00:06.52 |
AchiestDragon |
hmm was after the DB file format not output
graphics formats |
00:33.46 |
Twingy |
http://www.cnn.com/2005/SHOWBIZ/Movies/10/13/citizen.wookiee.ap/index.html |
00:35.26 |
pra5ad |
chewie's gonna work for arl |
00:35.42 |
Twingy |
yep |
00:36.03 |
Twingy |
doesn't he look like bob ruschley? |
00:36.10 |
pra5ad |
who |
00:36.20 |
Twingy |
hrm, you don't know him |
00:36.39 |
pra5ad |
damn this monitor.. misaligned at 75hz, fine
at 60 |
00:36.51 |
Twingy |
so crank it up to 120hz |
00:37.16 |
pra5ad |
ive never run anything above 60 |
00:37.28 |
Twingy |
gah |
00:37.35 |
Twingy |
60 sends me into a seisure |
00:37.36 |
pra5ad |
what exactly is the benefit of high
refresh |
00:38.08 |
Twingy |
the flourescent lights run at 60hz
AC |
00:38.13 |
Twingy |
you get *beats* |
00:38.21 |
Twingy |
it's nauseating |
00:38.30 |
Twingy |
I can't use a monitor at 60hz. |
00:40.56 |
pra5ad |
how do u add new refresh rates |
00:41.05 |
Twingy |
in what? |
00:41.07 |
Twingy |
X? |
00:41.08 |
pra5ad |
yea |
00:41.20 |
Twingy |
XF86Config, VertRef |
00:41.33 |
*** part/#brlcad Tegan
(n=lyra@eacb02-00-cmmgga-70-34-176-23.atlaga.adelphia.net) |
00:41.51 |
Twingy |
VertRefresh 72.0 - 85.0 |
00:41.59 |
Twingy |
Section "Monitor" |
00:43.14 |
AchiestDragon |
if you have it installed ,sax2, gives you
configure options for the monitor and allows you to test before
commiting |
00:43.22 |
pra5ad |
hmm i have xorg |
00:43.34 |
pra5ad |
my xorg.conf doesnt have a vertrefresh field
under monitor |
00:49.01 |
AchiestDragon |
:) |
00:52.36 |
*** join/#brlcad pra5ad
(n=prasad@pool-151-196-29-221.balt.east.verizon.net) |
00:52.51 |
pra5ad |
well alignment problem is fixed at 75hz at
least |
01:04.28 |
*** join/#brlcad PKMOBILE
(n=Apathy@pcp0011645240pcs.aberdn01.md.comcast.net) |
01:10.04 |
brlcad |
AchiestDragon: 'groffer' and to a lesser
extent 'less' if set up properly will format up manpages |
01:10.49 |
brlcad |
AchiestDragon: I wouldn't suggest reading the
.g file format directly, use librt's API -- that said, if you
really want to know, it's on the website |
01:12.17 |
brlcad |
Twingy: hmm.. seisures eh? ... good to
know... mauhaha |
01:17.07 |
Twingy |
bah |
02:07.12 |
pra5ad |
is there any way to find out the fsb speed on
linux? |
02:07.31 |
brlcad |
cat /proc/cpuinfo have it? |
02:12.53 |
pra5ad |
nop |
02:31.06 |
Twingy |
dmesg |
02:53.03 |
pra5ad |
[2]prasad@duriel:/home/prasad :. dmesg | grep
fsb |
02:53.03 |
pra5ad |
<PROTECTED> |
13:09.36 |
*** join/#brlcad d_rossberg
(n=c28bf505@bz.bzflag.bz) |
13:33.31 |
d_rossberg |
AchiestDragon: are you looking for smooth
bot's? |
13:33.43 |
AchiestDragon |
yes |
13:34.10 |
d_rossberg |
did you had a look at
"mk_bot_w_normals"? |
13:35.31 |
AchiestDragon |
what im trying to do is take a bot that has
been imported (that has lost the normals) and find a way to add
them again |
13:36.58 |
AchiestDragon |
<PROTECTED> |
13:37.59 |
d_rossberg |
you could take a weighted avarege of the
normals of the surrounding surfaces to determin the normals in the
vertices |
13:38.39 |
d_rossberg |
mk_bot_w_normals is used by mk_bot with an
empty normal array |
13:39.05 |
AchiestDragon |
yes |
13:40.07 |
d_rossberg |
it looks like every face has 3 normals
assigned (one for each vertex?) |
13:40.07 |
AchiestDragon |
the code is ther to create the bot with
normals , its the code to convert a bot without normals to one with
that seems to be missing |
13:42.00 |
AchiestDragon |
but fine if brlcad is beeing used to generate
the bot in the first place as you can make it with normals , but
when you have imported the bot from another package it loses
them |
13:42.13 |
d_rossberg |
thats true, but it should be easy to hack
g-dxf: use mk_bot_w_normals with a weighted avarege of the normals
of the surrounding surfaces for each vertex |
13:42.51 |
d_rossberg |
BTW i've never used mk_bot_w_normals direktly,
it's only an idea |
13:43.44 |
AchiestDragon |
well trying to write a program that takes a db
containing the bot and makeing another db containing a bot with
