From: Bill K. <bk...@bi...> - 2013-03-31 15:53:36
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Heh, got it. setAppearance(...) was firing a change event for each step in copying the passed in Appearance. On Sun, Mar 31, 2013 at 11:40 AM, Bill Kuker <bk...@bi...> wrote: > So I am not sure if you see this, but the changes to the appearance panel > make it do a kind of two-step in the rendering. If I open Apocalypse, > select the fins, and toggle default appearance back and forth I see an > intermediate step that does not include decals. > > I'll look into it later on. I am pretty sure whats up but am about to go > out for the afternoon. > > -Bill > > > On Sat, Mar 30, 2013 at 9:09 PM, Bill Kuker <bk...@bi...> wrote: > >> I'll try it out. >> >> I've got some changes that make transitions look like you'd expect, and >> the model looks good as is with them, you see the motor. If you change the >> transition from 0 length, 0 diameter to .001 length .001 diameter it does >> suddenly change from looking uncapped to looking capped, but for the .001 >> case that is correct, and for the 0 case, well, that isn't physically >> possible, so I'l interpret that as "no shoulder" and make it look uncapped. >> >> -Bill >> >> >> On Sat, Mar 30, 2013 at 4:32 PM, Kevin Ruland <kr...@su...>wrote: >> >>> >>> Bill, >>> >>> I understand. It was a "cap" being rendered but rather the "thickness" >>> of the object since it had a radius of 0. I had only looked at the cap >>> checkbox when I wondered why I couldn't see the motor tube. It does rather >>> look like a cap. >>> >>> I haven't tried it yet, but will later tonight. If I set the radius to >>> be larger (and perhaps add a very small shoulder) it should look better. >>> >>> If you could, please play with the appearance dialog a little. I >>> changed the way the "default texture" check box works. I think I got it >>> right. >>> >>> Kevin >>> >>> >>> On 3/30/2013 8:00 AM, Bill Kuker wrote: >>> >>> The problem you found is that the diameter and the length are both zero. >>> If I make the shoulder length big and the diameter nearly zero, >>> http://imgur.com/VwiVApK, you can see where the improper cap comes >>> from, imagine the diameter of the little straw sticking out the bottom >>> shrinking to zero, that surface is not the end cap, but the connection >>> between the outside of the transition and the outside of the shoulder. >>> >>> I think I should not render that part if the length of the shoulder is >>> zero, although it will lead to a visual discontinuity as the value >>> transitions from very small to zero. I also need to draw the thickness of >>> the actual transition part. Easy for the conical ones, maybe tougher for >>> the fancy ones. >>> >>> -Bill >>> >>> >>> On Fri, Mar 29, 2013 at 1:19 AM, Kevin Ruland <kr...@su...>wrote: >>> >>>> >>>> Bill, >>>> >>>> I made some changes to the appearance panel and ended up getting rid of >>>> the NPE. In particular, I made some changes so the dialog "remembers" the >>>> previous custom setting when you toggle the "use default" check box. I >>>> found that during testing, if you uncheck default, then paint or whatever, >>>> then checked-unchecked the default checkbox, whatever you selected for >>>> paint was lost. Also I prevented the decal model from displaying the >>>> system default texture name. >>>> >>>> I didn't try to do anything about the transition cap display. >>>> >>>> Kevin >>>> >>>> >>>> On 3/28/2013 12:54 PM, Kevin Ruland wrote: >>>> >>>> >>>> Bill, >>>> >>>> I'm going to play around with having the system textures not appear in >>>> the texture drop down. >>>> >>>> However, I found another display issue. It seems that transitions (and >>>> probably NCs) are rendered with caps even when they are not capped. Take a >>>> look at the bottom of the Apocalypse sample - I would expect to see the >>>> bottom centering ring and motor tube, but instead it shows a solid grey >>>> cap. Unfortunately, I don't have the OpenGL-foo needed to change this. >>>> >>>> Kevin >>>> >>>> On 3/28/2013 11:28 AM, Kevin Ruland wrote: >>>> >>>> >>>> Bill, >>>> >>>> You are right, the texture was still set. I noticed this looks a >>>> little weird since it says the decal is "/textures/xxx/wood" (or something >>>> like that) but that file is not part of the ork file. I think we decided >>>> to not save the texture images in the ork file (which I support), so it >>>> makes sense that it's not in the ork file and not really available for >>>> selection. However, it is weird that it appears in this drop down. It's >>>> even weirder because if you change to none, you cannot find it in the drop >>>> down again. >>>> >>>> It makes more sense to me that when you uncheck "default", then the >>>> decal is automatically set to "<none>". Does that make more sense to you >>>> too? >>>> >>>> Kevin >>>> >>>> On 3/28/2013 11:04 AM, Bill Kuker wrote: >>>> >>>> I'm not totally sure I follow, I messed around and the appearance color >>>> did what I expected. >>>> >>>> I did find a NullPointer when I tried to go back to the default, I'll >>>> look into that. >>>> >>>> Could you tell me the steps to reproduce and maybe a screencap? >>>> >>>> Oh maybe this is it: Set the texture to none and you'll get what you >>>> want. That texture has no transparency. >>>> >>>> -Bill >>>> >>>> >>>> On Thu, Mar 28, 2013 at 9:43 AM, Kevin Ruland <kr...