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> I haven't had time to experiment with BrickDraw 3D much yet, but until
> upgrading to OS X 10.2, LDGLite was working great! Once you get the hang
> of it (and as long as you have a parts catalogue handy) LDGLite is a
> great way to build virtual models. I don't think BrickDraw3D is really
> up to that yet. I also noticed that in OpenGL mode, BrickDraw3D does the
> wrong color piece thing because of the non-(insert some letters
> here)-compliant LDRAW parts
>
> Anyone have some good clues as to how I can get LDGLite working on 10.2?
> I am faced with the GLUT application not accepting keyboard commands
> bug. I didn't have this problem on 10.1.x
That Apple OpenGL engineer comment indicates Apple will eventually fix it.
10.2.3? 10.3?
If you can't wait, basically it sounded like the ldglite project has to be
build with Project builder in such a way that it is a double clickable
application, instead of a command line applicaiton with a Makefile.
I don't know how to do this yet. Perhaps it is easy, I don't know. I haven't
delved into the OpenGL documentation yet (I plan on doing it someday--like
after I have learned Cocoa and SQL and done all kinds of other stuff....).
When I try to imagine what it would take, I wonder if it needs to use a NIB
with an OpenGL well and that the code needs to be changed so that it doesn't
create its own window, but uses the NIB. But maybe that is just the Cocoa I
know seeping out of me.
Aren't there more Mac developers on this list yet?!... About a year ago there
were a ton of you that emailed me... where did you all go?
Anyway, have you tried LDraw Viewer? I tested LdGLite, BrickDraw3D, and LDraw
Viewer and LDraw Viewer was much much faster (because parts are modeled in
OpenGL internally--the part files aren't used for these parts, which decreases
loading time and converting between dat format and OpenGL format, or
something). It is full featured enough that I have been able to model a fairly
complex (but small) robot from scratch.
I actually prefer its interface over anything else I have ever used, including
the Windows tools. Instead of 6 directional move keys, it only uses 4. The
arrow key moves the part according to the view. Up is always up, down down,
right right, and left left. Looking at the front will let you move x and y
only. If you want to move along the z plane, you look at the model sideways.
It rotates the model quickly, so rotating to move parts in the other plan
doesn't seem like a slow down.
In fact, it seems to elicit better modeling habits because you don't try to
move the part without actually knowing where it is (such as moving a part
"into" the screen). I created my first model years ago with the original LEdit
and had one part that looked like it was in the right spot, but I never rotated
the model (my PC was slow), and didn't realize for a long time that the part
was actually several bricks closer to me that it should have been.
Anyway, I use BrickDraw3D for the parts list and every now and then I will try
some editing in BrickDraw3D. I'm still waiting for Erik to release the version
that zooms before I can do any serious editing. I have to get in there and see
if the parts line up, especially when they are rotated all over the place like
my models (robots and spaceships).
Currently the defects of Ldraw Viewer is that it crashes on me alot. So I save
and save often! Ldraw Viewer doesn't rotate parts very well either. It rotates
them according to the parts definition of x y and z. It also has a problem
with mouse clicking parts, the hot spot moves several bricks away from the
pointer many times. Page up and paged down still works to move through the dat
list. Oh, the current version doesn't have a dat list for the model either. I
have told Andrew all of this and he is working on it all the time (and might
have fixed many of these things already).
James
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