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Dumb questions for you experts

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Dumb questions for you experts

gibell
I am using the Windows Binary version on my Windows NT machine(s).  Upon startup, I always get the warning message "No support for OpenGL 2.0 found! ...".  But I am still using openSCAD and it seems to work OK, although it is slow for my most complex renderings.

I found that my graphics hardware is "Intel 829456 Express Chipset Family".  Looking at the Intel drivers, I find that the latest one only adds OpenGL 1.5 capability.  So it looks like I am out of luck as far as upgrading to OpenGL 2.0.  Have I no other options, other than finding or buying a different machine?

Are there other advantages to using OpenGL 2.0, other than speed?  I don't see much on this issue in the manual.

On an unrealated issue, I tried the "multmatrix" transformation and it doesn't appear to be working.  Is there an example of the use of this transformation?  Why a 4x4 matrix and not 3x3?

Thanks in advance for any help anyone can give!!

-George

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Re: Dumb questions for you experts

Clifford Wolf
Hello,

On Thu, Jan 14, 2010 at 11:12:25PM +0000, [hidden email] wrote:
> [...]  So it looks like I am out of luck as far
> as upgrading to OpenGL 2.0.  Have I no other options, other than
> finding or buying a different machine?
> Are there other advantages to using OpenGL 2.0, other than speed?  I
> don't see much on this issue in the manual.

unfortunately the manual does not cover the user interface atm..

when you have OpenGL 2.0 there is the "OpenCSG" [1] view mode where you can
view your model instantanously without building it using CGAL. without
OpenGL 2.0 there is only the "Thrown together" mode in which the CSG
operations (difference, intersection) are not performed but instead all
bodies are fully drawn.

With OpenGL 2.0 it becomes much easier to make complex designs because the
test cycles are much shorter.

> On an unrealated issue, I tried the "multmatrix" transformation and it
> doesn't appear to be working.  Is there an example of the use of this
> transformation?  Why a 4x4 matrix and not 3x3?
> Thanks in advance for any help anyone can give!!

as to why it is a 4x4 instead of a 3x3 matrix I'd like to refer you to any
better OpenGL introduction.

maybe you got the syntax for multmatrix() wrong. The following example
translates the child objects along the vector [10, 20, 30]:

        multmatrix([
                [1, 0, 0, 10],
                [0, 1, 0, 20],
                [0, 0, 1, 30],
                [0, 0, 0,  1]])

However: usually one does not need to use multmatrix() directly but use a
combination of the other transform statements translate(), scale() and
rotate() instead.

yours,
 - clifford

--
If Python is executable pseudocode, then perl is executable line noise.

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Re: Dumb questions for you experts

gibell
In reply to this post by gibell

Thanks for the quick response, Clifford!

> > On an unrelated issue, I tried the "multmatrix" transformation
> > and it doesn't appear to be working.  Is there an example of the
> > use of this transformation?  Why a 4x4 matrix and not 3x3?
> > Thanks in advance for any help anyone can give!!
>
>
> maybe you got the syntax for multmatrix() wrong. The following example
> translates the child objects along the vector [10, 20, 30]:
>
> multmatrix([
> [1, 0, 0, 10],
> [0, 1, 0, 20],
> [0, 0, 1, 30],
> [0, 0, 0,  1]])

The online manual says the syntax is ...
  multmatrix(v = [ ... ]) {}
but this fails for me.  Does your example compile, or is supposed to be
  multmatrix(m = [ ... ]) {}

> However: usually one does not need to use multmatrix() directly
> but use a combination of the other transform statements translate(),
> scale() and rotate() instead.

Agreed.  I wanted to do a rotation about an arbitrary axis, but this
can be accomplished using translate, rotate, and translate.

Regarding polyhedrons.  Must all the faces be triangles?  I made
a polyhedron where all the faces have 4 sides, and I entered it as
"Triangles=[[0,1,2,3],[0,4,3,2], ...]]" which works fine (so far).
But if I create a polyhedron where some faces have 3 sides and some 4,
it tends to crash.  It would be nice if there was a check for this if they
are all supposed to be triangles, or all the same number of sides.

Thanks!

-George




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Re: Dumb questions for you experts

kintel
Administrator
On Jan 15, 2010, at 18:15 , [hidden email] wrote:

> The online manual says the syntax is ...
>  multmatrix(v = [ ... ]) {}
> but this fails for me.  Does your example compile, or is supposed to  
> be
>  multmatrix(m = [ ... ]) {}
>
The online manual was wrong; the correct syntax is with the 'm'  
argument. I've updated the manual with an example.

> Regarding polyhedrons.  Must all the faces be triangles?

No, they can be any number of vertices, also mixed.
See example011.scad for an example.

If you get a crash, please submit an example model and we'll look into  
it.

~/= Marius

--
We are Elektropeople for a better living.





