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	<id>tag:old.nabble.com,2006:forum-3269</id>
	<title>Nabble - k3d-development</title>
	<updated>2009-12-01T21:44:19Z</updated>
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	<subtitle type="html">Mailing list archive for k3d-development</subtitle>
	
<entry>
	<id>tag:old.nabble.com,2006:post-26604118</id>
	<title>Re: Interesting way to use CGAL.</title>
	<published>2009-12-01T21:44:19Z</published>
	<updated>2009-12-01T21:44:19Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Wed, Dec 2, 2009 at 2:20 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26604118&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &lt;a href=&quot;http://openscad.org/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://openscad.org/&lt;/a&gt;&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Embedding an OpenSCAD like system within a K-3D object could be one
&lt;br&gt;&amp;gt;&amp;gt; method for reducing the complexity of working with Boolean geometry,
&lt;br&gt;&amp;gt;&amp;gt; the output would be a mesh, potentially with multiple material's
&lt;br&gt;&amp;gt;&amp;gt; applied to different parts. The text property that contains the
&lt;br&gt;&amp;gt;&amp;gt; OpenSCAD code would have access to linked user properties to allow for
&lt;br&gt;&amp;gt;&amp;gt; it to be parametric.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Not entirely clear from the web page, but it looks to me as if OpenSCAD just
&lt;br&gt;&amp;gt; renders the geometry using OpenGL, it doesn't know how to extract the
&lt;br&gt;&amp;gt; surfaces ... correct me if I'm wrong here.
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;It is &amp;nbsp;not interactive, it is a compiler for geometry.
&lt;br&gt;&lt;br&gt;It is the description language that I find interesting, the approach
&lt;br&gt;to working with booleans.
&lt;br&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/OpenSCAD_User_Manual/The_OpenSCAD_Language&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/OpenSCAD_User_Manual/The_OpenSCAD_Language&lt;/a&gt;&lt;br&gt;&lt;br&gt;It does geometry I/O with DXF and STL
&lt;br&gt;&lt;a href=&quot;http://en.wikibooks.org/wiki/OpenSCAD_User_Manual/STL_Import_and_Export&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://en.wikibooks.org/wiki/OpenSCAD_User_Manual/STL_Import_and_Export&lt;/a&gt;&lt;br&gt;&lt;br&gt;Loose the GUI and you have module, with a user editable text property,
&lt;br&gt;that emits geometry.
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<entry>
	<id>tag:old.nabble.com,2006:post-26603333</id>
	<title>Re: Interesting way to use CGAL.</title>
	<published>2009-12-01T20:20:16Z</published>
	<updated>2009-12-01T20:20:16Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://openscad.org/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://openscad.org/&lt;/a&gt;&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Embedding an OpenSCAD like system within a K-3D object could be one
&lt;br&gt;&amp;gt; method for reducing the complexity of working with Boolean geometry,
&lt;br&gt;&amp;gt; the output would be a mesh, potentially with multiple material's
&lt;br&gt;&amp;gt; applied to different parts. The text property that contains the
&lt;br&gt;&amp;gt; OpenSCAD code would have access to linked user properties to allow for
&lt;br&gt;&amp;gt; it to be parametric.
&lt;br&gt;&lt;br&gt;Not entirely clear from the web page, but it looks to me as if OpenSCAD 
&lt;br&gt;just renders the geometry using OpenGL, it doesn't know how to extract 
&lt;br&gt;the surfaces ... correct me if I'm wrong here.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
&lt;br&gt;email;internet:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26603333&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;
&lt;br&gt;title:Founder
&lt;br&gt;x-mozilla-html:FALSE
&lt;br&gt;version:2.1
&lt;br&gt;end:vcard
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<entry>
	<id>tag:old.nabble.com,2006:post-26599344</id>
	<title>Interesting way to use CGAL.</title>
	<published>2009-12-01T13:28:19Z</published>
	<updated>2009-12-01T13:28:19Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">&lt;a href=&quot;http://openscad.org/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://openscad.org/&lt;/a&gt;&lt;br&gt;&lt;br&gt;Embedding an OpenSCAD like system within a K-3D object could be one
&lt;br&gt;method for reducing the complexity of working with Boolean geometry,
&lt;br&gt;the output would be a mesh, potentially with multiple material's
&lt;br&gt;applied to different parts. The text property that contains the
&lt;br&gt;OpenSCAD code would have access to linked user properties to allow for
&lt;br&gt;it to be parametric.
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
&lt;br&gt;Join us December 9, 2009 for the Red Hat Virtual Experience,
&lt;br&gt;a free event focused on virtualization and cloud computing. 
&lt;br&gt;Attend in-depth sessions from your desk. Your couch. Anywhere.
&lt;br&gt;&lt;a href=&quot;http://p.sf.net/sfu/redhat-sfdev2dev&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://p.sf.net/sfu/redhat-sfdev2dev&lt;/a&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-26402387</id>
	<title>Re: Creating NURBS curve caps</title>
	<published>2009-11-17T20:13:15Z</published>
	<updated>2009-11-17T20:13:15Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Bart Janssens wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; Both the trim and Coons patch method are in my repository now, though
&lt;br&gt;&amp;gt; I haven't merged with sf.net in a long time, so there may be conflicts
&lt;br&gt;&amp;gt; if anyone is brave enough to try pulling in the changes.
&lt;br&gt;&lt;br&gt;Builds cleanly here ...
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26399186</id>
	<title>Re: Creating NURBS curve caps</title>
	<published>2009-11-17T14:45:20Z</published>
	<updated>2009-11-17T14:45:20Z</updated>
	<author>
		<name>bART Janssens-2</name>
	</author>
	<content type="html">On Sun, Nov 8, 2009 at 12:20 PM, Carsten Haubold &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26399186&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;CarstenHaubold@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; Unfortunately, both methods fail when the curve is convex, so I tried
&lt;br&gt;&amp;gt;&amp;gt; using a Coons patch. This does not work in the general concave case
&lt;br&gt;&amp;gt;&amp;gt; either, however, so I propose we follow Ayam's method completely:
&lt;br&gt;&amp;gt;&amp;gt; - If the curve to cap is planar, create a NURBS plane over the
&lt;br&gt;&amp;gt;&amp;gt; bounding box and trim that using the curve
&lt;br&gt;&lt;br&gt;Both the trim and Coons patch method are in my repository now, though
&lt;br&gt;I haven't merged with sf.net in a long time, so there may be conflicts
&lt;br&gt;if anyone is brave enough to try pulling in the changes. &amp;nbsp;I'll merge
&lt;br&gt;with sf.net once all NURBS plugins are converted to the new structure.
&lt;br&gt;In the mean time, I'll see if I can make some screencasts and put them
&lt;br&gt;on my blog.
