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Mail Archives: geda-user/2018/05/04/08:39:02

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Date: Fri, 04 May 2018 14:36:57 +0200
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Subject: =?UTF-8?Q?Odp=3A_Re=3A_=5Bgeda-user=5D_Opengl_PCB_and_mainline_PCB_-_pcb-rnd_aspects?=
From: "michalwd1979 (michalwd1979 AT o2 DOT pl) [via geda-user AT delorie DOT com]" <geda-user AT delorie DOT com>
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Hello Igor,   Thanks for reply. The features of pcb-rnd are impressive and =
I really like the fast development of the branch. I remember back then when=
 we talked about opengl and I&#39;ve tried to merge some of the rendering c=
ode but my programming skills were good not enough, sorry... =C2=A0    I am=
 not sure if the problem is my &gt;10 years old PC, my hardly tuned gentoo,=
 wrong compile options or just a bad luck, but I always had speed problems =
with anything but Peter&#39;s opengl branch (recently mainline pcb become s=
imilar in rendering speed). Today I&#39;ve tried fresh compiled pcb-rnd 1.2=
.8 with default:  ./configure --prefix=3D/usr/local --buildin-hid_gtk2_gl -=
-disable-hid_gtk2_gdk  make   Loading more complicated 4 layers board to pc=
b-rnd makes working on it impossible. Moving cursor takes about 15s with cp=
u load at 100%, zooming in/out is even slower. I know that my equipment is =
nothing compared to current (even low-end) machines, but still - the same b=
oard in mainline or opengl pcb moves/zooms in almost no time.  If You want =
me to perform more test with different configure options or want more data =
about rest of the system, then let me know. Maybe I have something very wro=
ng here.   Best Regards,  Michael Widlok    Dnia 30 kwietnia 2018 19:33 mic=
halwd1979 &lt;  gedau AT igor2 DOT repo DOT hu &gt; napisa=C5=82(a):  Hello Michael,  =
 On Mon, 30 Apr 2018, michalwd1979 (  michalwd1979 AT o2 DOT pl ) [via   geda-user=
@delorie.com ] wrote:   rendering. Some time ago I&#39;ve tried to check if=
 it is possible to  incorporate opengl code to pcb-rnd, but it turns out th=
at it is out of my  reach.   We have a working opengl HID in pcb-rnd for mo=
re than a year by now.   If you mean incorporating more of Peter&#39;s 3d r=
elated patches: in pcb-rnd  we want to have a 2.5d editor, not a 3d editor,=
 so the 3d parts shouldn&#39;t  be merged.   Instead we have an openscad ex=
port plugin that lets openscad do very nice  3d renders.   Btw, merging any=
thing forth and back between pcb-rnd and mainline became  hard lately, beau=
se around summer 2016 I decided to change project  direction and really go =
and fix our decade old bugs and desing problems,  see below. This obviously=
 made the code diverge a lot.   By the way I was comparing both versions an=
d I found some differences (not  sure if this is planned or not). With Pete=
rs openGL version I can draw  tracks on soldermask layer (create holes in s=
oldermask), while with mainline  pcb it is impossible.   In pcb-rnd we went=
 on cleaning up the code and replaced most of the data  model during the pa=
st ~1 year. Thus we also have editable soldermask layer  -- but not as a pa=
tch or fix, but as a natural consequence of the new data  model that doesn&=
#39;t have special cases for the mask layer. And it&#39;s not in  a branch,=
 but in production code, already tested on a number of fabbed  boards, than=
ks to our users.   (The data model redesign solved a lot of our decade old =
problems the same  way, without adding more kludges on the existing kludges=
. We have editable  paste layer too, and footprints can contain any of thos=
e edits: any object  on any layer, including text on mask, polygon on paste=
 or arc on outline.  Plus anything can become a &#34;pad&#34; and thermal w=
orks on any shape - you  don&#39;t need to draw tiny lines manually to conn=
ect your smd pads to  polygons any more. And polygons can clear other polyg=
ons so you don&#39;t need  to cheat with thick lines to draw a PSU. Oh, alm=
ost forgot: we have  padstacks, which can be used as pins or pads or vias, =
and offer arbitrary  convex polygon shapes, don&#39;t force you to have the=
 same pad shape on all  layers. And padstacks support blind/buried vias.)  =
 Regards,   Igor2=0D

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Hello Igor,<br><br>Thanks for reply. The features of pcb-rnd are impressive=
 and I really like the fast development of the branch. I remember back then=
 when we talked about opengl and I've tried to merge some of the rendering =
code but my programming skills were good not enough, sorry... &nbsp; <br><b=
