On Sat, Jan 23, 2016 at 11:02 PM, jp charras wrote:
> Le 23/01/2016 10:49, Cirilo Bernardo a écrit :
> > Hi folks,
> >
> > I've made a number of changes to address most of the comments on
> > the 3D refactor branch:
> >
> > https://code.launchpad.net/~cirilo-bernardo/kicad/3d_initial_merge
> >
>
Le 23/01/2016 10:49, Cirilo Bernardo a écrit :
> Hi folks,
>
> I've made a number of changes to address most of the comments on
> the 3D refactor branch:
>
> https://code.launchpad.net/~cirilo-bernardo/kicad/3d_initial_merge
>
> Thanks to everyone who has taken time to try the code and post
> c
Hi folks,
I've made a number of changes to address most of the comments on
the 3D refactor branch:
https://code.launchpad.net/~cirilo-bernardo/kicad/3d_initial_merge
Thanks to everyone who has taken time to try the code and post
comments.
I think the only outstanding comment is the one regardi
Hi folks,
There have been a number of bug fixes and improvements to the new
3D file name resolution code and caching system. With the latest
changes I expect the filename resolution to be 100% back compatible
with the legacy behavior while providing a greatly improved scheme for
3D file model sel
2016-01-03 22:08 GMT+01:00 Nick Østergaard :
> Looks awesome :)
>
> I have been playing around with it a bit and I can't seem to find some
> major problems. I did notice a cosmetic issue, where the preview
> window size is miscalculated or something when resizing the 3d
> properties window.
Your l
Looks awesome :)
I have been playing around with it a bit and I can't seem to find some
major problems. I did notice a cosmetic issue, where the preview
window size is miscalculated or something when resizing the 3d
properties window.
Also, one needs to use LD_LIBRARY_PATH to make sure that the n
Hi Folks,
The VRML2 3D plugin is now operational, please test:
https://code.launchpad.net/~cirilo-bernardo/kicad/3d_initial_merge
I'm not sure if I should support the file URLs such as those employed by
the
VRML exporter since file URLs are a big can of worms. Thanks to the new 3D
intermediate
Hi folks,
I'm progressing with some cleanup of the 3D refactor in preparation
for merging with the main branch (which we can hopefully do early
in 2016). The latest news:
A small refactor was done to make it easier to produce a dynamic
plugin for kicad. The header include/plugins/kicad_plugin.h
On Fri, Nov 27, 2015 at 8:00 PM, Nick Østergaard wrote:
> Hi Cirilo
>
> Thank you for the update. It looks good that the preview is becoming
> ready. :)
>
> Maybe you said this earlier, but what things do you plan to have done to
> be able to integrate with the product branch?
>
> Nick
>
Merging
maybe
Regards,
Mario Luzeiro
From: Kicad-developers
[kicad-developers-bounces+mrluzeiro=ua...@lists.launchpad.net] on behalf of
Nick Østergaard [oe.n...@gmail.com]
Sent: 27 November 2015 09:00
To: Cirilo Bernardo
Cc: KiCad Developers
Subject: Re: [Kicad-developers] update on 3D refactor
Hi Ci
Hi Cirilo
Thank you for the update. It looks good that the preview is becoming ready.
:)
Maybe you said this earlier, but what things do you plan to have done to be
able to integrate with the product branch?
Nick
Den 27/11/2015 03.27 skrev "Cirilo Bernardo" :
> Work is moving along slowly with
Work is moving along slowly with the 3D cache and renderer but I've just
finished the
first iteration of work on the code which translates from the cache data
representation
to the data structures needed by the new renderer. I've got a screen shot
of the
output created by the '3d_plugin_tetra' exam
As part of the ongoing 3D refactor I've implemented another dummy/demo
plugin which will accept any *.wrl file and use the new intermediate scene
representation (cache data) structures to produce the 2 tetrahedra shown
in the link below. This particular demo plugin only serves as a basic
example
of
On Fri, Oct 30, 2015 at 7:34 AM, Mário Luzeiro wrote:
> Hi Cirilo,
>
> > I have no plans for kicad and plugins to share code.
> > As I wrote, plugins do not need to link to kicad or know anything about
> its internal data structures.
>
> I understand that it don't need to be linked, but if you wa
Hi Cirilo,
> I have no plans for kicad and plugins to share code.
> As I wrote, plugins do not need to link to kicad or know anything about its
> internal data structures.
I understand that it don't need to be linked, but if you want to make a board
exporter (eg: export a board to eagle) how do
On Thu, Oct 29, 2015 at 9:43 PM, Mário Luzeiro wrote:
> Hi Cirilo,
>
> >>> - will it be possible to build the plugins without using kicad source
> code? Maybe for some type of plugins it will be easy to have an API, but
> for things related with kicad, it can be an huge library or dependencies.
>
patibility.