&lt;br&gt;&lt;br&gt;&amp;gt; That was exaclty the reason why I chose the other approach, I didn't want to
&lt;br&gt;&amp;gt; have two different methods doing the same thing just for different end
&lt;br&gt;&amp;gt; types. But true, my solution fails at convex shapes.
&lt;br&gt;&amp;gt; Is is possible to attach or detach a NurbsCreateCaps node from within lets
&lt;br&gt;&amp;gt; say a NurbsExtrudeCurve plugin when (un-)checking  the &amp;quot;create caps&amp;quot; option?
&lt;br&gt;&amp;gt; Then that would be nicest way to handle that.
&lt;br&gt;&lt;br&gt;I've removed the flag, and added a &amp;quot;NurbsCapPatch&amp;quot; action script
&lt;br&gt;instead, that uses a (new) NurbsExtractCurve plugin to extract end
&lt;br&gt;curves and then applies NurbsCreatePatch.
&lt;br&gt;&lt;br&gt;It would be nice if in 0.9, we could add a way to bind a UI to such a
&lt;br&gt;script. In this particular case, we really need control over:
&lt;br&gt;- What method to use (Coons or trimming)
&lt;br&gt;- Should the caps be created in the U or the V direction?
&lt;br&gt;- Should both ends be capped?
&lt;br&gt;&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Bart
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26260663</id>
	<title>Re: .k3d file type required for materials management.</title>
	<published>2009-11-08T19:06:15Z</published>
	<updated>2009-11-08T19:06:15Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Mon, Nov 9, 2009 at 12:49 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26260663&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On Mon, Nov 9, 2009 at 12:29 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26260663&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; It would save a lot of work if I could select a MultiMaterial and save
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; it and all it's requirements, connected nodes and bitmaps to a .k3d
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; file with the extension .k3dm so that it could only ever me merged,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; not loaded as a scene. I'd also like to be able to have .k3dm.gz files
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; that have all the required bitmaps included. The .k3dm files should be
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; able to hold more than one MultiMaterial and there should be a File
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; menu item to save all materals to a .k3dm or k3dm.gz file.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Setting aside details of file extensions ...
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; In-general, all k3dml files are equal - some just contain more stuff
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; than others.  Similarly, there's no distinction between &amp;quot;opening&amp;quot; a
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; document, and &amp;quot;importing&amp;quot; a document - both operations execute the same
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; code, the only difference is that the former happens on a new, empty
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; document.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; So the foundation is already there, the only thing you need is the
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; ability to save a subset of a document, instead of the whole thing.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; That is what I thought, it is the dependency management that is
&lt;br&gt;&amp;gt;&amp;gt; tricky, and maintaining the property linking.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Yep, I don't think there's any alternative to going through the process of
&lt;br&gt;&amp;gt; developing some use-cases (your materials are perfect here) where we select
&lt;br&gt;&amp;gt; the appropriate subset of a document to be saved.
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;Well there is the smart graph walking method, or the user guided
&lt;br&gt;method, or a combination of both where the user audits a graph
&lt;br&gt;representation of the automatically selected nodes before they are
&lt;br&gt;saved to a file.
&lt;br&gt;&lt;br&gt;The user based method requires an interactive graph view of some type.
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26260551</id>
	<title>Re: .k3d file type required for materials	management.</title>
	<published>2009-11-08T18:49:41Z</published>
	<updated>2009-11-08T18:49:41Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Mon, Nov 9, 2009 at 12:29 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26260551&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; It would save a lot of work if I could select a MultiMaterial and save
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; it and all it's requirements, connected nodes and bitmaps to a .k3d
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; file with the extension .k3dm so that it could only ever me merged,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; not loaded as a scene. I'd also like to be able to have .k3dm.gz files
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; that have all the required bitmaps included. The .k3dm files should be
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; able to hold more than one MultiMaterial and there should be a File
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; menu item to save all materals to a .k3dm or k3dm.gz file.
&lt;br&gt;&amp;gt;&amp;gt; Setting aside details of file extensions ...
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; In-general, all k3dml files are equal - some just contain more stuff
&lt;br&gt;&amp;gt;&amp;gt; than others. &amp;nbsp;Similarly, there's no distinction between &amp;quot;opening&amp;quot; a
&lt;br&gt;&amp;gt;&amp;gt; document, and &amp;quot;importing&amp;quot; a document - both operations execute the same
&lt;br&gt;&amp;gt;&amp;gt; code, the only difference is that the former happens on a new, empty
&lt;br&gt;&amp;gt;&amp;gt; document.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; So the foundation is already there, the only thing you need is the
&lt;br&gt;&amp;gt;&amp;gt; ability to save a subset of a document, instead of the whole thing.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; That is what I thought, it is the dependency management that is
&lt;br&gt;&amp;gt; tricky, and maintaining the property linking.
&lt;/div&gt;&lt;br&gt;Yep, I don't think there's any alternative to going through the process 
&lt;br&gt;of developing some use-cases (your materials are perfect here) where we 
&lt;br&gt;select the appropriate subset of a document to be saved.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
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<entry>
	<id>tag:old.nabble.com,2006:post-26260489</id>
	<title>Re: .k3d file type required for materials management.</title>
	<published>2009-11-08T18:39:05Z</published>
	<updated>2009-11-08T18:39:05Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Mon, Nov 9, 2009 at 12:29 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26260489&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;&amp;gt; It would save a lot of work if I could select a MultiMaterial and save
&lt;br&gt;&amp;gt;&amp;gt; it and all it's requirements, connected nodes and bitmaps to a .k3d
&lt;br&gt;&amp;gt;&amp;gt; file with the extension .k3dm so that it could only ever me merged,
&lt;br&gt;&amp;gt;&amp;gt; not loaded as a scene. I'd also like to be able to have .k3dm.gz files
&lt;br&gt;&amp;gt;&amp;gt; that have all the required bitmaps included. The .k3dm files should be
&lt;br&gt;&amp;gt;&amp;gt; able to hold more than one MultiMaterial and there should be a File
&lt;br&gt;&amp;gt;&amp;gt; menu item to save all materals to a .k3dm or k3dm.gz file.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Setting aside details of file extensions ...
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; In-general, all k3dml files are equal - some just contain more stuff
&lt;br&gt;&amp;gt; than others.  Similarly, there's no distinction between &amp;quot;opening&amp;quot; a
&lt;br&gt;&amp;gt; document, and &amp;quot;importing&amp;quot; a document - both operations execute the same
&lt;br&gt;&amp;gt; code, the only difference is that the former happens on a new, empty
&lt;br&gt;&amp;gt; document.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; So the foundation is already there, the only thing you need is the
&lt;br&gt;&amp;gt; ability to save a subset of a document, instead of the whole thing.
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;That is what I thought, it is the dependency management that is
&lt;br&gt;tricky, and maintaining the property linking.
