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[LDPartEditor] 0.8.25 Beta Released (64bit only / usability / bugfix) - Printable Version

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[LDPartEditor] 0.8.25 Beta Released (64bit only / usability / bugfix) - Nils Schmidt - 2016-09-27

Hey,

here is version 0.8.25 with 8 bug fixes and <3 enhancements!
Unfortunately, I have to drop the 32bit support for a moment.
Currently, I  implement a new render path and I write some content for the wiki/manual.
The last build failed on Windows XP (32-bit) and I had no time to track down the issues, yet.
But yeah... I want to keep the release train rolling Wink


[Image: imgDuke2.png]
As always, you can download LDPE from this page:
http://nilsschmidt1337.github.io/ldparteditor/

Changelog:
(3 new features and 8 bug fixes)

With this release you will be able to...
  • ...double click on a decimal number to select the whole value, including integer part, decimal part, decimal separator and minus sign if any (Text Editor).
  • ...see that all three coordinates are unchecked when the coordinate dialog opens. The coordinates where you type in a value will become active (3D Editor, Merge/Split -> Set X/Y/Z).
  • ...benefit a little from a faster draw method for lines and condlines.

The following critical issues were fixed:

  1. Flipper: Condlines were "not recalculated" so their control points were wrong after flipping.
  2. The calculation for quad (and triangle) collinearity detection was wrong
  3. Last added elements were not saved (3D Editor).
  4. Wrong winding colour in some rare cases (CW: clockwise winding only)
  5. Merge/Split -> Set X/Y/Z did not work sometimes
  6. A ConcurrentModificationException occured in the process which hides condline control points
  7. A ConcurrentModificationException occured during normal calculation for the LDraw Standard Mode
  8. There were non-threadsafe method calls within the logger class.

What will the next release 0.8.26 deliver? Bug fixes, more header validation features, usability improvements and maybe a new fast render path (I don't know how much time it will need)...



The program was tested intensively with "real world" files.
However, it is still a beta version and something can go wrong in about 100.000 lines of code.

Make sure that you choose the right architecture for your OS and Java Virtual Machine (JVM) (64bit or 32bit).
A short guide how to check if a 64bit JVM is installed on your system is located at the bottom of this message.

  1.  Download the zip-Archive
  2. Extract the archive content to the location of your choice
  3. On windows, double-click "run.bat" to start LDPE.
  4. On linux, you have to excecute the shell script "run.sh" to start LDPE.

Please note that this software is in the beta stage. Although, LDPE 0.8.25 was tested, there are already known issues  for this release. There is a potential risk of data loss.

You can search for updates if you do the following steps:

  1. On windows, double-click "update.bat" to search for updates.
  2. On linux, you have to excecute the shell script "update.sh".

I listen carefully to your requests and possible complaints. Please leave me a message, with your thoughts and wishes to further improve the software.

LDPE is a 3D CAD application: The overall system requirements are higher. While I recommend to use a powerful 64-bit multicore system, it could be possible, to run LDPE on older machines as well.

System Requirements:


Minimum System Requirements:
  • 64-bit Java Runtime Environment (JRE) 1.8
  • OpenGL 2.1 compatible Graphics Card
  • Operating System (64-bit): Windows [7 or newer], Linux [e.g. Ubuntu Linux >=14.4]
  • CPU: Multicore-Processor e.g. Intel Core 2 Duo or AMD Athlon II (>2.0Ghz)
  • RAM: 4GB
  • Video-Memory: 1 GB
  • Free Disk Space: 100 MB
Recommended Requirements:
  • Operating System (64bit): Windows 7,8,10, Linux [e.g. Ubuntu Linux >=14.4]
  • OpenGL 3.3 compatible Graphics Card
  • CPU: Multicore-Processor with 4 cores (or more)
  • RAM: >4 GB
  • Video-Memory: >1 GB
  • Free Disk Space: 512 MB
  • For a faster start, LDPartEditor and the LDraw™ library should be installed on a SSD.

