Now, i'm having an issue running the program. It hangs when up to display the scene. See the picture.That happens to me, too, but in Linux. I worked around it by reinstalling without JOGL.
That happens to me, too, but in Linux. I worked around it by reinstalling without JOGL.
That worked, but i had to delete the previous install before installing again (without JOGL this time).
Peter: this is happening with the 2.9ea version. Never happened to me with the previous releases. Maybe it's about a "new" version of JOGL, making conflict? Or the installer is providing the same JOGL than always?
http://img848.imageshack.us/i/aoicolortest.jpg/
The preview shows it correct - but the renderpreview is black and blue and looks different.
The file is from this site here:
http://www.opendimension.org/blender_en/svg_import.php
(I'm just posting this from time to time, because someday - hopefully - we can use Inkscape as additional curve editor... :) )
Harald
Or the installer is providing the same JOGL than always?It's the same JOGL as always.
when I press the "Edit..." button with a procedural texture, the texture editor window pops up, but the main AOI window steals the focus right away.How odd, I don't see that. What OS are you on? Is it possible you have a plugin installed (maybe preview?) that's requesting focus to the main window when it sees the scene has changed?
PS.: Ohhhhhh, and there's a very nice feature coming up next... :) *looks at SVN revisions 302 and 303*Nice to know someone's paying attention. :) Peter
How odd, I don't see that. What OS are you on? Is it possible you have a plugin installed (maybe preview?) that's requesting focus to the main window when it sees the scene has changed?It's in the library window. Here's a screen shot:
If I double click on the texture name, the editor shows up as it should. Only when I press the edit button does the editor open behind AOI.
I am running Windows 7 64 bit.
The the only way to get rid of jaggyness is to raise (lower actually) the surface error and raise the smoothing, correct?That's one way. Or better, don't use a displacement map with sharp discontinuities in it. Blur it a little bit. Displacement maps are raytraced by stepping along the ray, evaluating the displacement at a set of points. The distance between those points is determined by the surface error. If the displacement changes a lot over a distance less than the spacing between points, the result won't be smooth. Peter
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