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Re: Dumb questions for you experts

gibell
In reply to this post by gibell

> Marius Kintel wrote:
> On Jan 15, 2010, at 18:15 , [hidden email] wrote:
>
> > The online manual says the syntax is ...
> >  multmatrix(v = [ ... ]) {}
> > but this fails for me.  Does your example compile, or is supposed to
> > be multmatrix(m = [ ... ]) {}
> >
> The online manual was wrong; the correct syntax is with the 'm'  
> argument. I've updated the manual with an example.

Thanks!

> > Regarding polyhedrons.  Must all the faces be triangles?
>
> No, they can be any number of vertices, also mixed.
> See example011.scad for an example.

OK.  At some point, if it is not too hard to change, I suggest the syntax
"Faces=[]" would be much less confusing than "Triangles=[]".

Incidentally, are the normals all supposed to be oriented in the same way?
I notice the faces are different colors if the order of the vertices is
clockwise versus counter-clockwise.

> If you get a crash, please submit an example model and we'll look into

Will do.  Thanks for your response!

-George

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Re: Dumb questions for you experts

Clifford Wolf
Hi,

On Sat, Jan 16, 2010 at 08:36:54PM +0000, [hidden email] wrote:
> > > Regarding polyhedrons.  Must all the faces be triangles?
> >
> > No, they can be any number of vertices, also mixed.
> > See example011.scad for an example.
>
> OK.  At some point, if it is not too hard to change, I suggest the syntax
> "Faces=[]" would be much less confusing than "Triangles=[]".

I named it "triangles" for a reason: besides the fact that you may specify
more than 3 vertices I hardly recommend not to do so unless you really know
what you are doing. all point on a face must lay in the same plane. i.e.
there must be an a, b, c and d so

        a*x + b*y + c*z + d = 0

is true for all vertices. for 3 vertices this requirement is always met.
for more than 4 vertices it is up to the user to ensure that all three
points are _exactly_ in one plane.

There are some easy cases. E.g. when one ordinate has the same value for
all points. The general case however is hard. The ordinates are stored as
double precision floating point numbers. So most decimal numbers actually
have another value than the one you write in the scad script.

E.g. consider the following C program:

        #include <stdio.h>
        int main() {
                double a = 0.3, b = 0.6, c = 0.9;
                double x = c-(b+(b-a));
                printf("%g\n", x);
                return 0;
        }

it adds the difference of 'b' and 'a' to b and calculates the difference of
that value to 'c'. the difference of 'b' and 'a' is 0.3. 0.3 plus 0.6 is
0.9. the same value as 'c' so the program should output 0, right?

well - it does not. this values can't be correctly represented as binary
floating point numbers and so the program outputs a very small number
different from 0. It even depends on what compiler options you are using to
build this program:

        $ gcc -O0 demo.c
        $ ./a.out
        5.55112e-17

        $ gcc -O1 demo.c
        $ ./a.out
        1.11022e-16

(this is because double precission floats have a 53 significant binary
digits and the 80x87 floating point instruction set is using floating point
registers with 80 significant binary digits. the result is different
depending on what register allocation strategy the compiler is using)

So e.g. f(x) with f(1)=0.3, f(2)=0.6, f(3)=0.9 is not a linear function
when calculated with floating point numbers!

because of that you should only pass faces with more than three vertices to
the polygon statement if you eighter are looking at one of the simple cases
(such as one ordinate beeing identical for all vertices) or all numbers can
be represented as n / 2^m, which is e.g. obiously true for integer numbers.

so, if you really know what you are doing: feel free to pass faces of
arbitraty numbers of vertices to the polygon statement. if you are not sure
you should stick to the safe strategy and tesselate your polygon into
triangles.

> Incidentally, are the normals all supposed to be oriented in the same way?
> I notice the faces are different colors if the order of the vertices is
> clockwise versus counter-clockwise.

there is a right and a wrong oriantation for the faces. (I forgot which
one is which.. ;-)

all polygons should be yellow (or green for subtracted volumes) in the the
"thrown together" view mode. triangles with the wrong orientation are drawn
in a noticeable different color in the "thrown together" mode and are
invisible in the OpenCSG mode (when you are running OpenSCAD on a system
with full OpenGL 2.0 support).

yours,
 - clifford

--
Qrpelcgvat ebg13 ivbyngrf gur QZPN! Cercner gb or fhrq!!

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Re: Dumb questions for you experts

Ralf Schlatterbeck
On Sat, Jan 16, 2010 at 11:00:42PM +0100, Clifford Wolf wrote:

> >
> > OK.  At some point, if it is not too hard to change, I suggest the syntax
> > "Faces=[]" would be much less confusing than "Triangles=[]".
>
> I named it "triangles" for a reason: besides the fact that you may specify
> more than 3 vertices I hardly recommend not to do so unless you really know
> what you are doing. all point on a face must lay in the same plane. i.e.
> there must be an a, b, c and d so
>
> a*x + b*y + c*z + d = 0
>
> is true for all vertices.
[...]

How about adding "polygons" or "faces" as an alias so that people can
learn to know what they're doing? Given that your example011.scad has
one triangle with four corners...

Ralf
--
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