Before I hop into this I'd like to verify that it hasn't already been fixed.
I am using TGLCustomEditingMeshObject.AddQuadFace() to try to load in very complex quad mesh items, and so long as the number of faces <= 360 everything is fine. However if I try to go above this number the routine crashes when outside of the debugger's stepping modes. If run without debugging, or just F9'd through the code it will crash.
Never mind the fact that the thing is cutting the quad into 2 pieces (an invalid workaround since many advanced methods now rely on quad topology and not tri topo) . What I am wondering is if this has been fixed. The actual crash is happening in TFGVertexIndexList.AddToList(). ATM, I am using the GLScene that ships with CodeTyphon 6.8.
I need to load multiple meshes of >100K quad facets and having this crash at 360 is far from useful.
Thanks for any insights anyone can give.
Edit: Code is being developed on Linux.
Kendall
Last edit: Kendall Sears 2019-09-21
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Hi Kendall,
I think it's a Lazarus and Linux item, therefore apply your short project code there with data. Here try to convert to Delphi Windows project.
PW
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I've gotten the meshes to load on Linux. I've had to make several changes to the GLScene library code due to a severe lack of error checking on operations there.
After I get this project more complete, I will compare my changes to the SVN and submit them. I've implemented a number of new facilities for facegroup handling as well as some enhancements to other parts of the code.
Last edit: Kendall Sears 2019-10-04
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Before I hop into this I'd like to verify that it hasn't already been fixed.
I am using TGLCustomEditingMeshObject.AddQuadFace() to try to load in very complex quad mesh items, and so long as the number of faces <= 360 everything is fine. However if I try to go above this number the routine crashes when outside of the debugger's stepping modes. If run without debugging, or just F9'd through the code it will crash.
Never mind the fact that the thing is cutting the quad into 2 pieces (an invalid workaround since many advanced methods now rely on quad topology and not tri topo) . What I am wondering is if this has been fixed. The actual crash is happening in TFGVertexIndexList.AddToList(). ATM, I am using the GLScene that ships with CodeTyphon 6.8.
I need to load multiple meshes of >100K quad facets and having this crash at 360 is far from useful.
Thanks for any insights anyone can give.
Edit: Code is being developed on Linux.
Kendall
Last edit: Kendall Sears 2019-09-21
Hi Kendall,
I think it's a Lazarus and Linux item, therefore apply your short project code there with data. Here try to convert to Delphi Windows project.
PW
I've gotten the meshes to load on Linux. I've had to make several changes to the GLScene library code due to a severe lack of error checking on operations there.
After I get this project more complete, I will compare my changes to the SVN and submit them. I've implemented a number of new facilities for facegroup handling as well as some enhancements to other parts of the code.
Last edit: Kendall Sears 2019-10-04