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<entry>
	<id>tag:old.nabble.com,2006:post-26260477</id>
	<title>Creating NURBS curve caps</title>
	<published>2009-11-08T18:37:01Z</published>
	<updated>2009-11-08T18:37:01Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">&amp;gt;&amp;gt; Is is possible to attach or detach a NurbsCreateCaps node from within
&lt;br&gt;&amp;gt;&amp;gt; lets say a NurbsExtrudeCurve plugin when (un-)checking the &amp;quot;create
&lt;br&gt;&amp;gt;&amp;gt; caps&amp;quot; option?
&lt;br&gt;&lt;br&gt;&amp;gt; I think that logic would be at the GUI level. Since the
&lt;br&gt;&amp;gt; NurbsExtrudeCurve shouldn't care about it.
&lt;br&gt;&amp;gt; So probably those plugins should inherit a &amp;quot;iCapsNurb&amp;quot; interface that
&lt;br&gt;&amp;gt; the GUI should detect and react.
&lt;br&gt;&amp;gt; Probably another GUI plugin should take care of creating and deleting
&lt;br&gt;&amp;gt; the NurbsCreateCaps plugin.
&lt;br&gt;&amp;gt; Well, I am just guessing. Tim will say correctly.
&lt;br&gt;&lt;br&gt;Yep, Joaquin is correct ... pipeline manipulation needs to happen at a 
&lt;br&gt;UI level. &amp;nbsp;As always, an operation (&amp;quot;Create Caps&amp;quot;) that can be usefully 
&lt;br&gt;used in multiple places belongs in a separate plugin.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26260436</id>
	<title>.k3d file type required for materials management.</title>
	<published>2009-11-08T18:29:22Z</published>
	<updated>2009-11-08T18:29:22Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">&amp;gt; It would save a lot of work if I could select a MultiMaterial and save
&lt;br&gt;&amp;gt; it and all it's requirements, connected nodes and bitmaps to a .k3d
&lt;br&gt;&amp;gt; file with the extension .k3dm so that it could only ever me merged,
&lt;br&gt;&amp;gt; not loaded as a scene. I'd also like to be able to have .k3dm.gz files
&lt;br&gt;&amp;gt; that have all the required bitmaps included. The .k3dm files should be
&lt;br&gt;&amp;gt; able to hold more than one MultiMaterial and there should be a File
&lt;br&gt;&amp;gt; menu item to save all materals to a .k3dm or k3dm.gz file.
&lt;br&gt;&lt;br&gt;Setting aside details of file extensions ...
&lt;br&gt;&lt;br&gt;In-general, all k3dml files are equal - some just contain more stuff 
&lt;br&gt;than others. &amp;nbsp;Similarly, there's no distinction between &amp;quot;opening&amp;quot; a 
&lt;br&gt;document, and &amp;quot;importing&amp;quot; a document - both operations execute the same 
&lt;br&gt;code, the only difference is that the former happens on a new, empty 
&lt;br&gt;document.
&lt;br&gt;&lt;br&gt;So the foundation is already there, the only thing you need is the 
&lt;br&gt;ability to save a subset of a document, instead of the whole thing.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26258963</id>
	<title>Planet K-3D</title>
	<published>2009-11-08T14:59:41Z</published>
	<updated>2009-11-08T14:59:41Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Folks:
&lt;br&gt;&lt;br&gt;Just a &amp;quot;heads up&amp;quot; that we've started a new site to help keep track of 
&lt;br&gt;what's happening in the K-3D world, &amp;quot;Planet K-3D&amp;quot;, located at
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://planet.k-3d.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://planet.k-3d.org&lt;/a&gt;&lt;br&gt;&lt;br&gt;... it includes feeds from the blogs, forums, wiki, &amp;quot;official&amp;quot; source 
&lt;br&gt;repository, and will grow to include other K-3D-related sources as they 
&lt;br&gt;appear.
&lt;br&gt;&lt;br&gt;Enjoy!
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26256445</id>
	<title>Re: Creating NURBS curve caps</title>
	<published>2009-11-08T10:29:18Z</published>
	<updated>2009-11-08T10:29:18Z</updated>
	<author>
		<name>hoako</name>
	</author>
	<content type="html">Carsten Haubold wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; 2009/11/8 Bart Janssens &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26256445&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;bart.janssens@...&lt;/a&gt; 
&lt;br&gt;&amp;gt; &amp;lt;mailto:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26256445&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;bart.janssens@...&lt;/a&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; Moving this discussion about NURBS curve caps to the list, so everyone
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; can benefit.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; In the original GSoC project, Carsten implemented NurbsCreateCap using
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; a ruled surface between two halves of the curve loop. When updating
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; ExtrudeCurve, I tried a simpler approach, using the same method as in
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; NurbsDisk.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; Unfortunately, both methods fail when the curve is convex, so I tried
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; using a Coons patch. This does not work in the general concave case
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; either, however, so I propose we follow Ayam's method completely:
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; - If the curve to cap is planar, create a NURBS plane over the
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; bounding box and trim that using the curve
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; That was exaclty the reason why I chose the other approach, I didn't 
&lt;br&gt;&amp;gt; want to have two different methods doing the same thing just for 
&lt;br&gt;&amp;gt; different end types. But true, my solution fails at convex shapes.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; - Use Coons patches if the curve is non-planar
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I had and have no idea of Coons paches so I can't help you there.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; This would be the behavior of the &amp;quot;create caps&amp;quot; option we have on i.e.
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; ExtrudeCurve, and NurbsCreateCaps would have a flag to enable Coons
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; even on planar curves.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; Alternatively, we could drop the &amp;quot;create caps&amp;quot; flag everywhere and
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; require the use of the NurbsCreateCaps plugin whenever caps are
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; needed.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Is is possible to attach or detach a NurbsCreateCaps node from within 
&lt;br&gt;&amp;gt; lets say a NurbsExtrudeCurve plugin when (un-)checking &amp;nbsp;the &amp;quot;create 
&lt;br&gt;&amp;gt; caps&amp;quot; option?
&lt;br&gt;&amp;gt; Then that would be nicest way to handle that.
&lt;/div&gt;I think that logic would be at the GUI level. Since the 
&lt;br&gt;NurbsExtrudeCurve shouldn't care about it.
&lt;br&gt;So probably those plugins should inherit a &amp;quot;iCapsNurb&amp;quot; interface that 
&lt;br&gt;the GUI should detect and react.
&lt;br&gt;Probably another GUI plugin should take care of creating and deleting 
&lt;br&gt;the NurbsCreateCaps plugin.
&lt;br&gt;Well, I am just guessing. Tim will say correctly.
&lt;br&gt;&lt;br&gt;Cheers!
