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 CAD / Development / *16371 (-100)
  Re: Forum shift
 
(...) I'll second that! (14 years ago, 28-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Forum shift
 
(...) It would be great if fans decided to overhaul all of the lugnet forums to a new format. (The current forum should be saved somewhere as an archive of past fan activity.) The PHPbb forum format seems to be the most widely used type across the (...) (14 years ago, 28-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Forum shift
 
(...) NOT if it means as painfully slow as the rest of www.ldraw.org. /Tore (14 years ago, 28-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Forum shift
 
(...) If this means that will have a forum attached to www.ldraw.org MOVE, if it means that we move to www.xxxx.com/LdrawForum we'd better stay. The homepage at Lugnet.com features an article dated "5 June 2009" (by the way CAD still features the (...) (14 years ago, 28-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Forum shift
 
Though I don't yet agree, I have noticed a serious drop in new involvement. I also must admit my own lack of involvement. LUGNET was once the only place to discuss each LEGO topic, but has not done its part to keep up with modern technology and (...) (14 years ago, 27-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Forum shift
 
(...) I can understand the problems with staying with Lugnet, but if we switch, then please pick some software which still allows both NNTP, SMTP and HTTP access. Play well, Jacob (14 years ago, 27-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  Forum shift
 
Hi all, Well, as much as it pains me to say it, unless Lugnet changes the way it runs the forums (i.e. signup easy and intuitive, no authorization emails), I think we may need to change venues to avoid the potential alienation of new (...) (14 years ago, 27-Oct-10, to lugnet.cad.dev.org.ldraw)  
 
  Re: L3P -check Messages and hold votes
 
(...) It appears that nothing has happened since. How about setting up a wiki page and update the page listing when a hold is appropriate together. w. (14 years ago, 16-Oct-10, to lugnet.cad.dev.org.ldraw)
 
  BrickCon LSculpt presentation
 
I have uploaded the slides I presented at BrickCon 2010. The slides go through a complex example which includes two different ways of creating 3D models, combining them together, and building the sculpture. (URL) resolution PDF and Powerpoint are (...) (14 years ago, 9-Oct-10, to lugnet.announce, lugnet.cad, lugnet.cad.dev, lugnet.events.nwbrickcon)
 
  Re: Announcing LSculpt 0.5.0
 
(...) On a side note, I have to say that this "DAVID laser scanner" sounds incredibly cool to me, so much so that I may need to look into acquiring it. Additionally, just five short years ago a 3-D scanner setup was apparently a near pipe-dream, (...) (14 years ago, 1-Oct-10, to lugnet.cad.dev, FTX)
 
  Re: Announcing LSculpt 0.5.0
 
(...) Thanks! I had already discovered DAVID through your website. I got a line laser from dealextreme too, but I didn't have much luck using the video on a digital camera instead of a webcam. I'll try more later! Sculptris looks very cool. It looks (...) (14 years ago, 29-Sep-10, to lugnet.cad.dev, FTX)
 
  Re: Announcing LSculpt 0.5.0
 
(...) Excellent! To the palette of tools you mention on LSculpt webpage, I'd like to add (URL) DAVID laser scanner> to build your own meshes. The free version is perfectly usable (but you'll need Meshlab to assemble the scans in a single mesh). A (...) (14 years ago, 29-Sep-10, to lugnet.cad.dev, FTX)
 
  Re: Announcing LSculpt 0.5.0
 
Hi Bram, Looks stunning. Downloading now! Now if I could find some more time for LEGO I could actually build the horse I sculpted with the earlier version of LSculpt. (URL) Jaco (14 years ago, 29-Sep-10, to lugnet.cad.dev, FTX)
 