@su...>wrote: >>>> >>>>> Hey Bill, >>>>> >>>>> I was playing with the "High Power Airstart" example (the patriot) and >>>>> thought the bottom centering ring looked out of place since it was >>>>> natural. But it appears that the appearance setting for color does not >>>>> apply to the flat surface. Any chance you can change that? >>>>> >>>>> Kevin >>>>> >>>>> >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> Own the Future-Intel® Level Up Game Demo Contest 2013 >>>>> Rise to greatness in Intel's independent game demo contest. >>>>> Compete for recognition, cash, and the chance to get your game >>>>> on Steam. $5K grand prize plus 10 genre and skill prizes. >>>>> Submit your demo by 6/6/13. http://p.sf.net/sfu/intel_levelupd2d >>>>> _______________________________________________ >>>>> Openrocket-devel mailing list >>>>> Ope...@li... >>>>> https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>>>> >>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Own the Future-Intel® Level Up Game Demo Contest 2013 >>>> Rise to greatness in Intel's independent game demo contest. >>>> Compete for recognition, cash, and the chance to get your game >>>> on Steam. $5K grand prize plus 10 genre and skill prizes. >>>> Submit your demo by 6/6/13. http://p.sf.net/sfu/intel_levelupd2d >>>> >>>> >>>> >>>> _______________________________________________ >>>> Openrocket-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>>> >>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Own the Future-Intel® Level Up Game Demo Contest 2013 >>>> Rise to greatness in Intel's independent game demo contest. >>>> Compete for recognition, cash, and the chance to get your game >>>> on Steam. $5K grand prize plus 10 genre and skill prizes. >>>> Submit your demo by 6/6/13. http://p.sf.net/sfu/intel_levelupd2d >>>> >>>> >>>> >>>> _______________________________________________ >>>> Openrocket-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>>> >>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Own the Future-Intel® Level Up Game Demo Contest 2013 >>>> Rise to greatness in Intel's independent game demo contest. >>>> Compete for recognition, cash, and the chance to get your game >>>> on Steam. $5K grand prize plus 10 genre and skill prizes. >>>> Submit your demo by 6/6/13. http://p.sf.net/sfu/intel_levelupd2d >>>> >>>> >>>> >>>> _______________________________________________ >>>> Openrocket-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>>> >>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Own the Future-Intel(R) Level Up Game Demo Contest 2013 >>>> Rise to greatness in Intel's independent game demo contest. Compete >>>> for recognition, cash, and the chance to get your game on Steam. >>>> $5K grand prize plus 10 genre and skill prizes. Submit your demo >>>> by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2 >>>> _______________________________________________ >>>> Openrocket-devel mailing list >>>> Ope...@li... >>>> https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>>> >>>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Own the Future-Intel(R) Level Up Game Demo Contest 2013 >>> Rise to greatness in Intel's independent game demo contest. Compete >>> for recognition, cash, and the chance to get your game on Steam. >>> $5K grand prize plus 10 genre and skill prizes. Submit your demo >>> by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2 >>> >>> >>> >>> _______________________________________________ >>> Openrocket-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>> >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Own the Future-Intel(R) Level Up Game Demo Contest 2013 >>> Rise to greatness in Intel's independent game demo contest. Compete >>> for recognition, cash, and the chance to get your game on Steam. >>> $5K grand prize plus 10 genre and skill prizes. Submit your demo >>> by 6/6/13. http://altfarm.mediaplex.com/ad/ck/12124-176961-30367-2 >>> _______________________________________________ >>> Openrocket-devel mailing list >>> Ope...@li... >>> https://lists.sourceforge.net/lists/listinfo/openrocket-devel >>> >>> >> > |