&lt;br&gt;Joaquín
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26252822</id>
	<title>Re: Creating NURBS curve caps</title>
	<published>2009-11-08T03:20:57Z</published>
	<updated>2009-11-08T03:20:57Z</updated>
	<author>
		<name>Carsten Haubold</name>
	</author>
	<content type="html">&lt;div class=&quot;gmail_quote&quot;&gt;2009/11/8 Bart Janssens &lt;span dir=&quot;ltr&quot;&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26252822&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;bart.janssens@...&lt;/a&gt;&amp;gt;&lt;/span&gt;&lt;br&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
Moving this discussion about NURBS curve caps to the list, so everyone&lt;br&gt;
can benefit.&lt;br&gt;
&lt;br&gt;
In the original GSoC project, Carsten implemented NurbsCreateCap using&lt;br&gt;
a ruled surface between two halves of the curve loop. When updating&lt;br&gt;
ExtrudeCurve, I tried a simpler approach, using the same method as in&lt;br&gt;
NurbsDisk.&lt;br&gt;
&lt;br&gt;
Unfortunately, both methods fail when the curve is convex, so I tried&lt;br&gt;
using a Coons patch. This does not work in the general concave case&lt;br&gt;
either, however, so I propose we follow Ayam&amp;#39;s method completely:&lt;br&gt;
- If the curve to cap is planar, create a NURBS plane over the&lt;br&gt;
bounding box and trim that using the curve&lt;br&gt;&lt;/blockquote&gt;&lt;div&gt;That was exaclty the reason why I chose the other approach, I didn&amp;#39;t want to have two different methods doing the same thing just for different end types. But true, my solution fails at convex shapes. &lt;br&gt;
&lt;/div&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;
- Use Coons patches if the curve is non-planar&lt;br&gt;&lt;/blockquote&gt;&lt;div&gt;I had and have no idea of Coons paches so I can&amp;#39;t help you there. &lt;br&gt;&lt;/div&gt;&lt;blockquote class=&quot;gmail_quote&quot; style=&quot;border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;&quot;&gt;

&lt;br&gt;
This would be the behavior of the &amp;quot;create caps&amp;quot; option we have on i.e.&lt;br&gt;
ExtrudeCurve, and NurbsCreateCaps would have a flag to enable Coons&lt;br&gt;
even on planar curves.&lt;br&gt;
&lt;br&gt;
Alternatively, we could drop the &amp;quot;create caps&amp;quot; flag everywhere and&lt;br&gt;
require the use of the NurbsCreateCaps plugin whenever caps are&lt;br&gt;
needed.&lt;br&gt;&lt;/blockquote&gt;&lt;div&gt;Is is possible to attach or detach a NurbsCreateCaps node from within lets say a NurbsExtrudeCurve plugin when (un-)checking  the &amp;quot;create caps&amp;quot; option?&lt;br&gt;Then that would be nicest way to handle that.&lt;br&gt;
&lt;br&gt;Regards,&lt;br&gt;Carsten&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;br&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26251961</id>
	<title>Creating NURBS curve caps</title>
	<published>2009-11-08T01:19:55Z</published>
	<updated>2009-11-08T01:19:55Z</updated>
	<author>
		<name>bART Janssens-2</name>
	</author>
	<content type="html">Moving this discussion about NURBS curve caps to the list, so everyone
&lt;br&gt;can benefit.
&lt;br&gt;&lt;br&gt;In the original GSoC project, Carsten implemented NurbsCreateCap using
&lt;br&gt;a ruled surface between two halves of the curve loop. When updating
&lt;br&gt;ExtrudeCurve, I tried a simpler approach, using the same method as in
&lt;br&gt;NurbsDisk.
&lt;br&gt;&lt;br&gt;Unfortunately, both methods fail when the curve is convex, so I tried
&lt;br&gt;using a Coons patch. This does not work in the general concave case
&lt;br&gt;either, however, so I propose we follow Ayam's method completely:
&lt;br&gt;- If the curve to cap is planar, create a NURBS plane over the
&lt;br&gt;bounding box and trim that using the curve
&lt;br&gt;- Use Coons patches if the curve is non-planar
&lt;br&gt;&lt;br&gt;This would be the behavior of the &amp;quot;create caps&amp;quot; option we have on i.e.
&lt;br&gt;ExtrudeCurve, and NurbsCreateCaps would have a flag to enable Coons
&lt;br&gt;even on planar curves.
&lt;br&gt;&lt;br&gt;Alternatively, we could drop the &amp;quot;create caps&amp;quot; flag everywhere and
&lt;br&gt;require the use of the NurbsCreateCaps plugin whenever caps are
&lt;br&gt;needed.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Bart
&lt;br&gt;&lt;br&gt;On Tue, Nov 3, 2009 at 9:17 PM, Bart Janssens &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26251961&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;bart.janssens@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Tue, Oct 27, 2009 at 11:39 PM, Daniel Scott Matthews
&lt;br&gt;&amp;gt; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26251961&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;dsmatthews@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; What about some sort of triangulation of the space enclosed by the
&lt;br&gt;&amp;gt;&amp;gt; curve set. Like the sort of routines used in FEM pre-processor
&lt;br&gt;&amp;gt;&amp;gt; utilities, &lt;a href=&quot;http://www-users.informatik.rwth-aachen.de/~roberts/software.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www-users.informatik.rwth-aachen.de/~roberts/software.html&lt;/a&gt;&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Or a set of quads that then have a trim curve?
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I'm currently looking at Coons (or Gordon) patches, that seems to be
&lt;br&gt;&amp;gt; the way Ayam does it:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://ayam.sourceforge.net/docs/ayam-4.html#ss4.27&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://ayam.sourceforge.net/docs/ayam-4.html#ss4.27&lt;/a&gt;&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26251025</id>
	<title>.k3d file type required for materials management.</title>
	<published>2009-11-07T20:47:28Z</published>
	<updated>2009-11-07T20:47:28Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">It would save a lot of work if I could select a MultiMaterial and save
&lt;br&gt;it and all it's requirements, connected nodes and bitmaps to a .k3d
&lt;br&gt;file with the extension .k3dm so that it could only ever me merged,
&lt;br&gt;not loaded as a scene. I'd also like to be able to have .k3dm.gz files
&lt;br&gt;that have all the required bitmaps included. The .k3dm files should be
&lt;br&gt;able to hold more than one MultiMaterial and there should be a File
&lt;br&gt;menu item to save all materals to a .k3dm or k3dm.gz file.
