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[0.2.1] LDForge - Printable Version

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Re: [0.2.1] LDForge - Santeri Piippo - 2014-01-24

Roland Melkert Wrote:I was wondering what the value of VBO_NumArrays was (it's not defined in the two sources you gave)

Also you are supplying the wrong count to drawArrays in at least one place (6 instead of 18) but I doubt that is causing the main problem.

Actually the post in the link I posted turned out to be right. glGenBuffers may only be called inside initializeGL.

Now the VBOs get rendered correctly.. but everything else (the Qt-stuff) isn't..


Re: [0.2.1] LDForge - Roland Melkert - 2014-01-24

That's probably because you don't do a bind to 0 afterwards

Also if qt is sharing the gl stuff you might need to reset the clientstate stuff


Re: [0.2.1] LDForge - Santeri Piippo - 2014-01-24

Roland Melkert Wrote:That's probably because you don't do a bind to 0 afterwards
This indeed turned out to be the case. Everything's fine now, thanks a lot for the help!


Re: [0.2.1] LDForge - Roland Melkert - 2014-01-24

No thanks,

Bit weird that genBuffers is only allowed in a certain place, I use it all over the place in my LDCad code (i init/copy the vbo data on demand just before the first render of an object). Must be a qt thing.


Re: [0.2.1] LDForge - Santeri Piippo - 2014-01-24

Roland Melkert Wrote:I was wondering what the value of VBO_NumArrays was (it's not defined in the two sources you gave)

Right now it's 8. It's defined in one of the headers included by these files:
https://github.com/arezey/ldforge/blob/gl/src/GLShared.h


Re: [0.2.1] LDForge - Santeri Piippo - 2014-01-24

Hm, maybe. Oh well, at least it works now.

though now it seems the compiler slows down again, perhaps after I refactor things and avoid needless data copying this will get fixed.

lesson of the day: actually pay attention to GL errors...


Re: [0.2.1] LDForge - Santeri Piippo - 2014-02-25

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Re: [0.2.1] LDForge - Santeri Piippo - 2014-02-25

Status update in again. VBO renderer almost works properly, I've managed to get bricks to draw almost entirely correctly now, in color as well. It seems the slow-down thing stems from the mass amount of inlining the compiler did and that's been cut down now (it inlines any given subfile once and then stores it as polygons in memory now). This makes subfile handling A LOT faster. It doesn't take entire seconds to select or move a cylinder around anymore.

Still not done yet though, but I'm getting there. Once it's all done I'm considering looking into quaternions and breaking the gimbal lock. Perhaps finally get proper BFC red/green view after that.

I'm getting the feeling I should give the version a lot of testing after everything's done and put it out as version 1.0. It's going to still take a while but it'll be a massive update. Tongue


Re: [0.2.1] LDForge - Santeri Piippo - 2014-03-24

As much as I'd love to say I'd have progressed over the past weeks the development kind of got stagnated. The vbo renderer kind of relevealed the entire fundamentals are kind of broken. LDForge simply wasn't designed for multi-document editing first up...

So as a result I'm rebuilding this from the ground up. I'll obviously reuse important very modules like part downloading and the renderer but the core needs a rewrite, no way around it.


Re: [0.2.1] LDForge - Willy Tschager - 2014-03-31

How do I change a vertex say from:

3 16 18 4 9 17.491 4.196 9.126 18 1 8

to

3 16 18 4 9 18 5 10 18 1 8

and the change applies also to all other triangles and cond. lines touched by the 17.491 4.196 9.126 vertex (kind of SyncEdit in LDDP).

w.