r>I am not sure if the problem is my &gt;10 years old PC, my hardly tuned g=
entoo, wrong compile options or just a bad luck, but I always had speed pro=
blems with anything but Peter's opengl branch (recently mainline pcb become=
 similar in rendering speed). Today I've tried fresh compiled pcb-rnd 1.2.8=
 with default:<br>./configure --prefix=3D/usr/local --buildin-hid_gtk2_gl -=
-disable-hid_gtk2_gdk<br>make<br><br>Loading more complicated 4 layers boar=
d to pcb-rnd makes working on it impossible. Moving cursor takes about 15s =
with cpu load at 100%, zooming in/out is even slower. I know that my equipm=
ent is nothing compared to current (even low-end) machines, but still - the=
 same board in mainline or opengl pcb moves/zooms in almost no time.<br>If =
You want me to perform more test with different configure options or want m=
ore data about rest of the system, then let me know. Maybe I have something=
 very wrong here.<br><br>Best Regards,<br>Michael Widlok<br><br><div><br></=
div><div class=3D"nh_extra"><p>Dnia 30 kwietnia 2018 19:33 michalwd1979 &lt=
;<a href=3D"mailto:gedau AT igor2 DOT repo DOT hu">gedau AT igor2 DOT repo DOT hu</a>&gt; napisa=
=C5=82(a):<br></p><blockquote class=3D"nh_quote" style=3D"border-left: 2px =
solid #999; padding-left: 8px; margin: 0;"><div id=3D"gwpa4344520"><div>Hel=
lo Michael,<br></div><div><br></div><div>On Mon, 30 Apr 2018, michalwd1979 =
(<a href=3D"mailto:michalwd1979 AT o2 DOT pl">michalwd1979 AT o2 DOT pl</a>) [via <a href=
=3D"mailto:geda-user AT delorie DOT com">geda-user AT delorie DOT com</a>] wrote:<br></di=
v><div><br></div><blockquote is-minimized=3D""><div>rendering. Some time ag=
o I've tried to check if it is possible to<br></div><div>incorporate opengl=
 code to pcb-rnd, but it turns out that it is out of my<br></div><div>reach=
.<br></div></blockquote><div><br></div><div>We have a working opengl HID in=
 pcb-rnd for more than a year by now.<br></div><div><br></div><div>If you m=
ean incorporating more of Peter's 3d related patches: in pcb-rnd<br></div><=
div>we want to have a 2.5d editor, not a 3d editor, so the 3d parts shouldn=
't<br></div><div>be merged.<br></div><div><br></div><div>Instead we have an=
 openscad export plugin that lets openscad do very nice<br></div><div>3d re=
nders.<br></div><div><br></div><div>Btw, merging anything forth and back be=
tween pcb-rnd and mainline became<br></div><div>hard lately, beause around =
summer 2016 I decided to change project<br></div><div>direction and really =
go and fix our decade old bugs and desing problems,<br></div><div>see below=
. This obviously made the code diverge a lot.<br></div><div><br></div><bloc=
kquote is-minimized=3D""><div>By the way I was comparing both versions and =
I found some differences (not<br></div><div>sure if this is planned or not)=
. With Peters openGL version I can draw<br></div><div>tracks on soldermask =
layer (create holes in soldermask), while with mainline<br></div><div>pcb i=
t is impossible.<br></div></blockquote><div><br></div><div>In pcb-rnd we we=
nt on cleaning up the code and replaced most of the data<br></div><div>mode=
l during the past ~1 year. Thus we also have editable soldermask layer<br><=
/div><div>-- but not as a patch or fix, but as a natural consequence of the=
 new data<br></div><div>model that doesn't have special cases for the mask =
layer. And it's not in<br></div><div>a branch, but in production code, alre=
ady tested on a number of fabbed<br></div><div>boards, thanks to our users.=
<br></div><div><br></div><div>(The data model redesign solved a lot of our =
decade old problems the same<br></div><div>way, without adding more kludges=
 on the existing kludges. We have editable<br></div><div>paste layer too, a=
nd footprints can contain any of those edits: any object<br></div><div>on a=
ny layer, including text on mask, polygon on paste or arc on outline.<br></=
div><div>Plus anything can become a "pad" and thermal works on any shape - =
you<br></div><div>don't need to draw tiny lines manually to connect your sm=
d pads to<br></div><div>polygons any more. And polygons can clear other pol=
ygons so you don't need<br></div><div>to cheat with thick lines to draw a P=
SU. Oh, almost forgot: we have<br></div><div>padstacks, which can be used a=
s pins or pads or vias, and offer arbitrary<br></div><div>convex polygon sh=
apes, don't force you to have the same pad shape on all<br></div><div>layer=
s. And padstacks support blind/buried vias.)<br></div><div><br></div><div>R=
egards,<br></div><div><br></div><div>Igor2<br></div></div></blockquote></di=
v><div><br></div>
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