Mac Simulator updated

Tim Pritlove's picture

We have updated the Stereoscope Simulator for Mac OS X to version 1.0. It now features the same awesome 3D model as the iPhone version. Now everybody on a Mac can enjoy this realistic view.

If you have installed the simulator before it should auto-update. Just launch the program and wait for the update dialog. You can also force the update check using the application menu if it doesn't come up automatically for any reason.

Comments

And where is the Windows and/or Linux Version?

beautiful

This is a realy cool project, but there is no windows or linux version of this player. Only a very little group can use this mac / Iphone simulator. I'm realy disappointed.
In my opinion this time the BlinkenProgrammer Crew lost the point of what's basic - not the Coolness that only a few People have an simulator on their IPhone. Important are the lot more People using other Operating Systems.
Maybe a java applett or flash app. would be appreciated as a good solution.

What's whith the point "Information should be free and accessible for EVERYONE" ?

Anyway. The Project itself is awesome. Great Job.

Greetings from Hangover/Germany

Alex

Hey Nice and greetings from Berlin :)

Where are the versions for win and linux, that have been announced?

Where is the source-code, so one could port it?

Strange project.

[...] Rickrolling sowie eine detaillierte Projektbeschreibung sind im Netz zu finden. Schade, dass es den Simulator nur für Mac OS X [...]
timpritlove's picture

@ Anonymous: adapting the blinkensim program (that runs on Windows and Linux) didn't make it in time. Unfortunately we have limited resources to sustain the old glib-based code base. The source code for Mac and iPhone is highly OSX dependent and can't be ported to Windows and Linux without a complete rewrite.

I just installed the program on my mac with Leopard OSX - version 10.5.5 but it seems to close automatically immediately after opening. Any ideas? Thanks and great show yesterday!

Chris

Same to me!
Der Simulator lädt gar nicht, schlecht komplilert?
Hab nach der letzten und vorletzten Zeile gegoogelt, aber nix erhellendes gefunden.

Dirk( PB G4, 1GHz)

Dies erscheint, wenn ich den Sim auf der Kommandozeile starte:

engelmac:MacOS dirk$ ~/Desktop/Stereoscope Simulator.app/Contents/MacOS/Stereoscope\ Simulator
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
FreeImage version: 3.9.1
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
DDS codec registering
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library RenderSystem_GL
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library Plugin_ParticleFX
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Loading library Plugin_BSPSceneManager
Installing plugin: BSP Scene Manager
Plugin successfully installed
Loading library Plugin_OctreeSceneManager
Installing plugin: Octree & Terrain Scene Manager
Plugin successfully installed
Loading library Plugin_CgProgramManager
Installing plugin: Cg Program Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.6.0RC1 (Shoggoth)
CPU Identifier & Features
-------------------------
* CPU ID: Unknown
-------------------------
*******************************************
*** Starting OSX OpenGL Subsystem ***
*******************************************
GLRenderSystem::_createRenderWindow "Stereoscope Simulator", 0x0 windowed miscParams: externalWindowHandle=1261776 macAPI=cocoa
Creating a Cocoa Compatible Render System
GL_VERSION = 1.1 NVIDIA-1.5.30
GL_VENDOR = NVIDIA Corporation
GL_RENDERER = NVIDIA GeForce4 MX OpenGL Engine
GL_EXTENSIONS = GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_pixel_buffer GL_NV_register_combiners GL_NV_blend_square GL_NV_fog_distance GL_NV_multisample_filter_hint GL_ATI_texture_env_combine3 GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GL: Using framebuffer copy for rendering to textures (worst)
GL: Warning: RenderTexture size is restricted to size of framebuffer. If you are on Linux, consider using GLX instead of SDL.
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: nvidia
Device Name: NVIDIA GeForce4 MX OpenGL Engine
Driver Version: 1.1.0.0
* Fixed function pipeline: yes
* Hardware generation of mipmaps: yes
* Texture blending: yes
* Anisotropic texture filtering: yes
* Dot product texture operation: yes
* Cube mapping: yes
* Hardware stencil buffer: yes
- Stencil depth: 8
- Two sided stencil support: no
- Wrap stencil values: yes
* Hardware vertex / index buffers: yes
* Vertex programs: yes
* Fragment programs: no
* Geometry programs: no
* Supported Shader Profiles: arbvp1
* Texture Compression: yes
- DXT: yes
- VTC: no
* Scissor Rectangle: yes
* Hardware Occlusion Query: no
* User clip planes: yes
* VET_UBYTE4 vertex element type: yes
* Infinite far plane projection: yes
* Hardware render-to-texture: yes
* Floating point textures: no
* Non-power-of-two textures: no
* Volume textures: yes
* Multiple Render Targets: 1
- With different bit depths: no
* Point Sprites: no
* Extended point parameters: yes
* Max Point Size: 63.375
* Vertex texture fetch: yes
- Max vertex textures: 16
- Vertex textures shared: yes
* Render to Vertex Buffer : no
* GL 1.5 without VBO workaround: no
* Frame Buffer objects: no
* Frame Buffer objects (ARB extension): no
* Frame Buffer objects (ATI extension): no
* PBuffer suppport: yes
* GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
ResourceBackgroundQueue - threading disabled
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
Added resource location '/Volumes/Daten/dirk/Desktop/Stereoscope Simulator.app/Contents/Resources' of type 'FileSystem' to resource group 'General'
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group General
Parsing script Shaders.program
Parsing script Example.material
Parsing script MATLIB-080709_Tower_06b.RM_CityHall.material
Parsing script MATLIB-080709_Tower_06b.RM_Pavillon.material
Parsing script MATLIB-080709_Tower_06b.RM_Platz.material
Parsing script MATLIB-080709_Tower_06b.RM_Ramp.material
Parsing script MATLIB-080709_Tower_06b.RM_Windows_On.material
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Texture: torontoskyline.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Texture: black.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading CityHall.mesh.
Texture: CityHall_1024_v2.tif: Loading 1 faces(PF_R8G8B8A8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Mesh: Loading Ramp.mesh.
Texture: Ramp_1024_v2.tif: Loading 1 faces(PF_R8G8B8A8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Mesh: Loading Platz.mesh.
Texture: Platz_1024.tif: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Pavillon.mesh.
Texture: Pavillon_1024_v2.tif: Loading 1 faces(PF_R8G8B8A8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Mesh: Loading WindowsA1.mesh.
Texture: Windows256.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 1 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading WindowsA2.mesh.
Mesh: Loading WindowsB1.mesh.
Mesh: Loading WindowsB2.mesh.
(0) : fatal error C9999: *** exception during compilation ***
Cg compiler terminated due to fatal error

Thanks your reply, tim. My idea was not to simply cross-compile it for linux/windows but to use the 3d-model or to see the transfer-protocol.

Now I saw the video-stream for the first time. Looks good, thank you.

stream doesnt seem to work for me at 11:00 gmt+1, but anyway.

keep on pushing the envelope!!!1one!

.~.

Seconded on seeing the transport protocol so others could write a Linux/Windows version. Maybe even one in Second Life.

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