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<pca006132>
guso78: I do have experience writing 3mf files
<pca006132>
iirc it is quite simple
<pca006132>
just zip
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<guso78k>
pca006132 thank you . in the meantime i have found some sample code which can do the colors.
<guso78k>
When i experience issues to read back color from 3mf, i would contact you again
<pca006132>
sure
<guso78k>
did you know that the triangle order of the manifold boolean output is sorted by input operand ?
<pca006132>
no
<pca006132>
I think this is not reliable, csg_tree can reorder operations for better performance
<guso78k>
this is realiable. manifold outputs " run" info. in my case triangles coming from "A" are from 0 - 47 and triangles coming vom "B" are from 48 to 95
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<guso78k>
kintel are you sure about the glUniform1f ? I have removed all but the main one next to the others and the crash still happens
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<kintel>
guso78 Try to call glGetError() and you should get an error
<kintel>
The error happens somewhere else, but it happened because GL was in an errored state
<kintel>
I mean, there could be other issues in addition.
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<guso78k>
does anybody know how to iterate though the result of 3mf: PBaseMaterialGroupIterator GetBaseMaterialGroups();
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<kintel>
pca006132 In terms of trying to avoid exporting degenerate triangles: I'll look into avoiding the obvious cases by making the PolySetBuilder filter out obvious null-triangles.
<kintel>
However, I'm wondering how to deal with degenerate triangles arising from downcasting from double to float.
<kintel>
If the result comes from Manifold, we might not need to deal with that as Manifold already de-duplicates vertices within some epsilon?
<guso78k>
great catch, its a pity, that i did not notice its already in the code ;)
<guso78k>
this will help me to finalize colorized 3mf import, too
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<guso78k>
kintel i believe the reason for my crash is that MainWindow::opencsgRenderer is a different value after CGAL render has run. my understanding is that these are once intialized and always reused.
<guso78k>
and i dont understand why in MainWindow.cc this->opencsgRendereer->getShaderInfo() always results in a segfault
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<kintel>
guso78 I believe the renderers are created new for each compile