Re: [cgkit-user] cgkit on Ubuntu 8.10
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From: Matthias B. <mat...@gm...> - 2009-03-10 21:43:34
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Hi Helga, Tauscher wrote: > sorry for answering so late, but I moved to another city, got a new > job ... lots of things using up my small time. No worries. I know, spare time can get rare when moving and it can be a pain to get back online again... >> try using something from that module . For example: >> >>>>> import cgkit._core v=cgkit._core.vec3(1,2,3) print v >> (1, 2, 3) > > Import und usage of single modules works also for me. Even if I feed > the all/__init__.py to the python interpreter line by line no crash > happens - Only if I run it via "from cgkit import all". That seems > quit strange to me, but I have to admit, that I have no clue about > memory allocation and segmentation faults. Thats why I'm probably not > the ideal person for helping you to fix this, but if I can do or test > anything else, please let me know. I would love to contribute. I suppose you have seen the other mails from your fellow sufferer who is also on Ubuntu. His investigations have helped locating where the crash occurs (in the iterator class that iterates over the children of a WorldObject). As a follow-up to my previous reply to Karel, the iteration is actually done in the clear() method of the Scene object (in cgkit/scene.py) which is called last thing in the constructor. The iteration should always be done over an empty sequence (as there is nothing there on import time). While looking at this I have noticed that the Scene object (which is derived from the "object" base class) doesn't call the object's constructor in its own constructor. This is a bad thing which may even be the cause of the crash. I have just committed a fix for this. So could you try the latest svn version (rev299) and check if it makes a difference? (or you could also just manually update the file if that's less of a hassle. It just needs the line "object.__init__(self)" at the beginning of the Scene constructor in cgkit/scene.py) >> I take it you want to use cgkit for interactive 3D stuff which, I >> have to admit, is not really cgkit's strong point. > > In fact I did some non-interactive animation some years ago using > cgkit. Now I want to try to improve this old stuff, and one point on > my todo-list is indeed to add some interactivity. So working with > cgkit would save me from porting the code. And as the scenes to be > rendered are not very complex, cgkit should probably do. ok, I hope that we get this crash fixed soon so that you can actually start working on your project. Let me know if you are still missing things from cgkit. Cheers, - Matthias - |