<InPhase>
ali1234: Yeah. The mandating of "if possible, be more precise and less consistent" is par for the course. :) Floats are not built for equality comparisons, as it's not part of the model from the ground up. We just need to evaluate properly for robust testing.
<InPhase>
It's just troubling when it causes order rearrangements from thresholds, which makes doing this more challenging.
<ali1234>
i don't see how you can ever guarantee deterministic output under these conditions, without building in a soft-float library
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<kintel>
ali1234 I guess this is why Manifold offers deterministic behavior only for run-to-run on the same machine..
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<teepee>
kintel: move to v2 in what sense? just the main build or as in removing code support?
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<teepee>
the "predictible-output" should probably be "sorted ouput"
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<teepee>
as it's sorting the final mesh, but for fully predictible result the mesh operations and triangulations need to be predictible too
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<kintel>
teepee Move all the builds, mostly so that the V2 codepaths get more testing in the field
<teepee>
from the main build that's windows and linux/appimage
<teepee>
appimage is maybe not a huge thing, mxe is totally unknown
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<teepee>
also if you have a good idea how to convey to the user that the "always show dialog" = false for the 3 dialogs listed in preferences can be overruled once by pressing shift when clicking export/3d-print
<teepee>
I suppose we could make the tooltip dynamic
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<kintel>
not even dynamic but perhaps indicate "shift=dialog" or smth.
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<kintel>
we could also change the icon when holding shift
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<kintel>
..but in general it's hard to do this in a discoverable way. Even macOS, has a bunch of hidden "hold alt when clicking" features
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<kintel>
pca006132 Let me know when you're around. Running into some corner cases when importing repairable non-manifolds, but I wonder if you could shed some light on any built-in auto-repair inside Manifold..
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<kintel>
pca006132 here's the gist of my issue: Sometimes the left, good, object turns into the right, bad object, when processing an imported STL with Manifold: https://imgur.com/a/cUzn2LJ
<kintel>
The only difference between the two objects is the order of triangles in the STL.
<teepee>
oh, haha, FOV > 360 is fun, what is it even doing?
<InPhase>
kintel: nomike is not off his rocker. That's a real bug. :)
<kintel>
I haven't managed to reproduce anything that won't come back on reset view, but yeah, changing FOV without a limit isn't very productive
<kintel>
Even having Shift-wheel change FOV isn't particularly useful IMO :)
<InPhase>
I see what you mean about POV. I didn't recognize this because I always use orthogonal mode.
<InPhase>
s/POV/FOV/
<InPhase>
It's more obvious what's happening in perspective mode.
<InPhase>
It's also nutty that it does anything at all in orthogonal, I suppose.
<InPhase>
Perspective sure gets trippy with this feature.
<InPhase>
I guess the problem is that it's looping around and very high FOV > 360 causes floating point errors.
<kintel>
Perhaps rewriting the FOV to only do 5-degree intervals between 5 and 180, or smth., could be a good start
<InPhase>
That would be pretty reasonable.
<InPhase>
Discrete steps is a good call too, so you can get back to where you were.
<InPhase>
Well, assuming you hardcoded a starting value divisible by 5. :)
<InPhase>
Given that the default I have set seems to be 22.5, maybe 2.5 is your step, and round the starting value to the nearest 2.5?
<InPhase>
I see now fov is not going negative, but to ultra small numbers. I couldn't see it because the other numbers were getting so out of hand it was pushing that off of my display panel.
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<hramrach>
Looks like "predictible-output" is deterministic enough for now. Thanks
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<guso78k>
teepee thx for merging. Would'nt it make sense to make the handles visible and even automatically put their name into the source code with a click ?
<Scopeuk>
the input system would make mapping midi controls into the openscad ui relatively easy, the system for those input systems is pretty nice
<Scopeuk>
I did have a prototype ble one for using google daydream remotes to do absolute rotation based on physical controller position. never really got it tidied up and the controlers became had to find rather than a few quick on an the usual sites
<Scopeuk>
would like to do a generic 6 axis hid controlled at some point and then patch it in
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<teepee>
buZz: someone else is actually working towards other interactive features
<teepee>
I think there were links on the first github post
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<ali1234>
the number one thing i dislike about interactive editing is when you come back to your computer and you see "unsaved" and you have no idea why
<ali1234>
its really easy to accidentally drag when you meant to click, making a tiny change, misaligning everything forever
<ali1234>
its especially bad in blender because it saves the whole UI, so just clicking on a different tool counts as "unsaved"
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<guso78>
Teepee this will Not interfere with my ideas
<teepee>
I would hope so. there might be some shared benefit, e.g. in regard to picking points and such
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