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  Re: Call for GUI part editor
 
(...) Yes, primitives are important. In my program, you can add them just like any other part. I already implemented moving and I wanted to add scaling and rotating, but I did not understand the rotation matrix command. Could anyone explain that to (...) (19 years ago, 16-Apr-06, to lugnet.cad)
 
  Re: Call for GUI part editor
 
(...) Ah, but it's here it's becoming interesting :-) Now the point list must keep track of which points are 'free' and which are belonging to a primitive (and not only 'a' but 'which?'), because the points of the primitive may not be changed (...) (19 years ago, 16-Apr-06, to lugnet.cad)
 
  Re: Call for GUI part editor
 
(...) Okay. My point list now only shows the points of the polygons, not of the primitives. But if I implemented primitives, it would just add these points to the list. When I modify one, these point's wouldn't be affected because - as you said - (...) (19 years ago, 17-Apr-06, to lugnet.cad)
 
  Re: Call for GUI part editor
 
(...) Just slightly on-topic... I have done some semi-serious experimenting on my very old LDD program (LDD - here: "LDraw Draw" and *not* "Lego Digital Designer"!) My old program was not bad in many senses, but a disaster since you aren't even able (...) (19 years ago, 17-Apr-06, to lugnet.cad)
 
  Re: Call for GUI part editor
 
(...) My ldraw import/export scripts for Blender can be used for part editing, to a slight degree. It's lacking in edge functionality and doesn't properly preserve comments currently. Since it was written before Blender had the proper edge (...) (19 years ago, 26-Apr-06, to lugnet.cad)

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