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<entry>
	<id>tag:old.nabble.com,2006:post-26157701</id>
	<title>Re: How do I run K-3D with limits on both Memory and Processor usage.</title>
	<published>2009-11-01T19:14:24Z</published>
	<updated>2009-11-01T19:14:24Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Mon, Nov 2, 2009 at 9:28 AM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26157701&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I have a quad core system with 4GB RAM running a server kernel yet
&lt;br&gt;&amp;gt;&amp;gt; there are occasional bugs with K-3D that lock up the system completely
&lt;br&gt;&amp;gt;&amp;gt; and I suspect it is due to a memory leak that is grabbing 100% of the
&lt;br&gt;&amp;gt;&amp;gt; resources. I also have 32GB of swap in a fast RAID configuration but
&lt;br&gt;&amp;gt;&amp;gt; that just lets K-3D gobble up even more memory. :-)
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; How can I run the application so that it is limited to 2GB of RAM (no
&lt;br&gt;&amp;gt;&amp;gt; swap at all) and only 2 cores, so that I can switch to the debugger
&lt;br&gt;&amp;gt;&amp;gt; and halt the application in a way that will let be know what part of
&lt;br&gt;&amp;gt;&amp;gt; the code was so greedy?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; As long as K3D_BUILD_INOTIFY_MODULE, K3D_BUILD_NGUI_SPACE_NAVIGATOR_MODULE,
&lt;br&gt;&amp;gt; and K3D_ENABLE_PARALLEL are &amp;quot;OFF&amp;quot;, there shouldn't be any multi-threaded
&lt;br&gt;&amp;gt; code running at all.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Take a look at the documentation for &amp;quot;ulimit&amp;quot; to see how you can limit the
&lt;br&gt;&amp;gt; time, memory, files, and threads that a process can use.
&lt;br&gt;&amp;gt;
&lt;/div&gt;That did the trick, it looks like the issue is triggered by the
&lt;br&gt;3DSMeshReader but is in the SDK, and this is on a file that did load
&lt;br&gt;OK in the past! I even hand edited the .k3d file so that the .3ds file
&lt;br&gt;was in the same directory to reduce complications, no luck.
&lt;br&gt;&lt;br&gt;xterm &amp;
&lt;br&gt;&lt;br&gt;ulimit -m 2000000 -v 1000000
&lt;br&gt;make run-gdb/fast
&lt;br&gt;run
&lt;br&gt;&lt;br&gt;...
&lt;br&gt;&amp;nbsp;DEBUG: Triggering event for /home/daniel/projects/k3d_artwork/COW_L.3DS
&lt;br&gt;&amp;nbsp;INFO: Loading /home/daniel/projects/k3d_artwork/COW_L.3DS using 3DSMeshReader
&lt;br&gt;&lt;br&gt;Program received signal SIGSEGV, Segmentation fault.
&lt;br&gt;0x00002aaaab49e944 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=Cannot access
&lt;br&gt;memory at address 0x7fffe9264ff8
&lt;br&gt;) at /home/daniel/projects/k3d/k3dsdk/selection.cpp:42
&lt;br&gt;42 &amp;nbsp; &amp;nbsp; &amp;nbsp;{
&lt;br&gt;(gdb) bt
&lt;br&gt;#0 &amp;nbsp;0x00002aaaab49e944 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=Cannot
&lt;br&gt;access memory at address 0x7fffe9264ff8
&lt;br&gt;) at /home/daniel/projects/k3d/k3dsdk/selection.cpp:42
&lt;br&gt;#1 &amp;nbsp;0x00002aaaab49ead0 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=...,
&lt;br&gt;RHS=@0x7fffffffa6cc) at
&lt;br&gt;/home/daniel/projects/k3d/k3dsdk/selection.cpp:88
&lt;br&gt;#2 &amp;nbsp;0x00002aaaab49ead0 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=...,
&lt;br&gt;RHS=@0x7fffffffa6cc) at
&lt;br&gt;/home/daniel/projects/k3d/k3dsdk/selection.cpp:88
&lt;br&gt;#3 &amp;nbsp;0x00002aaaab49ead0 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=...,
&lt;br&gt;RHS=@0x7fffffffa6cc) at
&lt;br&gt;/home/daniel/projects/k3d/k3dsdk/selection.cpp:88
&lt;br&gt;#4 &amp;nbsp;0x00002aaaab49ead0 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=...,
&lt;br&gt;RHS=@0x7fffffffa6cc) at
&lt;br&gt;/home/daniel/projects/k3d/k3dsdk/selection.cpp:88
&lt;br&gt;#5 &amp;nbsp;0x00002aaaab49ead0 in k3d::selection::operator&amp;lt;&amp;lt; (Stream=...,
&lt;br&gt;RHS=@0x7fffffffa6cc) at
&lt;br&gt;/home/daniel/projects/k3d/k3dsdk/selection.cpp:88
&lt;br&gt;&lt;br&gt;&lt;br&gt;...
&lt;br&gt;ad infinitum
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<entry>
	<id>tag:old.nabble.com,2006:post-26156203</id>
	<title>Re: How do I run K-3D with limits on both Memory and	Processor usage.</title>
	<published>2009-11-01T15:28:56Z</published>
	<updated>2009-11-01T15:28:56Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;div class='shrinkable-quote'&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; I have a quad core system with 4GB RAM running a server kernel yet
&lt;br&gt;&amp;gt; there are occasional bugs with K-3D that lock up the system completely
&lt;br&gt;&amp;gt; and I suspect it is due to a memory leak that is grabbing 100% of the
&lt;br&gt;&amp;gt; resources. I also have 32GB of swap in a fast RAID configuration but
&lt;br&gt;&amp;gt; that just lets K-3D gobble up even more memory. :-)
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; How can I run the application so that it is limited to 2GB of RAM (no
&lt;br&gt;&amp;gt; swap at all) and only 2 cores, so that I can switch to the debugger
&lt;br&gt;&amp;gt; and halt the application in a way that will let be know what part of
&lt;br&gt;&amp;gt; the code was so greedy?
&lt;/div&gt;&lt;/div&gt;As long as K3D_BUILD_INOTIFY_MODULE, 
&lt;br&gt;K3D_BUILD_NGUI_SPACE_NAVIGATOR_MODULE, and K3D_ENABLE_PARALLEL are 
&lt;br&gt;&amp;quot;OFF&amp;quot;, there shouldn't be any multi-threaded code running at all.