  Announcing LSculpt 0.5.0
 
(URL) At Bricks by the Bay 2010 in Fremont, CA, I gave a (URL) presentation> on LSculpt, a program I wrote a few years ago to convert 3D models into Lego surfaces. After the presentation, (URL) Remi Gagne> offered to help me create a graphical (...) (14 years ago, 29-Sep-10, to lugnet.announce, lugnet.cad, lugnet.cad.dev, FTX) ! 
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) Hmmm, it seems to me that any algorithm that can find the missing Type 5 lines (in order to create the dummy entries) should be able to find *all* of the Type 5 lines. Some missing lines is just a special case of all missing. So just include (...) (14 years ago, 23-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) Actually, no. That is indeed a long-term goal, but it is hampered by two things. First of all, it's a lot of work. Secondly, the current algorithm is actually useful to part authors, since it can visually highlight missing conditional lines. (...) (14 years ago, 23-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) Sorry for that ;o) But (fortunately) here are very few twisted surfaces in LEGO pieces, so I don't think my tool has created too much havoc... (...) Problem is that at this low level I have almost no information about the intended geometry - I (...) (14 years ago, 22-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) I see. So what you really want to do in LDView is ignore the Type 5 lines (at least for smoothing) and smooth wherever there's no Type 2 edge lines between the triangles (and quads). (...) Did anybody ever did actually fix the parts though? I (...) (14 years ago, 22-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) algorithm. LDView uses Type 5 lines in the LDraw file for smoothing, and considers any two surfaces that have a Type 5 line joining them to be part of a smooth curve. The problem is that two co-planar triangles sitting next to each other (...) (14 years ago, 21-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) Isn't this the same problem we ran into with the twisted wedge bricks a while back? Those gave us problematic conditional lines in addition to the ugly zigzag shading artifacts. (URL) thought the solution was to orient the triangles orthogonal (...) (14 years ago, 18-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) Note that I consider this behavior to be a bug in LDView, and as such I will fix it when I get a chance. --Travis (14 years ago, 17-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) Good question! + reduces file size by 50% + 50% less vertices to adjust when building "by hand" + triangles plays havoc with smooth shading (the helical artefact that can be seen here (URL) disappears when triangles are converted to quads. But (...) (14 years ago, 17-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Why quads? Re: L(EGO)Draw parts - 4th batch
 
(...) I realise this is largely off-topic to the oriinal thread but I've always been curious why the use of quads is encouraged when just about every other format and rendering engine sticks to triangles. So the part author merges triangles into (...) (14 years ago, 16-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
There is one more thing to add to Joshua extensive explanations: coplanar triangle pairs are not assembled into quads. I advocated for that, because it offers the maximum flexibility when splitting into subparts or adjusting vertices position (no (...) (14 years ago, 16-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
(...) The astute parts author will notice a slightly new format to these new files. I thought it might help to describe them. The first line is the official LEGO Group name for the part. These are almost always exclusively in UPPERCASE, so you'll (...) (14 years ago, 15-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
This is great :-) What's the communication channel with the Lego Universe team? How do we know when they're gonna make other parts available and when? Looks like part m30408 is a Stormtrooper helmet. I've been waiting for this one for ages! I also (...) (14 years ago, 11-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: L(EGO)Draw parts - 4th batch
 
(...) If you want to send me a list of the "mysteries," I can help sort that out or you. -- joshua (14 years ago, 11-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
(...) HMM! I wonder how *that* happened :wink: Thanks to you for your help with that, Philo. -- joshua (14 years ago, 11-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
(...) Parts 54655 and 54809 come from a motor used for a couple of City Boat sets. (URL) (14 years ago, 11-Sep-10, to lugnet.cad.dev.org.ldraw)
 
  Re: L(EGO)Draw parts - 4th batch
 
(...) Sorry, link broken due to FTX, it's (URL) here> (14 years ago, 10-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
New parts chart done: (URL) that some parts I could not find on Peeron - those parts ''might'' have been modeled under an unknown part number. Those parts need investigating. -Santeri (14 years ago, 10-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
Some interesting parts in this submission. cu mikeheide (14 years ago, 10-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
Few really new parts... but some outstanding ones (eg. 30408). And a much improved quality, compared to previous releases! (...) Thanks in advance, Santeri! Philo (14 years ago, 10-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  Re: L(EGO)Draw parts - 4th batch
 
Awesome news! Love the quantity of Bionicle parts there... (yes I'm back D:) I'll be sure to make the fourth chart to the Wiki. :) -Santeri (14 years ago, 10-Sep-10, to lugnet.cad.dev.org.ldraw, FTX)
 
  L(EGO)Draw parts - 4th batch
 
Hi folks, the LEGO Universe Team has shared another batch of part shapes with the community, with the purpose to make them fit for the LDraw Parts Tracker. As usual I have uploaded them to my webspace (the upload module at LDraw.org would have me (...) (14 years ago, 10-Sep-10, to lugnet.cad, lugnet.cad.dev.org.ldraw, lugnet.cad.dat.parts, lugnet.announce, FTX)  
 
