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<rue_mohr>
anyone know why the precision of openscad is only about 0.005?
<ali1234>
float rounding errors?
<rue_mohr>
at only 0.005!?
<ali1234>
floats can round much sooner than that if you write numbers in decimal
<rue_mohr>
maybe its only 16 bit floats?
<ali1234>
not sure if openscad is double or float, it won't be 16 bit
<ali1234>
but floats are binary - base 2. they can't represent every decimal number
<rue_mohr>
0.005 should not be an issue tho
<rue_mohr>
yea I know
<rue_mohr>
0.005 should not be an issue...
<ali1234>
show code?
<ali1234>
0.005 can't be represented by float
<ali1234>
0.004999999888241291046142578125 is the actual value
<rue_mohr>
just take two cylinders that are the same, move one till the polygons dont mess with each other
<ali1234>
oh, depth buffer precision?
<rue_mohr>
you have to move it about 0.002 to get a clean surface
<ali1234>
that's a whole different problem
<ali1234>
depth buffers are not linear for one thing
<rue_mohr>
0.00001 should be more than enough to make a polygon mathematically lie clearly on the side of antoher
<rue_mohr>
hmm
<ali1234>
no, because depth buffers are not in world space coordinates
<ali1234>
an they are biased towards things near the camera
<rue_mohr>
huh
<rue_mohr>
I suppose I'm used to povrays descriminance
<ali1234>
well yes povray is not real-time rendering
<rue_mohr>
no
<ali1234>
opengl rasterization is a totally different thing to raytracing etc
<ali1234>
i compare it to taking a photograph vs painting a picture
<ali1234>
they are that different
<rue_mohr>
hmm, fixed point on the gpu?, hmmm
<ali1234>
not sure about that
<rue_mohr>
it might make sense
<ali1234>
it is possible though
<rue_mohr>
I'm on linux, I dont know who is operating the gpu and how
<ali1234>
ultimately you have the same number of distinct values whatever representation it uses
<ali1234>
and they have to be spread over the whole range from near to far clipping plane
<rue_mohr>
it just surprises me how far I have to bump a surface to get a clean cut
<rue_mohr>
say, csg
<ali1234>
try rendering. that often cleans it up
<rue_mohr>
sure, its slow on most of my machines tho
<rue_mohr>
openscad is not a csg racecar
<ali1234>
yes, it's unfortunate but that is the trade-off you have to make to get fast previews
<rue_mohr>
as such most of my objects are based on extrusions from dxfs
<rue_mohr>
anyone set up to profile the csg and see whats taking all the time?
<ali1234>
the dxfs being arbitrary polygons
<rue_mohr>
yup, dxfs speed it up a LOT
<ali1234>
well they shouldn't
<rue_mohr>
200%->1000%
<ali1234>
unles the shape is super complicated
<rue_mohr>
they do!
<ali1234>
i can't profile it directly but i can look at your code and look for why it is slow
<rue_mohr>
the rendering time will usually pretty much double going from 0 to 1 csg operation
<rue_mohr>
I wonder what I have on hand at the moment
<rue_mohr>
this one isn't using csg yet...
<rue_mohr>
I'll try to remember to give you a shout next time I have a good example
<rue_mohr>
I dont think this design I'm doing now needs any csg at all...
<ali1234>
i have only one design that is really slow... it takes like 10 minutes to render... but it uses minkowski, which is basically performance death
<rue_mohr>
oh it inserts it for you so yo can edit the position
<ali1234>
like code completion?
<rue_mohr>
I did it for cylinder, rotate, translate and colour
<rue_mohr>
no
<rue_mohr>
I hot-key'd it, dont remember to what tho
<rue_mohr>
but it was in the menu
<rue_mohr>
insert->translate
<teepee>
there's already a hotkey, but that might not work on all platforms (alt+ins IIRC)
<teepee>
plus context menu
<rue_mohr>
oh I think I did union and difference too, you could select a block and have it auto-wrap it
<teepee>
but a "normal" menu entry seems fine too
<rue_mohr>
so, what do I hit to insert translate([0,0,0])
<teepee>
right click in editor -> insert template
<rue_mohr>
oh
<rue_mohr>
damn
<teepee>
I don't think it has the selection feature though
<rue_mohr>
I'm less sad now
<rue_mohr>
now if we could only have a non-gimbal locked 3d view!
<rue_mohr>
(thats not something I got into solving)
<rue_mohr>
I briefly understood quaternions
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<teepee>
so as for pull request. a separate feature would not be acceptable, but extending/merging those 2 ways for templates would certainly be good to go
<rue_mohr>
I'm satisfied knowing its there, I just didn't know