V4 beta Feb-9-2018 available now
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 From:  Metin Seven (METINSEVEN)
8814.66 In reply to 8814.54 
Hi Michael,

I did some tests, and the lagginess is present in both split views and maximised views, and it also occurs when I move objects. It feels as if the general viewport refresh rate is lower than before, causing a laggy response to my pen movements.

I assume you're using OpenGL 4.1?

It might simply be a case of the retina resolution having to redraw much more pixels than my previous resolution needed to.

Regards,

Metin

———————

visualization • illustration • animation • 3D (print) design — https://metinseven.com
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 From:  Michael Gibson
8814.67 In reply to 8814.65 
Hi Marco,

re:
> If, for example, the solution you thought (factory.calculate() that should return a script exception
> if the escape key.) will degrade the performance of the pipe command, please DON'T apply this
> new solution.

I don't expect it to have any significant performance impact but it could be good to repeat the test after the next beta to see for sure.

This one is easier to set up than figuring out how to force the crash dialog to get triggered, so I'll try this method first to see if it solves this problem.

- Michael
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 From:  Michael Gibson
8814.68 In reply to 8814.66 
Hi Metin,

> I assume you're using OpenGL 4.1?

No, currently it uses OpenGL 2.1 + extensions. That's to maintain compatibility with older OS versions and also because MoI doesn't currently need any of the newer OpenGL features.

It doesn't use the legacy pipeline functions though, it uses vertex buffers and shaders same as what's required by newer OpenGL versions.

- Michael
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 From:  mkdm
8814.69 In reply to 8814.67 
@You : "...
I don't expect it to have any significant performance impact but it could be good to repeat the test after the next beta to see for sure.
This one is easier to set up than figuring out how to force the crash dialog to get triggered, so I'll try this method first to see if it solves this problem."

Ok. Got it!

Thanks!

I'll try the next beta.

- Marco (mkdm)
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 From:  Marc (TELLIER)
8814.70 In reply to 8814.55 
Hi Michael,

Ok, thanks. I might check with older drivers.
Wacom has great hardware but the drivers side often is not up to par.

In the past I had several other problems caused by the drivers that took me a while to figure out.

Marc

EDITED: 15 Feb 2018 by TELLIER

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 From:  eddi
8814.71 In reply to 8814.1 
Hi Michael,

http://moi3d.com/forum/index.php?webtag=MOI&msg=6051.6
>>In the future I do want to add a display mode for showing back facing surfaces.

Is that on the focus vor v4 ?
Thanks
-EDDI
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 From:  Michael Gibson
8814.72 In reply to 8814.71 
Hi EDDI - I'm sorry I can't promise exactly what will be in v4. Previously viewing backfaces hasn't been a major priority because nothing in MoI's own operation is sensitive to it and if an app that you are exporting into is sensitive to it, it kind of makes sense to me that they would have a flip function that works in it.

- Michael
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 From:  eddi
8814.73 In reply to 8814.72 
Hi Michael
Yes it's ok, special commands have a flip function.

But in modeling space it's good to know:


regards
-EDDI
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 From:  Rudl
8814.74 
You look in the window!
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 From:  eddi
8814.75 In reply to 8814.74 
Hi Rudl
I can ask differently, I stand in front of the window or behind it ?
So what is the position in front or behind, if you do not see "normal direction".
Regards and good neight.
I'm look in to my bed under back face from my blanket.
-EDDI
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 From:  Michael Gibson
8814.76 In reply to 8814.73 
Hi EDDI -

re: window - in MoI if that's a solid I guess you'd say you're looking AT the window. There isn't anything built into MoI that considers one outer side of a solid to have a different property than the other side. The Flip command previously referenced only does something to a surface object, it doesn't do anything to a solid. A solid is automatically oriented to have its surface normals pointing to the outside region of the solid volume.

Similarly a "show backfaces" function will only show something of note on open surfaces, a solid doesn't have any visible backfacing polygons unless your eyepoint is located inside the solid itself which would then show all parts of the solid as backfaces.

- Michael
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 From:  eddi
8814.77 In reply to 8814.76 
Good morning Michael,

re:re: window - in MoI if that's a solid....