  Re: LDraw BFC Tool
 
(...) SNIP If I am right, this file would have error messages with L3P and DATHeader as the two lines are identical. So one line has to be deleted. cu mikeheide (14 years ago, 23-Aug-10, to lugnet.cad.dev, FTX)
 
  Re: LDraw BFC Tool
 
(...) If such things exist in BFC-certified parts, then they are obviously wrong, but won't necessarily be visible. It's obviously an error condition, so having the program detect it seems just to be a useful feature to me. I don't see why there (...) (14 years ago, 20-Jun-10, to lugnet.cad.dev)
 
  Re: LDraw BFC Tool
 
(...) Your guess is as good as mine. Hopefully Nils is reading and can answer it via me. Tim (14 years ago, 20-Jun-10, to lugnet.cad.dev)
 
  Re: LDraw BFC Tool
 
(...) Double sided part? I don't get it at all. Two identical references to a primitive, and the first is preceded by a BCF INVERTNEXT instruction. How will it look after being changed to single-sided? Has there been any discussions on this issue so (...) (14 years ago, 20-Jun-10, to lugnet.cad.dev)
 
  Re: LDraw BFC Tool
 
(...) Hi, I like to introduce version 1.7.0.5 Beta of the BFC-Tool (it is necessary to update the information on the downloads section on ldraw.org): New features: Changed required .NET Framework from 3.5 to Framework 2.0 Added "What's (...) (14 years ago, 20-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Great !!!! One request can you make it posible to edit inserted minifigures with minifig generator ? Thanks (14 years ago, 18-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: LDraw BFC Tool
 
(...) snip (...) Thanks! You have no idea how many times I've forgotten to attach attachments to emails! Same thing! Kevin (14 years ago, 17-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
In lugnet.cad.dev.mac, Alex Taylor wrote: <snip> (...) <snip> (...) Duh, I was over thinking it big time. Thinking scaling etc would f-up the normals, but with mirroring they will stay the same length. So you are right all I have to do is check if (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) <snip> (...) Wow, this is amazing. I had no idea you could do these kinds of things with shaders. Like Don I too think it's time for me to get a good book/document on using shaders in OpenGL. Thanks for the revelation. Roland (14 years ago, 16-Jun-10, to lugnet.cad.dev)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Hoo...that takes me back! :-) Doing the second shader was a bit of a blast from the past, actually - it's over 10 years since I last wrote assembler in anger! Alex (14 years ago, 16-Jun-10, to lugnet.cad.dev)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) ... Wow, that is simple. It looks just like the description of the algorithm in the LDRAW specs. I haven't felt this old since manipulating the colormap for animation went outta style. :^) Thanks for sharing, Don (14 years ago, 16-Jun-10, to lugnet.cad.dev)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Actually, it's even simpler! This is the code for the geometry-shader: #version 120 #extension GL_NV_geometry_shader4 : enable varying out vec4 gl_TexCoord[]; float determinant(mat2 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } void (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev)  
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Ah ha! Yet another reason to read that vertex-shader book. So, are you suggesting running this algorithm on the graphics card (with counters for the vertices instead counting pixels in the stencil buffer) or perhaps some other algorithm? (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) One drawback with VBOs is that - unlike displaylists - you can't stick arbitrary GL calls in them. I'm using lists because I need to be able to put matrix operations in them as well as geometry. (...) Change the cull-face orientation ;-) (...) (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Interesting, but complicated IMO :-) Shaders offer a much easier implementation, and (I suspect) a faster one. Geometry-shaders for preference, but the algorithm can be implemented using vertex-shaders or even ARB vertex-programs to support (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) So finally this brings us to a technique that combines the predictive abilities of the conditional lines with the runtime advantages of the stencil and BFC algorithms. Think of the conditional line as a pair of triangles with a shared edge (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
In lugnet.cad.dev.mac, Allen Smith wrote: <snip> (...) Thanks for the insight Allen, I'm also not a 3D guru, but I like to fool around with it as much as anyone interested in 3d programming. Your method is roughly the same as what LD4DStdudio does, (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) And another thing... The BFC technique actually has an advantage over conditional lines because it works on the entire scene after it's been assembled. Whereas the conditional lines at the edges of the primitives are created in advance, and (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) (URL) technique and the conditional lines both target the same edges lines where the front facing polygons meet the back facing polygons, so the results should be quite similar. (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) You can ignore the conditional lines and achieve the same effect with display lists using the stencil buffer techniques presented here: (URL) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Heh, you hit that problem too? I've played around writing an OpenGL LDraw renderer based exclusively on display lists, but I can't for the life of me figure out how to handle conditional lines in this setup. Has anyone else solved this (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Hi Roland, Bricksmith now recursively flattens the geometry for each referenced top-level part then sorts it according to primitive type (triangles, quads, lines). Since the primitives are sorted, each type can be enclosed in a single glBegin (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: LDraw BFC Tool
 
