| | Re: ldglite (ldlite for OpenGL and Linux) new stuff
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(...) Ah yes, the command line interface. Much better! I should just delete that pesky WinCvs fish icon right off the desktop. Don (25 years ago, 3-Feb-00, to lugnet.cad.dev)
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| | Re: ldglite (ldlite for OpenGL and Linux) new stuff
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(...) Yes! Yes! Yes! Although not surprising coming from another EMACS user. It's amazing how hard it is to convince people that you can get things done so much faster if your fingers never leave the keyboard. Unfortunately it requires training to (...) (25 years ago, 3-Feb-00, to lugnet.cad.dev)
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| | Re: ldglite (ldlite for OpenGL and Linux) new stuff
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(...) You can keep compatibility with the POV libraries but each one (LGEO, L3P and Anton Rave's (?)) use a different coordinate system. LeoCAD uses the parts from LGEO first and then if something is missing, it creates the parts using its own (...) (25 years ago, 3-Feb-00, to lugnet.cad.dev)
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| | Re: ldglite (ldlite for OpenGL and Linux) new stuff
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(...) Yes, I totally agree with you. I think that once you bother to learn the LEdit keycodes, it is much quicker to use than a "point and click" CAD system. I think that any new LDraw-based CAD system should also imlement the LEdit kecodes for the (...) (25 years ago, 3-Feb-00, to lugnet.cad.dev)
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| | Re: ldglite (ldlite for OpenGL and Linux) new stuff
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(...) A feature I already started adding to ldglite is to take ldraw commands from stdin if no filename is present on the commandline. I think this lends itself better to external control than polling a file. This is of course based on my completely (...) (25 years ago, 3-Feb-00, to lugnet.cad.dev)
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