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bug in 2d visualization #46
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Well this is sort of to expected, since the units are in pixels. |
Oh wait, I think I've seen that bug. w,r = glscreen(debugging=true) Also, this might be fixed in the Pkg.checkout("GLVisualize", "next2")
Pkg.checkout("GLAbstraction", "sd/next²")
Pkg.checkout("GeometryTypes", "sd/typealias")
Pkg.checkout("FixedSizeArrays")
Pkg.checkout("GLWindow") |
The middle mouse button gives you translate... I'll need to rework the camera, since a lot of people don't actually use a mouse with a middle button... |
Can you try runtest.jl? |
Great, this looks like it should be fixed :) using GLVisualize, GeometryTypes
w, r = glscreen()
s = Vec2f0(100)
N = 10
points = Point2f0[Point2f0(x,0f0) for x=linspace(0, N*s[1], N)]
v = visualize(points, scale=s)
#v = visualize((Circle(Point2f0(0), scale[1]), points))
view(v, method=:orthographic_pixel) #it's actually a bug that you need to define the method.
r() |
nice, it works! |
Awesome, thanks for trying this out! I'll leave this open until |
Hi - is this still open? I get an error when running the test: ERROR: LoadError: ArgumentError: StructsOfArrays not found in path I am rendering in a loop and would like to clear the screen re-rendering in the same window, is there an easy way to do that? Because with every render the loop slows. |
So are you on the next branch? |
I need the sd/screenbuffer so have just been merging with master. When I am on either branch of GLVisualize: Pkg.test("GLVisualize") I was just running the test file out of interest, to make sure everything was working. But my origional quest was just to find a way to clear the window before rerunning my loop. I found this: I dont want to bog you down with stuff thats not that important, although it would be nice to fix what the problem is - what branch should I be on? |
Which branch should I be on? I am a little further along with the test something about << not being a unary operator - but I put this on another issue.. |
I fixed the StructsOfArray thing, so you should be able to simply be on what the readme in next2 says: |
This should also include the screenshot function.. It got moved to GLWindow though: https://github.com/JuliaGL/GLWindow.jl/blob/sd/rebuild/src/screen.jl#L231 |
Ok.. Following the above, my branches are as expected in the list https://github.com/JuliaGL/GLVisualize.jl/tree/next2. Not too worried about version, just as long as everything works :) I did however run into a snag with glscreen() LoadError: ArgumentError: function glscreen does not accept keyword arguments w, r = glscreen(resolution = (width, height)); I see that now you call it using Screen, so I have: w, r = Screen(resolution = (width, height)); and I get the error WARNING: program 1 not linked. Error in: LoadError: Named attribute (:texturecoordinates) is not an active attribute in the specified program object or
while loading In[15], in expression starting on line 27 in get_attribute_location at /home/ashley/.julia/v0.4/GLAbstraction/src/GLExtendedFunctions.jl:30 Running it again not changing anything I get: LoadError: MethodError: So I swapped back to sd/screenbuffer (from next2) and its giving me: LoadError: UndefVarError: createwindow not defined So all in all everything seems like its not working.. And I am really sorry to be the bearer or bad news not knowing enough to go and fix it myself.. Am I on the right issue? should we move this somewhere else? |
You're
This is to be expected, if you haven't changed your example code in this way:
|
Hi, I am still getting errors, most likely to do with my understanding of the syntax. Going back to your examples - how do these change with the new methods: https://github.com/JuliaGL/GLVisualize.jl/blob/master/examples/camera.jl (I have looked at https://github.com/JuliaGL/GLVisualize.jl/blob/next2/examples/camera/camera2.jl) Like how to I now set my resolution? And the camera set up has also changed, but I am failing at getting it working again. And now I am struggling to revert. So not generating my depth images anymore :( And my errors are going nuts with types.. |
What does that even mean? Well, I'll very soon release a new suite of examples with videos and comments and everything. Right now I'm actually nearly done with the camera rebuild, so the camera example should be outdated on |
Ok.. I get that updating things while in progress is not a good idea.. hopefully I can get everything to go back to when it was working.. To get to where I am I did this: Pkg.checkout("GLAbstraction", "sd/next²") Now I swapped back to Pkg.checkout("GLVisualize", "sd/screenbuffer") EDIT: I reverted everything, all tagged versions.. and now its working like before - phew.. It still slows down with every loop even though I do |
Is there a particular reason why you need to be on the |
Nope - was just being pedantic and trying to get the test working.. but I don't need to have my cake and eat it. |
I obtain a weird result when trying to visualize multiple 2d points, as in
The resulting render is a single point in the bottom left corner of the window:
The same happens when running the testsuite, except for two cases,
and
which are displayed correctly
Cheers,
Carlo
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