That's why I also took this supposedly stupid example/question.
The windows glass panes are not solids in this example (why too).
1. With "show back faces" you can see it immediately.
2. And the answer for the position would be immediately visible.
3. If the normal's are aligned correctly,
and surface model is exported to other CAD with "show back faces" on (I mean, "on" inside other CAD),
it also looks clean and aesthetically.

But.... I belong to the faction of followers for "show back faces" and put my point of view.
If no further followers word annotate (there are some here),
then the discussion for this function is over here.

EDITED: 19 Feb 2018 by EDDI

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 From:  Mik (MIKULAS)
8814.78 In reply to 8814.77 
Hi Eddi,

I use for this purpose Orient Command inside MoI. I learned it from forum some time ago, but I cannot find this thread. On picture below you can find two windows. I've modelled frame (solid) and then glass (surface only), then I've copied this model and rotated by 180°. So now the windows surface is "flipped". In MoI both surfaces looks same, but if you select them and use Transform/Orient command you can see difference in axis orientation. When you use this model in some rendering software for example, you can see same difference as well.

This is very useful trick especial for mesh emitters in renderings sw.

Hope this helps.

Ciao
Mik


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 From:  Frenchy Pilou (PILOU)
8814.79 In reply to 8814.78 
You can make the same with Press TAB then write Flip (you can also make a shortcut with this hiden function Flip! )

Maybe more tricky when you have several objects with many orientations, forms etc...! ;)

And it's only the surface(s) who is flipped... can be useful in certain cases!
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 From:  eddi
8814.80 In reply to 8814.78 
Hi Mik,

Thanks for comment.
>> I learned it from forum some time ago, but I cannot find this thread

I know the thread
The second method described was with command >SHELL<, that's wrong, I meant >OFFSET<



But all too much clicking in a big scene.
-EDDI
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 From:  bemfarmer
8814.81 
Hi Michael,

In MoI4 beta, Feb 2018:
There appears to be a bug when changing the color Style of one or two curves that are to be blended again.

1. Draw two red curves that are to be blended.
2. Select the two curves, and blend them. The blend is red.
3. Delete the blend.
4. Change the color style of the two curves to blue.
5. Select the two curves and blend them. The blend is red.
For these two curves, blend is stuck on style red.
Replace the first curve with another curve, of a 3rd color style, next to the first curve. Blend is "stuck" on style red.

Also, the blend is stuck on the first two ends blended. A second Blend does not work between different selected ends. The first blend keeps reccurring.
(Maybe one of the reasons I commented about selecting "close to ends" of curve, with Blend the other day.)

I came across this while testing clothoid created between two end points of curve(s), versus Blend.

- Brian

(Also I see that Blend does not work between the ends of one open curve, in either MoI3 or MoI4beta.)

EDITED: 1 Aug 2023 by BEMFARMER

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 From:  Michael Gibson
8814.82 In reply to 8814.81 
Hi Brian, yup that's definitely a bug. It looks like it has to do with a new caching mechanism in v4. I'll see about fixing it, thanks for reporting it!

re:
> (Also I see that Blend does not work between the ends of one open curve, in either MoI3 or MoI4beta.)

Yes, you'll have to split a single curve into 2 pieces to do that particular blend.

- Michael
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 From:  Michael Gibson
8814.83 In reply to 8814.81 
Hi Brian, also if that bug is getting in your way a temporary fix for the moment is to open task manager and kill the moi_commandprocessor.exe process before doing the blend again. That's where the old version of the curves are being cached.

- Michael
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 From:  bemfarmer
8814.84 
Thankyou Michael.
I'm working on 3D Euler "blending" of curve(s), if my math and programming is up to it☺
-Brian
It will be a clothoid in 2D.
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 From:  bemfarmer
8814.85 
Circle Tan and Arc Tan are not working on my work computer, but do work at home.
I'll check the error message more carefully tomorrow. I must have a missing helper script, maybe.
The error involves "GetPointOsnappedOnCurve.js", which is in the scripts #include statement.
- Brian

EDITED: 27 Feb 2018 by BEMFARMER

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