&lt;br&gt;&lt;br&gt;Take a look at the documentation for &amp;quot;ulimit&amp;quot; to see how you can limit 
&lt;br&gt;the time, memory, files, and threads that a process can use.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
&lt;br&gt;email;internet:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26156203&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;
&lt;br&gt;title:Founder
&lt;br&gt;x-mozilla-html:FALSE
&lt;br&gt;version:2.1
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<entry>
	<id>tag:old.nabble.com,2006:post-26155691</id>
	<title>How do I run K-3D with limits on both Memory and Processor usage.</title>
	<published>2009-11-01T14:35:51Z</published>
	<updated>2009-11-01T14:35:51Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">I have a quad core system with 4GB RAM running a server kernel yet
&lt;br&gt;there are occasional bugs with K-3D that lock up the system completely
&lt;br&gt;and I suspect it is due to a memory leak that is grabbing 100% of the
&lt;br&gt;resources. I also have 32GB of swap in a fast RAID configuration but
&lt;br&gt;that just lets K-3D gobble up even more memory. :-)
&lt;br&gt;&lt;br&gt;How can I run the application so that it is limited to 2GB of RAM (no
&lt;br&gt;swap at all) and only 2 cores, so that I can switch to the debugger
&lt;br&gt;and halt the application in a way that will let be know what part of
&lt;br&gt;the code was so greedy?
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26155351</id>
	<title>Re: Just upgraded to Ubuntu 9.10 Karmic Koala and all my GL problems are fixed.</title>
	<published>2009-11-01T14:00:50Z</published>
	<updated>2009-11-01T14:00:50Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt; On Mon, Nov 2, 2009 at 4:49 AM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26155351&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; Timothy M. Shead wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; It broke the build of the ODE module so I have turned that off that
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; part of of my build config until I can determine why.
&lt;br&gt;&amp;gt;&amp;gt; Looks like the upgrade to Ubuntu 9.10 removed the ode-dev package on my
&lt;br&gt;&amp;gt;&amp;gt; system. &amp;nbsp;After re-installing it, the ODE module builds fine.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; That fixed it, is this a bug for the Ubuntu people?
&lt;br&gt;&lt;br&gt;Not sure whether this is expected behavior or not.
&lt;br&gt;&lt;br&gt;As a general observation, upgrading your OS calls for an automatic 
&lt;br&gt;re-run of CMake no matter what ;)
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26154914</id>
	<title>Re: Just upgraded to Ubuntu 9.10 Karmic Koala and all my GL problems are fixed.</title>
	<published>2009-11-01T13:14:10Z</published>
	<updated>2009-11-01T13:14:10Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Mon, Nov 2, 2009 at 4:49 AM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26154914&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Timothy M. Shead wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; It broke the build of the ODE module so I have turned that off that
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; part of of my build config until I can determine why.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Looks like the upgrade to Ubuntu 9.10 removed the ode-dev package on my
&lt;br&gt;&amp;gt; system.  After re-installing it, the ODE module builds fine.
&lt;br&gt;&amp;gt;
&lt;/div&gt;That fixed it, is this a bug for the Ubuntu people?
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<entry>
	<id>tag:old.nabble.com,2006:post-26153625</id>
	<title>Re: Just upgraded to Ubuntu 9.10 Karmic Koala and all	my GL problems are fixed.</title>
	<published>2009-11-01T10:49:56Z</published>
	<updated>2009-11-01T10:49:56Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Timothy M. Shead wrote:
&lt;br&gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt; It broke the build of the ODE module so I have turned that off that
&lt;br&gt;&amp;gt;&amp;gt; part of of my build config until I can determine why.
&lt;br&gt;&lt;br&gt;Looks like the upgrade to Ubuntu 9.10 removed the ode-dev package on my 
&lt;br&gt;system. &amp;nbsp;After re-installing it, the ODE module builds fine.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
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<entry>
	<id>tag:old.nabble.com,2006:post-26147908</id>
	<title>Re: Just upgraded to Ubuntu 9.10 Karmic Koala and all	my GL problems are fixed.</title>
	<published>2009-10-31T18:42:58Z</published>
	<updated>2009-10-31T18:42:58Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt; It broke the build of the ODE module so I have turned that off that
&lt;br&gt;&amp;gt; part of of my build config until I can determine why.
&lt;br&gt;&lt;br&gt;Starting my upgrade now ;)
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
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&lt;br&gt;title:Founder
&lt;br&gt;x-mozilla-html:FALSE
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<entry>
	<id>tag:old.nabble.com,2006:post-26146171</id>
	<title>Just upgraded to Ubuntu 9.10 Karmic Koala and all my GL problems are fixed.</title>
	<published>2009-10-31T14:41:54Z</published>
	<updated>2009-10-31T14:41:54Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">It broke the build of the ODE module so I have turned that off that
&lt;br&gt;part of of my build config until I can determine why.
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26095930</id>
	<title>OSS Usability Improvement</title>
	<published>2009-10-28T07:43:18Z</published>
	<updated>2009-10-28T07:43:18Z</updated>
	<author>
		<name>Arif Raza</name>
	</author>
	<content type="html">&lt;p&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;p&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;p&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;p&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;Hi &lt;br&gt;&amp;nbsp;&lt;br&gt;Please find below a link to a survey related to my PhD research work to evaluate OSS usability&amp;nbsp;improvement from Contributor's point of view.&lt;br&gt;It shall not take more than 5 minutes of your precious time.&lt;br&gt;Your identity is neither required nor recorded. The participation is&amp;nbsp; highly valued and appreciated.&lt;br&gt;&lt;br&gt;&lt;/font&gt;&lt;font face=&quot;'PrimaSans BT,Verdana,sans-serif'&quot;&gt;&lt;a href=&quot;http://www.kwiksurveys.com/online-survey.php?surveyID=OLHOO_22480cb3&quot; target=&quot;1&quot; rel=&quot;nofollow&quot;&gt;&lt;font color=&quot;#3a2eb5&quot;&gt;http://www.kwiksurveys.com/online-survey.php?surveyID=OLHOO_22480cb3&lt;/font&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;Thank you and Best Regards&lt;br&gt;&lt;br&gt;Arif&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;&lt;/font&gt; &lt;/font&gt; &lt;/p&gt; &lt;/font&gt; &lt;/p&gt; &lt;/font&gt; &lt;/p&gt; &lt;/font&gt;&lt;/p&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26087769</id>
	<title>Re: Render-able Annotation types - 2, 3, 4, 5...n 	point relations</title>
	<published>2009-10-27T18:08:56Z</published>
	<updated>2009-10-27T18:08:56Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt; On Tue, Oct 27, 2009 at 3:59 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26087769&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; Taking a simple example, if you mean &amp;quot;make dimension lines a primitive type,
&lt;br&gt;&amp;gt;&amp;gt; and provide painters for them&amp;quot;, that's what I've had in mind.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Yes, but split the data calculation from the representation because
&lt;br&gt;&amp;gt; the data is handy for other tasks such as parametrics or animation.
