Vismach wire bending

More
21 Feb 2018 07:58 #106272 by nkp
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.

File Attachment:

File Name: stage.py
File Size:3 KB

File Attachment:

File Name: vlib.py
File Size:31 KB

File Attachment:

File Name: error.txt
File Size:9 KB
The following user(s) said Thank You: jo_key

Please Log in or Create an account to join the conversation.

More
21 Feb 2018 08:06 #106273 by nkp
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)

Please Log in or Create an account to join the conversation.

More
28 Feb 2018 17:42 #106732 by andypugh
Replied by andypugh on topic Vismach wire bending
That's really cool!

Please Log in or Create an account to join the conversation.

More
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.
The following user(s) said Thank You: nkp

Please Log in or Create an account to join the conversation.

Time to create page: 0.067 seconds
Powered by Kunena Forum