normals |
13:44.01 |
d_rossberg |
i'ts also possible brl-cad crashes if the
normals array isn't 0 |
13:45.33 |
AchiestDragon |
but the way i am trying to do it , it should
be posible to create the output in the form of a db of
splines |
13:46.09 |
AchiestDragon |
and maybe allow a hack to use besiers instead
of splins |
13:51.15 |
d_rossberg |
i'm sceptical about splines: it looks very
difficult |
13:51.48 |
AchiestDragon |
mk_bspline( struct rt_wdb *wdbp, const char
*name, struct face_g_snurb **surfs ) |
13:52.24 |
AchiestDragon |
in nurb.c |
13:54.49 |
AchiestDragon |
well for simple objects like sphears torus ,
and grid based objects , its easy , problem starts when you get a
bot of say a hand , finding direction vectors for arround the
fingers |
13:58.04 |
d_rossberg |
thats why i recommend a weighted avarege: you
could use the distance of the surfaces center from the vertex as
weight |
13:58.53 |
AchiestDragon |
im working on the principal that for each line
in the triangle the 2 end points connect to 2 other points that are
the end points of the triangle next to it (as a continuation of
the line ) |
13:58.54 |
d_rossberg |
how much spline surfaces do you get? as many
as triangles are in the bot? |
14:00.32 |
AchiestDragon |
about 1 spline for every triangle , |
14:02.07 |
AchiestDragon |
with 2 where one side of the triangle is a
open edge |
14:07.59 |
d_rossberg |
it sounds still difficult. it's much more than
simly saying whats the normal in a vertex, you need a reasonamle 3D
curve |
14:08.48 |
AchiestDragon |
<PROTECTED> |
14:10.49 |
AchiestDragon |
on say bot that was a sphere , find a path (
where a line travels arround the object ) use all points of that
line in the creation of the spline for it , find next path
... |
14:11.38 |
AchiestDragon |
first one relative axis then one at 90deg to
it |
14:13.17 |
AchiestDragon |
basicaly convert the cordinates that the bot
draws into a group of single points then play join the dots with
splines |
14:16.38 |
AchiestDragon |
theres a lot of code needed to analize the
structrure of the bot so it can determine what paths the splines
would need to take take |
14:18.44 |
AchiestDragon |
anyway no garantee that im going to be able to
get it working , but going to be worth a try |
14:18.53 |
d_rossberg |
do you determine these paths onle once fot the
bot or for every triangle? |
14:24.04 |
CIA-5 |
BRL-CAD: 03d_rossberg *
10brlcad/src/librt/nurb_c2.c: probable a typing error: it should be
vve, not uve |
14:25.35 |
AchiestDragon |
what i intend doing is converting the bot to a
array of points , then trying to determin from the bot the paths a
spline would be best taking (though the points of intersections
) |
14:27.23 |
AchiestDragon |
so take a grid mesh (100*100) try to determing
a path from one side to the other , and use the points recovered
from the bot to find what next direction allong that path the
spline should take |
14:30.01 |
AchiestDragon |
and again for the path next to it ... ,then
again for the lot at 90deg to it to form a spline grid , |
14:30.33 |
d_rossberg |
grid is easy, how about a
tetrahedron? |
14:30.45 |
AchiestDragon |
assuming theres no pertusions that would need
extra processing |
14:32.53 |
AchiestDragon |
a enclosed object ( ie no open side ) would
start from one point and find longest path arround , then procide
to do the path to one side of it .. then the other ... and again
repeate at 90 deg |
14:34.41 |
d_rossberg |
for a grid it looks good |
14:37.07 |
AchiestDragon |
seems to be ok on spheare and toruses , etc
also , , its random shaped bots that have extrusions that give more
points on some paths and have sub paths to be found |
14:41.41 |
AchiestDragon |
for example http://whipy.demon.co.uk/snapshot4.png
|
14:42.52 |
AchiestDragon |
thats one bot |
14:45.11 |
AchiestDragon |
should look more like http://whipy.demon.co.uk/snapshot5.png
(given diferent pose) |
14:45.32 |
d_rossberg |
BTW: found a function rt_smooth_bot, usable
