[Openmcl-devel] OpenGL / Lisp User Interface / XMLisp 0.3
John Miller
millejoh at mac.com
Wed Sep 2 06:29:43 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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