Mario
From: Bernhard Stegmaier [stegma...@sw-systems.de]
Sent: 29 October 2015 11:21
To: Mário Luzeiro
Cc: Cirilo Bernardo; KiCad Developers; Kicad-developers
Subject: Re: [Kicad-developers] update on 3D refactor
Hi,
actually, if you allow out-of-tree
Hi,
actually, if you allow out-of-tree plugins I think it is urgently needed
to separate the headers somehow from the rest of the project (something
like linux and linux-headers packages).
Otherwise, IMHO it is way too easy for non-plugin developers to change
things (maybe even not on purpose)
Hi Cirilo,
>>> - will it be possible to build the plugins without using kicad source code?
>>> Maybe for some type of plugins it will be easy to have an API, but for
>>> things related with kicad, it can be an huge library or dependencies.
>> The plugins can be built without the kicad source; al
On Thu, Oct 29, 2015 at 8:37 PM, Mário Luzeiro wrote:
>
> >> - will it be possible to build the plugins without using kicad source
> code? Maybe for some type of plugins it will be easy to have an API, but
> for things related with kicad, it can be an huge library or dependencies.
> > The plugins
>> - will it be possible to build the plugins without using kicad source code?
>> Maybe for some type of plugins it will be easy to have an API, but for
>> things related with kicad, it can be an huge library or dependencies.
> The plugins can be built without the kicad source; all you need are
ua...@lists.launchpad.net] on behalf of Cirilo Bernardo [
> cirilo.berna...@gmail.com]
> Sent: 28 October 2015 00:32
> To: KiCad Developers
> Subject: [Kicad-developers] update on 3D refactor
>
> Thanks to nickoe I'm finally able to build on MSWin and was able to
> get the dyn
=ua...@lists.launchpad.net] on behalf of
Cirilo Bernardo [cirilo.berna...@gmail.com]
Sent: 28 October 2015 00:32
To: KiCad Developers
Subject: [Kicad-developers] update on 3D refactor
Thanks to nickoe I'm finally able to build on MSWin and was able to
get the dynamic plugins working on
On Wed, Oct 28, 2015 at 11:37 PM, jp charras wrote:
> Le 28/10/2015 01:32, Cirilo Bernardo a écrit :
> > Thanks to nickoe I'm finally able to build on MSWin and was able to
> > get the dynamic plugins working on that platform. With some help on
> > the kicad IRC channel I was able to make changes
Le 28/10/2015 01:32, Cirilo Bernardo a écrit :
> Thanks to nickoe I'm finally able to build on MSWin and was able to
> get the dynamic plugins working on that platform. With some help on
> the kicad IRC channel I was able to make changes and verify that
> dynamic plugins work on OSX as well. (On MS
Thanks to nickoe I'm finally able to build on MSWin and was able to
get the dynamic plugins working on that platform. With some help on
the kicad IRC channel I was able to make changes and verify that
dynamic plugins work on OSX as well. (On MSWin I will need to do
some more work - the file selecto
Hi folks,
I'm currently integrating the newer 3D code into pcbnew; in the short term
this will
essentially only provide an improved file selector dialog for the
VRML/X3D/IDF
models and initially there will be some duplicated data in MODULE until we
can
replace the rendering system with the system
pcbnew. When pcbnew wants to select model files etc it will make a call to
the
model manager.
- Cirilo
>
> From: Cirilo Bernardo [cirilo.berna...@gmail.com]
> Sent: 03 October 2015 21:55
> To: Mário Luzeiro
> Cc: KiCad Developers
> Subject: Re: [Kicad-developers] update on
5
To: Mário Luzeiro
Cc: KiCad Developers
Subject: Re: [Kicad-developers] update on 3D refactor
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nterest in 3D things of kicad that can also
> comment / give feedback on this subject, so it will not be only me to reply
> o Cirilo's emails?! :)
>
> Mario
>
>
> From: Kicad-developers [kicad-developers-bounces+mrluzeiro=
> ua...@
On Sun, Oct 4, 2015 at 3:24 AM, Nick Østergaard wrote:
> 2015-10-03 10:45 GMT+02:00 Cirilo Bernardo :
> > If anyone has time to have a peek at my 3D refactor branch:
> >
> > bazaar.launchpad.net/~cirilo-bernardo/kicad/3drefactor
> >
> > the existing code can be built within the build/3dv subdirec
2015-10-03 10:45 GMT+02:00 Cirilo Bernardo :
> If anyone has time to have a peek at my 3D refactor branch:
>
> bazaar.launchpad.net/~cirilo-bernardo/kicad/3drefactor
>
> the existing code can be built within the build/3dv subdirectory after
> configuring kicad for compilation. The kicad code itself
feedback on this subject, so it will not be only me to reply o
Cirilo's emails?! :)
Mario
From: Kicad-developers
[kicad-developers-bounces+mrluzeiro=ua...@lists.launchpad.net] on behalf of
Cirilo Bernardo [cirilo.berna...@gmail.com]
Sent: 03 October
If anyone has time to have a peek at my 3D refactor branch:
bazaar.launchpad.net/~cirilo-bernardo/kicad/3drefactor
the existing code can be built within the build/3dv subdirectory after
configuring kicad for compilation. The kicad code itself is quite a few
revisions out of date but that doesn't
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