyone else  
>> have this happen?
>>
>>
>> <flag-lesson.lisp>
>>
>> <particle-effects.lisp>
>>
>>
>> Thanks for the fun toy,
>> John
>>
>> On Aug 25, 2009, at 4:48 PM, Alexander Repenning wrote:
>>
>>> Dear All,
>>>
>>> this is the release of XMLisp 0.3, the rich media programming
>>> environment for 3D/ 2D game and simulation applications based on
>>> Clozure CL.
>>>
>>> 	• 3D: Open Agent Engine: scene graph based mini engine, 3D objects,
>>> animation, drag and drop, mouse hovering, picking, selection, camera
>>> control, texture management. Full access to OpenGL functions.
>>> 	• 2D: controls: layout managers, buttons, sliders, text
>>> 	• IDE: a simple development environment including symbol completion
>>> to edit, run and debug code
>>>
>>> Download complete apps and source:  http://code.google.com/p/xmlisp/
>>>
>>> What is New? Version 0.3
>>> 	• drag and drop: drag and drop 3D agents within or between windows.
>>> Sample: Drag and Drop gearbox
>>> 	• morphs: static meshes and animated morph meshes. Sample: Mona- 
>>> Lisa
>>> Morph
>>> 	• full screen support: switch between windowed and full screen  
>>> mode.
>>> Sample: Full-Screen-Support
>>> 	• 3D text support
>>> 	• custom cursors (working also for 64 bit)
>>> 	• transparent OpenGL windows (for annotation and drag and drop)
>>> 	• support of shared OpenGL contexts
>>> 	• camera can be added to scene via XML, <camera eye-x="0.5" .../>
>>> 	• various bug fixes and improvements including fast agent picking,
>>> vertically flipped textures
>>>
>>>
>>> Any kind of feedback, suggestions etc. is highly appreciated. This
>>> still does not have the full functionality of the MCL version but is
>>> getting there. You should be able to make some simple games. If  
>>> things
>>> go well you should be able to do this cross platform.
>>>
>>> cheers,  Alex
>>>
>>>
>>> Prof. Alexander Repenning
>>>
>>> University of Colorado
>>> Computer Science Department
>>> Boulder, CO 80309-430
>>>
>>> vCard: http://www.cs.colorado.edu/~ralex/AlexanderRepenning.vcf
>>>
>>>
>>> _______________________________________________
>>> Openmcl-devel mailing list
>>> Openmcl-devel at clozure.com
>>> http://clozure.com/mailman/listinfo/openmcl-devel
>>
>
> Prof. Alexander Repenning
>
> University of Colorado
> Computer Science Department
> Boulder, CO 80309-430
>
> vCard: http://www.cs.colorado.edu/~ralex/AlexanderRepenning.vcf
>
>

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