(...) Stupid me Link on sourceforge: (URL) Tim (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
In lugnet.cad.dev.mac, Kevin L. Clague wrote: <snip> (...) Hi Kevin, Sorry I replied to the wrong message, that's what you get if you read the group in a newsgroup client and post at the site. Still hoping Allan could share some insight on the (...) (14 years ago, 15-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: LDraw BFC Tool
 
(...) Cool! Where does one find an executable? Kevin (14 years ago, 15-Jun-10, to lugnet.cad.dev, FTX)
 
  LDraw BFC Tool
 
The time is up. There is no need to edit thousand lines of code anymore if you are in trouble with BFC-Certification! I have written a tool which requires .NET framework 3.5 and managed DirectX 9 to run. With this tool you are able to change wrong (...) (14 years ago, 15-Jun-10, to lugnet.cad.dev, lugnet.cad, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Hi Roland, Just to be clear, Allan recoded and achieved this fantastic performance improvement. Kevin (14 years ago, 15-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
In lugnet.cad.dev.mac, Kevin L. Clague wrote: <snip> (...) <snip> (...) Hi, Keving Just from a technical interest, how did you achieve that boost? I'm in the midst of writing a new LDraw renderer myself, so I'm very interested in any possible (...) (14 years ago, 14-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) ...snip.... (...) Allan, Congratulations on such a great improvement! Keep up the good work. Kevin (14 years ago, 14-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Bricksmith 2.4: Faster. Much Faster.
 
(2 URLs) Bricksmith 2.4> adds the following features: Drawing speed improvements of up to 1200% 64-bit native on Mac OS X 10.6 Viewports fill their entire frame Supports displaying the newly-standardized direct RGB color syntax Supports displaying (...) (14 years ago, 14-Jun-10, to lugnet.announce, lugnet.cad, lugnet.cad.dev.mac, FTX)
 
  Re: LDPattern
 
(...) No greater loss I guess. ;) (...) Guess I'll have to take a peep at Quad2dat to see how it works. I thought it was basically just the same approach as bmp2dat, with the difference it can handle more file formats and color depths. /Tore (14 years ago, 4-Jun-10, to lugnet.cad.dev)
 
  Re: LDPattern
 
(...) Even with Lugnet it's not always easy to know things exists: I had no idea LDraw Draw existed until today ;o) (...) Hopefully Il'dar will chime in, but I guess LDPattern will work like Quad2dat: once vertices are created, new points closer (...) (14 years ago, 4-Jun-10, to lugnet.cad.dev)
 
  Re: Possible (minor) contradiction in the specs
 
(...) If by "extension documents" you mean the (sub-)specifications referred to from the main 1.0.0 spec document (ie this page (URL) is no contradiction as the referenced specs were ratified BEFORE the main 1.0.0 spec (they had to be, otherwise the (...) (14 years ago, 4-Jun-10, to lugnet.cad.dev)
 
  Re: LDPattern + LDS, Proof of Concept  [DAT]
 
(...) ... and here's the output from the LDS Compiler v 0.61: 0 Tile 2 x 2 with Red L Pattern 0 Name: 3068bpL.dat 0 Author: Tore Eriksson 0 Unofficial Non-LEGO Part 0 BFC NOCERTIFY 1 16 0 0 0 1 0 0 0 1 0 0 0 1 s\3068bs01.dat 0 // Pattern created by (...) (14 years ago, 4-Jun-10, to lugnet.cad.dev)
 
  LDPattern + LDS, Proof of Concept  [DAT]
 
