| 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 |
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| 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 |