LPub3D 2.0.5 - Can't get fading to work with BUFEXCHG

RE: LPub3D 2.0.5 - Can't get fading to work with BUFEXCHG
(2016-07-22, 2:33)Trevor Sandy Wrote:
(2016-07-20, 7:56)Kevin Wrote:
(2016-07-19, 21:22)Trevor Sandy Wrote:
(2016-07-19, 5:00)Kevin Wrote: Trevor,

Thanks for taking a look.  Here are a couple images to demonstrate what I'm experiencing. 

In scenario 1, you see what happens when I use a BUFEXCHG RETRIEVE and then immediately add parts before displaying the results with a STEP or ROTSTEP.  In the second frame, all the additional pieces are faded when attached to the retrieved assembly.  In the fourth frame, some are faded and some are not.

In scenario 2, you can see that I'm getting the correct results if I add a STEP/ROTSTEP after the BUFEXCHG RETRIEVE but before I add the additional parts.  However, I don't want to see the faded assembly before I add parts.

Perhaps this could be fixed by adding an LPUB directive that signals sets a demarcation between faded and not-to-be faded parts in a step--the equivalent of a STEP/ROTSTEP without the display.

Once again, thanks for all your work on LPub3D.  It's an amazing tool. 



Many thanks for the visual. The problem is clear. The current fade [demarcation] index is being thrown off by the buffer exchange. This shouldn't be too challenging to fix. I'll take a look.



Thanks.  I'd be happy to beta test the fixes if you'd like. 



This is fixed. It took just 3 lines of code Smile For details, see (r764) in version 2.0.7 Readme or change log.

You can download for review the full instructions sequence images here.

I've also attached the updated model file. I made some corrections to page 31/32. 

Now, both pages 11-13 and 31-32 render as expected and without a STEP/ROTSTEP after the BUFEXCHG RETRIEVE meta command.


Wow!  Thanks for the fast turnaround on this fix.  It's working perfectly--or at least the way I think it should work.  :-)

Your corrections to my code for pages 31-32 are basically what I had done for pages 11-12.  The key to successful results is to make sure that the last buffer I retrieve contains everything that I want faded, and that any subsequent parts show up unfaded.  I can get away with doing it differently if I'm not using fading, but this seems like a pretty good habit to get into, regardless.

I think I've also found a work-around for my request for a way to add custom lighting to POV renders.  I found a thread that discusses using a customized front end to L3P to avoid the requirement for the LGEO files.  I think I can use that same idea to create a customized front end to specify my own lighting. 

Once again, thanks.  And keep up the good work.

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RE: LPub3D 2.0.5 - Can't get fading to work with BUFEXCHG - by Kevin - 2016-07-25, 14:12

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