Vismach wire bending
21 Feb 2018 07:58 #106272
by nkp
This is an attempt to imitate wire bending.
The idea is:
create multiple parts (n), with length=0 and translate=0
So, if n <= 8 , then works fine.
And if n > 8 - error (error.txt)
But 8 is very little))
Requires 20-50.
Vismach wire bending was created by nkp
This is an attempt to imitate wire bending.
The idea is:
create multiple parts (n), with length=0 and translate=0
So, if n <= 8 , then works fine.
And if n > 8 - error (error.txt)
But 8 is very little))
Requires 20-50.
The following user(s) said Thank You: jo_key
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21 Feb 2018 08:06 #106273
by nkp
"n" - variable c_pins (in stage.py)
Replied by nkp on topic Vismach wire bending
create multiple parts (n), with length=0 and translate=0
So, if n <= 8 , then works fine.
And if n > 8 - error (error.txt)
"n" - variable c_pins (in stage.py)
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28 Feb 2018 17:42 #106732
by andypugh
Replied by andypugh on topic Vismach wire bending
That's really cool!
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01 Mar 2018 17:07 #106824
by andypugh
Replied by andypugh on topic Vismach wire bending
I asked about your problem on the developers list, this was the reply:
vismach relies on classic OpenGL's "modelview" stack, which has a
limited number of entries. When the complxity of the transformation of
an item in vismach exceeds this limit, that error will occur. This will
affect "deeply nested" models, of which the wire bending seems to be an
example.
The solution would be to modify vismach so that it does not depend on
the OpenGL transformation stack (never do push/pop matrix GL calls, only
loadmatrix). This would be good for a motivated dev to do anyway, since
that's one step in converting vismach to modern, not deprecated, OpenGL.
vismach relies on classic OpenGL's "modelview" stack, which has a
limited number of entries. When the complxity of the transformation of
an item in vismach exceeds this limit, that error will occur. This will
affect "deeply nested" models, of which the wire bending seems to be an
example.
The solution would be to modify vismach so that it does not depend on
the OpenGL transformation stack (never do push/pop matrix GL calls, only
loadmatrix). This would be good for a motivated dev to do anyway, since
that's one step in converting vismach to modern, not deprecated, OpenGL.
The following user(s) said Thank You: nkp
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