--------------------------------------------------------------------------------
How to check your JVM version (32- or 64-bit):
--------------------------------------------------------------------------------

You can try on the command line:

Code:
java -d64 version

If it's not a 64-bit version, you'll get a message that looks like:
This Java instance does not support a 64-bit JVM. Please install the desired version.


RE: [LDPartEditor] Double click at end of line - Philippe Hurbain - 2016-09-28

Quote:...double click on a decimal number to select the whole value, including integer part, decimal part, decimal separator and minus sign if any (Text Editor).
Excellent! but there is a little bug: double click doesn't select the last character of a value if it is at end of line


RE: [LDPartEditor] 0.8.25 Beta Released (64bit only / usability / bugfix) - Magnus Forsberg - 2016-09-28

Thank you Nils,

As a user I want to have the CR LF at the end of a line to be included in the selection when I click on a line number.
As it is now, I have to "make place" for the line in the text editor, before I can paste it,
and the focus gets shifted to the end of the line, where the cursor is. The CR LF is included if I trippel-click on a line.


RE: [LDPartEditor] Selection length in toggle comment operation - Philippe Hurbain - 2016-09-30

A minor bug: in text editor, if you select a range of lines then perform a "Toggle comment" operation, variation of number of characters (adding/removing 0 // ) is not accounted for. So after a comment operation the selection is shorter by number_of_lines*4 character (and longer by the same amount for an uncomment operation)


OpenGL 3.3 Core Migration (Shaders and Condline Visibility) - Nils Schmidt - 2016-10-04

There are some news from the implementation process of LDPE's upcoming OpenGL 3.3 driven render engine.

I just want to say that I was able to do the optional line (aka "condline") visibility calculation with a GLSL shader.

What does this mean?
The amount of displayed optional lines will not affect the performance that much.
The old implementation uses one CPU core to calculate the visibility.
The new implementation uses the shader processors from the GPU.
(my graphics card has 2560 shader processors, and a graphics card from 2006 has ~25-30 shader processors. Still more cores than your CPU... well, OpenGL 3.3 capable hardware exists since ~2009...).


RE: OpenGL 3.3 Core Migration (Shaders and Condline Visibility) - Philippe Hurbain - 2016-10-04

Quote:(my graphics card has 2560 shader processors, and a graphics card from 2006 has ~25-30 shader processors. Still more cores than your CPU... well, OpenGL 3.3 capable hardware exists since ~2009...).

OK, 112 shaders here...


RE: OpenGL 3.3 Core Migration (Shaders and Condline Visibility) - Willy Tschager - 2016-10-04

I'v got a NVIDIA GeForce GTX 950M. Never cared about how many shaders it has. I was told it's for gamers, which I'm not - well not in that sense Big Grin

w.


RE: OpenGL 3.3 Core Migration (Shaders and Condline Visibility) - Philippe Hurbain - 2016-10-04

It is displayed in Nvidia configuration panel, help -> system information (Cuda core)


RE: OpenGL 3.3 Core Migration (Shaders and Condline Visibility) - Willy Tschager - 2016-10-04

640


RE: OpenGL 3.3 Core Migration (Shaders and Condline Visibility) - Nils Schmidt - 2016-10-04

(2016-10-04, 18:36)Philippe Hurbain Wrote:
Quote:(my graphics card has 2560 shader processors, and a graphics card from 2006 has ~25-30 shader processors. Still more cores than your CPU... well, OpenGL 3.3 capable hardware exists since ~2009...).

OK, 112 shaders here...

Smile my intention was not to start a discussion about numbers. There will be a just a performance benefit unless the program runs with software emulation.
Less work for the CPU -> more work for the GPU Wink
LDPE is currently CPU bound, which is a pity on modern hardware.

I don't know if I said it before, the program will detect automatically if your PC meets the requirements.
If yes, it will use the new implementation, otherwise it will fallback to the old implementation.