Here's a thought LDPattern project file in pure LDS format: ' 3068bpL.lds ' LDS Source File created by LDPattern 0 Tile 2 x 2 with Red L Pattern 0 Name: 3068bpL.dat 0 Author: Tore Eriksson 0 Unofficial Non-LEGO Part 0 BFC NOCERTIFY ' Default (...) (14 years ago, 4-Jun-10, to lugnet.cad.dev)
 
  Possible (minor) contradiction in the specs
 
Hi all, Not sure if this is the correct group for this, but I was wondering about a possible contradiction in the specs. I started working on a translation of my LD4DStudio renderer in C++ in means of a refresher course. While starting this up I (...) (14 years ago, 3-Jun-10, to lugnet.cad.dev)
 
  LDPattern  [DAT]
 
I just discovered the LDPattern project. (URL) to the ongoing delugnetization, I had no idea it existed until today. Anyway, here are my thoughts. In 1997, I made a DOS program called LDD (=LDraw Draw, to avoid confusion with TLC's Lego Digital (...) (14 years ago, 3-Jun-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) <snip> (...) Thanks for the insight, Actually the more 'local' feel to interfaces is the reason why I'm a bit more leaning towards wxWidgets at the moment, it uses native controls where possible on all platforms. But Qt is clearly more (...) (14 years ago, 2-Jun-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
I know you've already mostly decided on a direction, but I figured I'd throw in my two cents. LDView takes a different tack for cross-platform support: all the back-end code is cross-platform C++, but the UI code is platform-specific. So my Windows (...) (14 years ago, 1-Jun-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) <snip> (...) Hi Roland, I use Qt (free) with static binding for LPub4. It works pretty well, and is well organized, but the learning curve is big (but not too steep). Kevin (14 years ago, 1-Jun-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
In lugnet.cad.dev, Roland Melkert wrote: <snip> (...) Thanks for all the tips everybody, I've been playing around this weekend and decided to start writing something semi serious using C++ and ether wxWidgets or Qt. And for an IDE I decided on using (...) (14 years ago, 31-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) I'm not sure Lazarus is the way to go with FPC, there's too much of 'Delphi look-alike but never getting there' over Lazarus. But there are other ways of using FPC. (14 years ago, 28-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) As a Delphi programmer you might give Lazarus and freepascal a whirl. Since I also use Delphi, I tried it to make MPDWizard cross platform and it performed well. One sticking point in getting LDDP converted over is that JCL/JVCL isn't (...) (14 years ago, 28-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
In lugnet.cad.dev, Remi Gagne wrote: <snip> (...) hmm, I thought LGPL mend you can only dynamically link to the library, I'll have to take another look it seems. Thanks. (...) <snip> (...) Yes, I've heard more people talking about Python like it's (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
In lugnet.cad.dev, Anders Isaksson wrote: <snip (...) I didn't know of the multiplatform plans for Delphi, but considering the way it went with Kylix (and now 64 bit) I'm not going to wait for it. Don't get me wrong, I LOVE Delphi and always have, (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
In lugnet.cad.dev, Michael Heidemann wrote: snip (...) snip (...) I'm excluding .NET because it's proprietary and I don't like the way MS is pushing it. Also Mono is reversed engineered which means it will never be completely up to pair and or (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) SNIP (...) Some years ago I was looking for the same thing for the LDraw Tools I had in mind. As I only did it for personal use any commercial software was out of the race. Also the C based languages are not good for me as I did never code in (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) Qt is licensed under the LGPL which allows commercial use, either statically or dynamically linked, without problems. The only caveat is that if you modify Qt itself, you must release your modifications to Qt as open source. (...) If native (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) You're aware of the fact that Delphi is going multiplatform in coming releases? First the Mac, later linux. Still, it's an unseen card, we don't know how good it will be, and how long they (Embarcadero) will pursue the multiplatform track this (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) Thanks, I've been looking at Qt but as far I understand it's license doesn't permit commercially static linked closed applications, something I need for my business projects. I know you could link dynamically but that probably raises all kinds (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) wxWidgets isn't bad, but for serious, heavy-UI applications, Qt is far, far better. Its QtCreator IDE & debugger isn't bad either, and is easy to get started with. And QtDesigner, its drag-n-drop UI developer, is one of the few such tools I've (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) Couple of reasons really: 1. Some of my customers are asking about the cost/timeframe of a non windows version of their software. 2. I think windows only software has had it best time, Linux is maturing quickly and Apple is gaining ground. 3. (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  Re: What do LDraw dev people use for multiplatform development
 