from mged via "bot_smooth" command (untested) |
14:47.57 |
AchiestDragon |
opps |
14:48.04 |
d_rossberg |
i get a time out for your web site, but i
think it's the alien |
14:48.09 |
AchiestDragon |
for example http://www.whipy.demon.co.uk/snapshot4.png
|
14:48.19 |
AchiestDragon |
should look more like http://www.whipy.demon.co.uk/snapshot5.png
(given diferent pose) |
14:48.30 |
AchiestDragon |
missed the www bit |
14:48.38 |
AchiestDragon |
yes |
14:49.17 |
brlcad |
beautiful |
14:49.46 |
brlcad |
yeah, bot_smooth will add vertex normals to a
bot |
14:49.52 |
d_rossberg |
bot_smooth doesn't work in the actual windows
version |
14:50.26 |
brlcad |
that's odd.. shouldn't be anything
platform-specific |
14:50.46 |
brlcad |
d_rossberg: what does it say/do? |
14:52.44 |
brlcad |
simple test: make sph sph |
14:52.46 |
brlcad |
facetize sph.bot sph |
14:52.50 |
brlcad |
B sph.bot |
14:52.52 |
brlcad |
rt -F/dev/Xl |
14:53.01 |
brlcad |
should see a hard edges |
14:53.34 |
brlcad |
bot_smooth sph.smooth.bot sph.bot |
14:53.36 |
brlcad |
B sph.smooth |
14:53.39 |
brlcad |
rt -F/dev/Xl |
14:53.45 |
brlcad |
should see smooth edges |
14:54.33 |
brlcad |
(er, that last should have been B
sph.smooth.bot ..) |
14:55.42 |
*** part/#brlcad `Erik
(i=erik@pcp0011474399pcs.chrchv01.md.comcast.net) |
14:55.44 |
d_rossberg |
ok, my error, typed smooth_bot |
14:55.57 |
AchiestDragon |
just trying it with the alien model |
14:56.20 |
brlcad |
probably will take a "little" bit longer with
that many triangles in the alien model :) |
14:58.23 |
*** join/#brlcad ``Erik
(i=erik@pcp0011474399pcs.chrchv01.md.comcast.net) |
15:01.47 |
AchiestDragon |
well seems to be processing it , well its
using a lot fo cpu time anyway |
15:01.48 |
d_rossberg |
the interrior of sph.smooth.bot looks good,
but not the edge (when the ray doesn't hit any triangle) |
15:07.59 |
brlcad |
yeah, it's not going to fake a hit for the
sake of smoothing, which leaves discontinuities on the surface near
the edges |
15:08.39 |
brlcad |
resolved somewhat by increasing the
tesselation tolerance or the curvature tolerance when
facetizing |
15:12.32 |
d_rossberg |
i've to go |
15:56.11 |
AchiestDragon |
by little bit longer is that days or hours
longer ? |
17:22.28 |
*** join/#brlcad DTRemenak
(n=DTRemena@DHCP-170-143.caltech.edu) |
18:41.32 |
*** join/#brlcad cad105
(n=3e65d93e@bz.bzflag.bz) |
19:52.45 |
AchiestDragon |
hmm think its not working |
19:59.37 |
CIA-5 |
BRL-CAD: 03brlcad * 10brlcad/BUGS: facetize
-t |
19:59.54 |
brlcad |
AchiestDragon: can you post the .g somewhere,
I'll take a look at it |
20:00.10 |
AchiestDragon |
k |
20:00.25 |
brlcad |
facetizing an already facetized object will
take a very long time (you shouldn't do that) |
20:00.37 |
brlcad |
but smoothing the bot shouldn't take long at
all |
20:00.47 |
brlcad |
I meant a few seconds, maybe minutes |
20:01.01 |
brlcad |
the sphere is instantaneous |
20:02.45 |
AchiestDragon |
its a 6.9mb file , just uploading it
atm |
20:05.51 |
AchiestDragon |
http://www.whipy.demon.co.uk/aq1.g
|
20:06.56 |
AchiestDragon |
let me know when you downloaded it ok i can
remove it from my web space then |
20:08.19 |
``Erik |
sean, can radmind upgrade x.3 to
x.4? |
20:11.13 |
brlcad |
``Erik: yes |
20:11.36 |
``Erik |
thnx |
20:12.11 |
brlcad |
AchiestDragon: getting it now.. 30% .. 40%
.. |
20:13.07 |
brlcad |
AchiestDragon: got it |
20:13.27 |
``Erik |
(is tesselating tesselated data slow because
it tries to tesselate bots? if so, shouldn't it just consider bots
to be tesselated and just hand them over?) |
20:13.54 |
AchiestDragon |
k if anyone elce is downloading it speek now
before i remove it |
20:14.18 |
brlcad |
yay, flight was cancelled out of yuma
.... |
20:14.51 |
``Erik |
heh, take the train back? :D |
20:15.50 |
brlcad |
be back in a bit, they're kicking me
out |
20:15.55 |
``Erik |
hasta |
22:47.55 |
*** join/#brlcad ChanServ
(ChanServ@services.) |
22:47.55 |
*** mode/#brlcad [+o ChanServ]
by irc.freenode.net |
23:19.37 |
pra5ad |
yipes |
23:19.41 |
pra5ad |
JPL layoffs |