&lt;br&gt;&lt;br&gt;Sure, with this model, you have a modifier that takes geometry as input, 
&lt;br&gt;and produces geometry + dimension lines as output. &amp;nbsp;As always, you can 
&lt;br&gt;have as many different modifier types as you like.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
&lt;br&gt;email;internet:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26087769&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-26072587</id>
	<title>Re: Render-able Annotation types - 2, 3, 4, 5...n 	point relations</title>
	<published>2009-10-26T23:13:01Z</published>
	<updated>2009-10-26T23:13:01Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Tue, Oct 27, 2009 at 3:59 PM, Timothy M. Shead &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26072587&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I'd like to be able to use a node type that took point selections
&lt;br&gt;&amp;gt;&amp;gt; across one or more other nodes (mesh etc.) and output a set of
&lt;br&gt;&amp;gt;&amp;gt; floating point values that described the relationships between the
&lt;br&gt;&amp;gt;&amp;gt; points. These relationships would at a minimum include distance,
&lt;br&gt;&amp;gt;&amp;gt; angle, normal and center. This data could then be used by special
&lt;br&gt;&amp;gt;&amp;gt; annotation nodes that used established CAD standards to represent the
&lt;br&gt;&amp;gt;&amp;gt; relationships numerically and diagrammatically. These annotations (and
&lt;br&gt;&amp;gt;&amp;gt; ideally all annotations) would be render-able.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Taking a simple example, if you mean &amp;quot;make dimension lines a primitive type,
&lt;br&gt;&amp;gt; and provide painters for them&amp;quot;, that's what I've had in mind.
&lt;/div&gt;&lt;br&gt;Yes, but split the data calculation from the representation because
&lt;br&gt;the data is handy for other tasks such as parametrics or animation.
&lt;br&gt;&lt;br&gt;The code needs to be smart enough to handle sets of 1-n selected
&lt;br&gt;points across multiple nodes.
&lt;br&gt;1 point could have XYZ absolute position and polar coordinates
&lt;br&gt;2 points can have distance, center, vector, as well as the 1 point
&lt;br&gt;data for each point.
&lt;br&gt;3 points has center, plus the data for three sets of two points.
&lt;br&gt;&lt;br&gt;Then there are the calculation of angles for the combinations of all
&lt;br&gt;set of three points in the selected points and bounding rectangles and
&lt;br&gt;boxes.
&lt;br&gt;&lt;br&gt;The idea being that there is a set of routines for calculating useful
&lt;br&gt;geometric data from sets of points and that data can be used by a set
&lt;br&gt;of nodes that present the data in appropriate ways.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; I have notices there is some code in the API to do some of this, is it
&lt;br&gt;&amp;gt;&amp;gt; an existing WIP?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Not sure what you're referring to here ...
&lt;br&gt;&lt;br&gt;I thought I saw some relevant routines for calculating some of
&lt;br&gt;required data. It was probably just part of something else like the
&lt;br&gt;physics stuff.
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<entry>
	<id>tag:old.nabble.com,2006:post-26072495</id>
	<title>Re: Render-able Annotation types - 2, 3, 4, 5...n point relations</title>
	<published>2009-10-26T22:59:19Z</published>
	<updated>2009-10-26T22:59:19Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;br&gt;&amp;gt; I'd like to be able to use a node type that took point selections
&lt;br&gt;&amp;gt; across one or more other nodes (mesh etc.) and output a set of
&lt;br&gt;&amp;gt; floating point values that described the relationships between the
&lt;br&gt;&amp;gt; points. These relationships would at a minimum include distance,
&lt;br&gt;&amp;gt; angle, normal and center. This data could then be used by special
&lt;br&gt;&amp;gt; annotation nodes that used established CAD standards to represent the
&lt;br&gt;&amp;gt; relationships numerically and diagrammatically. These annotations (and
&lt;br&gt;&amp;gt; ideally all annotations) would be render-able.
&lt;br&gt;&lt;br&gt;Taking a simple example, if you mean &amp;quot;make dimension lines a primitive 
&lt;br&gt;type, and provide painters for them&amp;quot;, that's what I've had in mind.
&lt;br&gt;&lt;br&gt;&amp;gt; I have notices there is some code in the API to do some of this, is it
&lt;br&gt;&amp;gt; an existing WIP?
&lt;br&gt;&lt;br&gt;Not sure what you're referring to here ...
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
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<entry>
	<id>tag:old.nabble.com,2006:post-26070312</id>
	<title>Render-able Annotation types - 2, 3, 4, 5...n point relations</title>
	<published>2009-10-26T17:35:56Z</published>
	<updated>2009-10-26T17:35:56Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">I'd like to be able to use a node type that took point selections
&lt;br&gt;across one or more other nodes (mesh etc.) and output a set of
&lt;br&gt;floating point values that described the relationships between the
&lt;br&gt;points. These relationships would at a minimum include distance,
&lt;br&gt;angle, normal and center. This data could then be used by special
&lt;br&gt;annotation nodes that used established CAD standards to represent the
&lt;br&gt;relationships numerically and diagrammatically. These annotations (and
&lt;br&gt;ideally all annotations) would be render-able.
&lt;br&gt;&lt;br&gt;I have notices there is some code in the API to do some of this, is it
&lt;br&gt;an existing WIP?
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-26044742</id>
	<title>Re: Is it possible to nest RenderManCSGOperator nodes?</title>
	<published>2009-10-24T19:07:10Z</published>
	<updated>2009-10-24T19:07:10Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;div class='shrinkable-quote'&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; See attached .k3d file.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I expected to see an intersection of a sphere with the intersection of
&lt;br&gt;&amp;gt; two other spheres.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The node graph (see attached .svg file) &amp;nbsp;looks like I'm using the
&lt;br&gt;&amp;gt; correct connection logic but if I render it with Aqsis &amp;nbsp;the result
&lt;br&gt;&amp;gt; shown only the first intersection.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Is this a bug, or an error in my method?
&lt;/div&gt;&lt;/div&gt;You probably need to turn-off visibility for your first 
&lt;br&gt;RenderManCSGOperator, it is rendering A &amp; B, which is obscuring the 
&lt;br&gt;desired A &amp; B &amp; C.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
&lt;br&gt;email;internet:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26044742&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;
&lt;br&gt;title:Founder
&lt;br&gt;x-mozilla-html:FALSE
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<entry>
	<id>tag:old.nabble.com,2006:post-26044675</id>
	<title>Re: NGUI idea, feasibility question.</title>
	<published>2009-10-24T18:51:29Z</published>
	<updated>2009-10-24T18:51:29Z</updated>
	<author>
		<name>Timothy M. Shead</name>
	</author>
	<content type="html">Daniel Scott Matthews wrote:
&lt;div class='shrinkable-quote'&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; How feasible is it to have a toolbar that acts as a buoyant stack,
&lt;br&gt;&amp;gt; where user-actions are listed according to the frequency of use.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; If I have used actions A, B, C, D, E, F, and G, 4, 3, 2, 2, 1, 1, 1
&lt;br&gt;&amp;gt; times and I then use action H twice and I once my toolbar would look
&lt;br&gt;&amp;gt; like this &amp;nbsp;A, B, H, C, D, I, E, F, G i.e. the toolbar configuration
&lt;br&gt;&amp;gt; takes into account how recently as well as how frequently a
&lt;br&gt;&amp;gt; user-action is performed.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; using the toolbar would require a single mouse click or two key
&lt;br&gt;&amp;gt; strokes, one to select the toolbar and then a number to select the
&lt;br&gt;&amp;gt; actions, with a ten action stack (0-9), else two numeric keys (00-99)
&lt;br&gt;&amp;gt; which is probably overkill.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The selection number would be displayed with the icon of the
&lt;br&gt;&amp;gt; user-action to ensure that the user knew which keys were appropriate
&lt;br&gt;&amp;gt; for the toolbars current state, this is necessary because the it's
&lt;br&gt;&amp;gt; dynamic nature.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Is this idea useful and do-able?