(...) Why do you want to go multiplatform? Good thing that .NET is off the table! It's a pain for us users, too. /Tore (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  What do LDraw dev people use for multiplatform development
 
I all, I've been a Delphi programmer both private and work related for over 15 years , but I think it's time to take a dive in the multiplatform world. So in order to get the hang of things I decided to start a new LDraw application in means of a (...) (14 years ago, 27-May-10, to lugnet.cad.dev)
 
  LETGUI update
 
Hi all, I have updated LETGUI to support the latest tools created by Philo ((URL) and (URL) can find the latest version of LETGUI at (URL) is a complete install for windows systems with all tools in one installer. For Linux user I have now also (...) (14 years ago, 25-May-10, to lugnet.cad.dev, lugnet.announce, lugnet.cad)
 
  Re: LDForge - dev. plans and call for help
 
(...) If you want a visual example on stipple, look at my LD4DStudio, it uses it for transparent stuff. In combination with depth buffer you don't need to sort anything just push the triangles and/or quad cords using glDrawElements and optionally (...) (14 years ago, 1-Apr-10, to lugnet.cad, lugnet.cad.dev, FTX)
 
  Re: LDForge - dev. plans
 
(...) Ah, thank you Travis! I got depth buffering working now. :) No more problems with polygon sorting.. -Santeri (14 years ago, 1-Apr-10, to lugnet.cad.dev, FTX)
 
  Re: LDForge - dev. plans and call for help
 
(...) In order for GL_DEPTH_TEST to work, you have to clear the depth buffer at the same time you clear the rest of the screen: glClearDepth(1.0); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GLCOLORBUFFERBIT GLDEPTHBUFFERBIT); (Note: the (...) (14 years ago, 31-Mar-10, to lugnet.cad.dev, FTX)
 
  Re: LDForge - dev. plans and call for help
 
(...) For transparency, LDView sorts triangles, and only triangles, not parts. So the centroid of each triangle is (p1 + p2 + p3) * (1/3). All transparent geometry in the whole model goes into one big list of triangles. While I'm at it, I calculate (...) (14 years ago, 31-Mar-10, to lugnet.cad.dev, FTX)
 
  Re: Developing LDBoxer Again
 
(...) Thanks, Tim! Along with a couple of bug fixes, support for the two other categories is now implemented. Right now, I'm creating the studless parts for the \B folder. Without them, LDBoxer would still not be able to boxer them. /Tore (14 years ago, 21-Mar-10, to lugnet.cad.dev)
 
  Re: Developing LDBoxer Again
 
(...) --snip-- (...) This sounds like an excellent development. I had to hand alter some of my Boxer'd MOCs to get the bottom detailing back in. And I think I forgot some. Tim (14 years ago, 21-Mar-10, to lugnet.cad.dev)
 
  LDBoxer Available at SourceForge
 
(...) I've played around a little with my old LDBoxer program. The new version auto-boxes a lot more safe-to-box parts than previous versions. Added support for parts without studs and parts without bottom details (URL) Replace button is made (...) (14 years ago, 21-Mar-10, to lugnet.cad.dev)
 
  Developing LDBoxer Again
 
After seven years of thinking and hesitating, I have decided to improve my utility progam LDBoxer. There are lots of room for improvements, but to begin with, I will fix a couple of bugs I have discovered. Then I will focus on making two new (...) (14 years ago, 20-Mar-10, to lugnet.cad.dev)
 
  Re: number notation in official parts
 
(...) Yes, and no, or rather, maybe. In Delphi you would do something like Write(Format('%g', [Value])); i.e more or less the same format strings as in C. But, it is type-safe at runtime :-) (14 years ago, 12-Mar-10, to lugnet.cad.dev)
 
  Re: number notation in official parts
 
(...) Thanks for the info. I've always used perl scripts to convert oddly formatted data to a consistent format and then read it like that. Nice to know I don't always have to. If it could only read some of the more bizarre Fortran formats I'd never (...) (14 years ago, 12-Mar-10, to lugnet.cad.dev, lugnet.off-topic.geek)


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