make a plane, convert to mesh, select 2 adjacent
outside verts, connect them, select the vert it created
between the 2 selected and drag it out a bit, reselect
the 2 original verts and try to connect them...BOOM!
I duplicated this with the CVS pull from Monday, assuming
the reporter meant edges for vertices. Steps to reproduce are:
1) Select Primitive -> Objects -> Plane.
2) Select Mesh ->Convert to mesh.
3) Select two edges in a corner.
4) Select Mesh -> Connect Components.
5) Move the newly created edge.
6) Select the (touching pieces of) the original two edges.
7) Select Mesh -> Connect Components.
8) Boom!
When running it in the debugger, the application crashes on
step 4 with the following stack:
Aztec::MInternalTriangle::getVertex(int 0) line 2365 + 6 bytes
Aztec::MMesh::drawObject(const
Aztec::MRefCountedPtr<Aztec::MBaseObject> & {...},
Aztec::MSceneViewFlags {...}) line 1092 + 12 bytes
Aztec::MMeshShape::drawObject(const
Aztec::MRefCountedPtr<Aztec::MBaseObject> & {...},
Aztec::MSceneViewFlags {...}) line 73 + 71 bytes
Aztec::MScene::drawScene(Aztec::MSceneViewFlags {...},
_STL::vector<Aztec::MSelectionItem,_STL::allocator<Aztec::MSelectionItem>
> * 0x0012cfe4) line 728 + 77 bytes
AztecGUI::Aztec3DSceneCanvas::draw3D(Aztec::MSelectMethod
smNone,
_STL::vector<Aztec::MSelectionItem,_STL::allocator<Aztec::MSelectionItem>
> & {...}, float 0.000000, float 0.000000, float 0.000000,
float 0.000000) line 233 + 106 bytes
AztecGUI::Aztec3DSceneCanvas::draw3D() line 49 + 27 bytes
AztecGUI::AztecGLCanvas::onPaint() line 195 + 23 bytes
Aztec::MComponent::wndProc(unsigned int 15, unsigned int 0,
long 0, long * 0x0012d9f8) line 368 + 40 bytes
Aztec::MAppWndProc(HWND__ * 0x00050564, unsigned int 15,
unsigned int 0, long 0) line 324 + 49 bytes
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Logged In: YES
user_id=178547
I don't understand this one either. Connecting vertices
doesn't make new vertices?
Do you mean connecting edges?
Logged In: YES
user_id=178547
*bump*
Just in case you missed in email from this.
I still don't understand the descritpion?
Logged In: YES
user_id=791349
I duplicated this with the CVS pull from Monday, assuming
the reporter meant edges for vertices. Steps to reproduce are:
1) Select Primitive -> Objects -> Plane.
2) Select Mesh ->Convert to mesh.
3) Select two edges in a corner.
4) Select Mesh -> Connect Components.
5) Move the newly created edge.
6) Select the (touching pieces of) the original two edges.
7) Select Mesh -> Connect Components.
8) Boom!
When running it in the debugger, the application crashes on
step 4 with the following stack:
Aztec::MInternalTriangle::getVertex(int 0) line 2365 + 6 bytes
Aztec::MMesh::drawObject(const
Aztec::MRefCountedPtr<Aztec::MBaseObject> & {...},
Aztec::MSceneViewFlags {...}) line 1092 + 12 bytes
Aztec::MMeshShape::drawObject(const
Aztec::MRefCountedPtr<Aztec::MBaseObject> & {...},
Aztec::MSceneViewFlags {...}) line 73 + 71 bytes
Aztec::MScene::drawScene(Aztec::MSceneViewFlags {...},
_STL::vector<Aztec::MSelectionItem,_STL::allocator<Aztec::MSelectionItem>
> * 0x0012cfe4) line 728 + 77 bytes
AztecGUI::Aztec3DSceneCanvas::draw3D(Aztec::MSelectMethod
smNone,
_STL::vector<Aztec::MSelectionItem,_STL::allocator<Aztec::MSelectionItem>
> & {...}, float 0.000000, float 0.000000, float 0.000000,
float 0.000000) line 233 + 106 bytes
AztecGUI::Aztec3DSceneCanvas::draw3D() line 49 + 27 bytes
AztecGUI::AztecGLCanvas::onPaint() line 195 + 23 bytes
Aztec::MComponent::wndProc(unsigned int 15, unsigned int 0,
long 0, long * 0x0012d9f8) line 368 + 40 bytes
Aztec::MAppWndProc(HWND__ * 0x00050564, unsigned int 15,
unsigned int 0, long 0) line 324 + 49 bytes
Logged In: YES
user_id=178547
Excellent description. Thankyou very much.
I should be able to fix this now.