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headus 3D scans

Display problem on OSX
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Jun 09, 2009 6:29 am    Post subject: Reply with quote

Finally I was able to reproduce the bug here. After 20 to 30 minutes of working on the same model, the redraws started going missing. This was with normal editing actions as well as undos.

Until I come up with a fix, the workaround is to save the model out to a UVL file (use one of the Tmp numbered buttons), then reload that file.

Phil
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cgbeige



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Joined: 20 May 2009

PostPosted: Tue Jun 09, 2009 9:01 am    Post subject: Reply with quote

glad you finally saw it too. ya, I have been using the workaround. Looking forward to a fix. thx
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cometsoft



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Joined: 28 Feb 2008

PostPosted: Thu Aug 06, 2009 12:34 pm    Post subject: Reply with quote

I'm having this same problem with the latest build. Am on OSX 10.5.7-10.5.8 with an NVIDIA 8800. It's inconsistent, but is most consistent when using UNDO.

I just did a session with about 6 or 7 drops, some flattening, a few switches back and forth between edit and uv screen and an undo somewhere in the middle. All was well. I did another undo and then it failed to redraw, dropped another shell and that failed to redraw and so on.
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headus
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PostPosted: Fri Aug 07, 2009 6:32 pm    Post subject: Reply with quote

Thanks for the extra information. Its a tricky bug to track down because its not clear yet that any one thing causes it. I suspect its just "after a certain amount of time", and is a disagreement between my code and the OSX OpenGL sub-system. I'm definitely sending it a "redraw" after those actions, but OSX isn't doing them for some reason. I've experimented with doing a delayed double redraw, which works to a degree but not always, so its lots of head scratching. I'll keep plugging away at it though, as I get time between putting out the other fires around here.

Phil
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cgbeige



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PostPosted: Wed Dec 30, 2009 11:21 am    Post subject: Reply with quote

here's that friendly reminder you asked for to get on this. I still have this refresh bug.
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cometsoft



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PostPosted: Fri Jan 01, 2010 2:39 pm    Post subject: Reply with quote

I second the reminder. It happens to me all the time.
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headus
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PostPosted: Sun Jan 03, 2010 8:23 pm    Post subject: Reply with quote

Thanks for the reminders. I'll have a look at it this week!

Phil
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cometsoft



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PostPosted: Sun Feb 14, 2010 5:22 am    Post subject: Reply with quote

Phil,

Did you ever look at this bug?

Not to be a pain, but it's getting to be a pain.

Thanks
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headus
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PostPosted: Sun Feb 14, 2010 5:42 pm    Post subject: Reply with quote

Yeah, sorry, other things took over. This week really is looking good though, so I think I should be able to finally do something about that.

Phil
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cgbeige



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PostPosted: Tue Feb 16, 2010 9:29 am    Post subject: Reply with quote

good to hear. I just came by to complain about this again - hehe.

but despite this, I thought you'd appreciate my plug for UV Layout here:

http://arstechnica.com/apple/guides/2009/12/intro-to-3d-part-1.ars/8
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headus
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PostPosted: Tue Feb 16, 2010 6:55 pm    Post subject: Reply with quote

Thanks for the review :-) Hopefully I'll have a solution to the redraw problem by the end of the week. Honest!

Phil
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headus
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PostPosted: Thu Feb 18, 2010 10:42 pm    Post subject: Reply with quote

I think I might have just worked out where the problem is ...

Things get technical here, but in case you're interested ... most of the time UVLayout runs in opengl "frontbuffer" mode, which means that things like the G key painting are drawn directly to the screen, and that's really fast. It switches to "backbuffer" mode when the geometry changes and a simple overdraw doesn't suffice (like detaching, dropping, view changes), and the entire mesh is redrawn in the back buffer and that's swapped to the front buffer when its done.

It seems that this constant switching between front and back buffer drawing is the thing that's causing the redraws to break under OS X. If I run UVLayout in backbuffer mode the whole time, the mesh redraws properly every single time.

This doesn't mean there's a fix yet because turning off the frontbuffer drawing breaks things like the G key painting, but at least I know what the problem is now and can work around it.

Phil
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cometsoft



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PostPosted: Fri Feb 19, 2010 4:10 am    Post subject: Reply with quote

Thanks for keeping us updated.

Glad you found the problem. Best of luck on the fix.
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hosch



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Joined: 19 Feb 2010

PostPosted: Fri Feb 19, 2010 1:41 pm    Post subject: Reply with quote

I think my problems are related to this as well. I have the Pro Dongle Version and I recently "upgraded" to Windows 7 without properly checking to see if all of my software was compatible, heh.

Well, after finding that I could hardly maneuver the zoom (via scroll) with the new version in Windows 7 (I kept loosing my model and was unable to get it back - very, very jumpy) I rebooted into my Macintosh side and found that I am having much the same issues under Mac OSX, but not quite as bad.

My main issues under Mac OSX are as follows:
1. extremely jumpy and it goes off into space sometimes and I am unable to get it back and if I have not dropped everything by that point I have to start over from the beginning - two days now on the same model that would normally take me 2 - 4 hours
2. intermittent ability to select edges to cut or weld and sometimes unable to execute the weld or cut once they are selected

Any progress or answers to these issues yet?

Thanks for the wonderful tool - this is the first time I have ever had issues with it.
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hosch



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PostPosted: Fri Feb 19, 2010 2:12 pm    Post subject: Reply with quote

I found out what I think the problems is for the display issue - here is my work around which seems to point to the model being too intense:

I take each element of the model and immediately drop them to UV and then bring them back into the edit mode one at a time to work with (Shift + D).

Will post if I find a work around for the selection / execution problems or if they are solved as well by this workflow.

The model is only 82k polys so I was surprised that this worked.
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