teepee changed the topic of #openscad to: OpenSCAD - The Programmers Solid 3D CAD Modeller | This channel is logged! | Website: http://www.openscad.org/ | FAQ: https://goo.gl/pcT7y3 | Request features / report bugs: https://goo.gl/lj0JRI | Tutorial: https://bit.ly/37P6z0B | Books: https://bit.ly/3xlLcQq | FOSDEM 2020: https://bit.ly/35xZGy6 | Logs: https://bit.ly/32MfbH5
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<engblom> I am making a gear stick knob for a tractor. The result should look a bit like: https://histoparts.com/h37539-gear-range-knob-nuffield/3?catId=2142
<engblom> So far I have made this: https://pastebin.com/D8iSthpu
<engblom> How do I add the symbols on top of the knob?
<engblom> Basically, how do I add text on a flattened sphere?
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<Scopeuk> engblom I would cut them into the sphere as a simple linear extrusion of the text such that they are inset, if you want them range I guess you would linear extrude the text, have that protrude through the top surface and use an intersection of the top with a sphere to round the tops of the letters of
<engblom> Scopeuk: This is exactly what I did while I was waiting for an answer.
<Scopeuk> glad you have a solution
<engblom> Thank you!
<engblom> I was wondering if there was a more beautiful way of doing it. Now the letters are very slightly distorted near the edges.
<engblom> (not that it really matters)
<Scopeuk> I tend to do "simple but works" there are others here that might be able to give you a more graceful solution, it usually picks up a little in the evening European time zone
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<J1A84> engblom  if you tilt the numbers accordingly you get less distortion..   for "perfect" results you would need to calculate the numbers as points and form a polyheadron (don't do that)
<J1A84> besides i would generate the knob via rotate_extrude  with a rounded polygon (offset)
<J1A84> engblom here the code (without lib) https://bpa.st/GT7Q
<J1A84> you can see i use the center of the circle  to rotate the text  (as the circle is scaled this is not perfect but the  it gets better to the outside where distortion would matter most )
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<engblom> J1A84: Thank you
<J1A84> ur welcome
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<joseph_> teepee InPhase: I had hoped to be available earlier today for interactive troubleshooting, but I had to respond to some post-surgery symptoms. Overall though the recovery is progressing, so I plan to be online and working through the weekend. Here's an illustrative trace of a modification I tried making, and an explanation of the results: https://github.com/jbinvnt/gsoc-2022-dev-log/blob/master/IllustrateAttributeIssues.md
<teepee> joseph_: thanks for the update. take care of yourself first. I'll have a look a your writeup and we can talk in the next days
<teepee> it would be great to get a bit more interactive in the future :)
<joseph_> teepee: Thanks. Please feel free to ping back with questions/suggestions. At first I suspected the failure to get a displayed object in F6 mode was a result of putting those calls to add_shader_data and add_shader_pointers in the wrong location. So as you see in the history, I tried moving them around but sadly it won't be that easy. I think my next step is to do some more fine-grained inspection inside add_shader_pointers to
<joseph_> chase the GL error
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<teepee> sounds like a plan. debugging GL calls with those bigger datastructures is always a bit tricky
<lf94> my 3D printed flipflop is coming out so nice :)
<lf94> TPU was very hard to print with
<lf94> until I learned its quirks
<lf94> use a larger nozzle (0.6mm), use like 2/3rd as layer height (0.4mm), make everything consistent speed, and level print bed using the printer, not paper
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