&lt;/div&gt;&lt;/div&gt;Maybe and definitely ...
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Tim
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[tshead.vcf]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;begin:vcard
&lt;br&gt;fn:Timothy Shead
&lt;br&gt;n:Shead;Timothy
&lt;br&gt;org:www.k-3d.org
&lt;br&gt;email;internet:&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26044675&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;tshead@...&lt;/a&gt;
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&lt;br&gt;version:2.1
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<entry>
	<id>tag:old.nabble.com,2006:post-26044492</id>
	<title>Is it possible to nest RenderManCSGOperator nodes?</title>
	<published>2009-10-24T18:08:01Z</published>
	<updated>2009-10-24T18:08:01Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">See attached .k3d file.
&lt;br&gt;&lt;br&gt;I expected to see an intersection of a sphere with the intersection of
&lt;br&gt;two other spheres.
&lt;br&gt;&lt;br&gt;The node graph (see attached .svg file) &amp;nbsp;looks like I'm using the
&lt;br&gt;correct connection logic but if I render it with Aqsis &amp;nbsp;the result
&lt;br&gt;shown only the first intersection.
&lt;br&gt;&lt;br&gt;Is this a bug, or an error in my method?
&lt;br&gt;&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26044127</id>
	<title>NGUI idea, feasibility question.</title>
	<published>2009-10-24T16:47:39Z</published>
	<updated>2009-10-24T16:47:39Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">How feasible is it to have a toolbar that acts as a buoyant stack,
&lt;br&gt;where user-actions are listed according to the frequency of use.
&lt;br&gt;&lt;br&gt;If I have used actions A, B, C, D, E, F, and G, 4, 3, 2, 2, 1, 1, 1
&lt;br&gt;times and I then use action H twice and I once my toolbar would look
&lt;br&gt;like this &amp;nbsp;A, B, H, C, D, I, E, F, G i.e. the toolbar configuration
&lt;br&gt;takes into account how recently as well as how frequently a
&lt;br&gt;user-action is performed.
&lt;br&gt;&lt;br&gt;using the toolbar would require a single mouse click or two key
&lt;br&gt;strokes, one to select the toolbar and then a number to select the
&lt;br&gt;actions, with a ten action stack (0-9), else two numeric keys (00-99)
&lt;br&gt;which is probably overkill.
&lt;br&gt;&lt;br&gt;The selection number would be displayed with the icon of the
&lt;br&gt;user-action to ensure that the user knew which keys were appropriate
&lt;br&gt;for the toolbars current state, this is necessary because the it's
&lt;br&gt;dynamic nature.
&lt;br&gt;&lt;br&gt;Is this idea useful and do-able?
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26036618</id>
	<title>Re: Build broken</title>
	<published>2009-10-23T23:56:37Z</published>
	<updated>2009-10-23T23:56:37Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Sat, Oct 24, 2009 at 4:04 PM, Daniel Scott Matthews
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26036618&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;dsmatthews@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Sat, Oct 24, 2009 at 3:52 PM, Daniel Scott Matthews
&lt;br&gt;&amp;gt; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26036618&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;dsmatthews@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt;&amp;gt; I am getting this error even after a full hg pull/update; ccmake ... ;
&lt;br&gt;&amp;gt;&amp;gt; make clean; make
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I am about to dete my local copy and pull doen a fresh copy of the
&lt;br&gt;&amp;gt;&amp;gt; repo to see if that helps.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; No Luck, the main repository is currently in a state that does not build.
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;Working again, now with funky new selection rectangles, thanks Tim!
&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-26036412</id>
	<title>Re: Build broken</title>
	<published>2009-10-23T23:04:28Z</published>
	<updated>2009-10-23T23:04:28Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">On Sat, Oct 24, 2009 at 3:52 PM, Daniel Scott Matthews
&lt;br&gt;&amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=26036412&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;dsmatthews@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt; I am getting this error even after a full hg pull/update; ccmake ... ;
&lt;br&gt;&amp;gt; make clean; make
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am about to dete my local copy and pull doen a fresh copy of the
&lt;br&gt;&amp;gt; repo to see if that helps.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&lt;br&gt;No Luck, the main repository is currently in a state that does not build.
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<entry>
	<id>tag:old.nabble.com,2006:post-26036378</id>
	<title>Build broken</title>
	<published>2009-10-23T22:52:32Z</published>
	<updated>2009-10-23T22:52:32Z</updated>
	<author>
		<name>Daniel Scott Matthews</name>
	</author>
	<content type="html">I am getting this error even after a full hg pull/update; ccmake ... ;
&lt;br&gt;make clean; make
&lt;br&gt;&lt;br&gt;I am about to dete my local copy and pull doen a fresh copy of the
&lt;br&gt;repo to see if that helps.
&lt;br&gt;&lt;br&gt;[ 46%] Building CXX object
&lt;br&gt;modules/highlighting/CMakeFiles/k3d-highlighting.dir/rubber_band.cpp.o
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp: In
&lt;br&gt;member function ‘void module::highlighting::rubber_band::draw(const
&lt;br&gt;k3d::gl::render_state&amp;)’:
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:126:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘left’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:126:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘top’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:127:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘right’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:127:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘top’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:128:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘right’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:128:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘bottom’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:129:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘left’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:129:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘bottom’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:134:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘left’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:134:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘top’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:135:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘right’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:135:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘top’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:136:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘right’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:136:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘bottom’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:137:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘left’
&lt;br&gt;/home/daniel/projects/k3d/modules/highlighting/rubber_band.cpp:137:
&lt;br&gt;error: ‘const class k3d::rectangle’ has no member named ‘bottom’
&lt;br&gt;make[2]: *** [modules/highlighting/CMakeFiles/k3d-highlighting.dir/rubber_band.cpp.o]
&lt;br&gt;Error 1
&lt;br&gt;make[1]: *** [modules/highlighting/CMakeFiles/k3d-highlighting.dir/all] Error 2
&lt;br&gt;make: *** [all] Error 2
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