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From: "Evan Foss (evanfoss AT gmail DOT com) [via geda-user AT delorie DOT com]" <geda-user AT delorie DOT com>
Date: Fri, 4 May 2018 18:02:27 +0000
Message-ID: <CAM2RGhT0cPPpmexJyaScNGvuSGM_v8WfLZQAn4FA2h=zE+NW6A@mail.gmail.com>
Subject: Re: Re: [geda-user] Opengl PCB and mainline PCB - pcb-rnd aspects
To: gEDA users mailing list <geda-user AT delorie DOT com>
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Hi Michael,

I am a gentoo user too!

On Fri, May 4, 2018 at 12:36 PM, michalwd1979 (michalwd1979 AT o2 DOT pl)
[via geda-user AT delorie DOT com] <geda-user AT delorie DOT com> wrote:
> 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've tried to merge some of the rendering code but my
> programming skills were good not enough, sorry...
>
> I am not sure if the problem is my >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's opengl branch (recently mainline pcb become
> similar in rendering speed). Today I've tried fresh compiled pcb-rnd 1.2.8
> with default:
> ./configure --prefix=/usr/local --buildin-hid_gtk2_gl --disable-hid_gtk2_gdk
> make

Do you have x11-apps/mesa-progs installed and if so how many fps does
glx gears run at?

What renderer does gxlinfo say it is using?
glxinfo | grep renderer

What kind of graphics card are you using?

> Loading more complicated 4 layers board 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 equipment 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.
> 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 wrong here.
>
> Best Regards,
> Michael Widlok

Welcome to our corner of the net,
Evan Foss


>
> Dnia 30 kwietnia 2018 19:33 michalwd1979 <gedau AT igor2 DOT repo DOT hu> napisaƂ(a):
>
> Hello Michael,
>
> On Mon, 30 Apr 2018, michalwd1979 (michalwd1979 AT o2 DOT pl) [via
> geda-user AT delorie DOT com] wrote:
>
> rendering. Some time ago I've tried to check if it is possible to
> incorporate opengl code to pcb-rnd, but it turns out that it is out of my
> reach.
>
>
> We have a working opengl HID in pcb-rnd for more than a year by now.
>
> If you mean incorporating more of Peter's 3d related patches: in pcb-rnd
> we want to have a 2.5d editor, not a 3d editor, so the 3d parts shouldn't
> be merged.
>
> Instead we have an openscad export plugin that lets openscad do very nice
> 3d renders.
>
> Btw, merging anything forth and back between pcb-rnd and mainline became
> hard lately, beause 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 and I found some differences (not
> sure if this is planned or not). With Peters openGL version I can draw
> tracks on soldermask layer (create holes in soldermask), 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 past ~1 year. Thus we also have editable soldermask layer
> -- but not as a patch or fix, but as a natural consequence of the new data
> model that doesn't have special cases for the mask layer. And it's not in
> a branch, but in production code, already tested on a number of fabbed
> boards, thanks 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 those edits: any object
> on any layer, including text on mask, polygon on paste or arc on outline.
> Plus anything can become a "pad" and thermal works on any shape - you
> don't need to draw tiny lines manually to connect your smd pads to
> polygons any more. And polygons can clear other polygons so you don't need
> to cheat with thick lines to draw a PSU. Oh, almost forgot: we have
> padstacks, which can be used as pins or pads or vias, and offer arbitrary
> convex polygon shapes, don't force you to have the same pad shape on all
> layers. And padstacks support blind/buried vias.)
>
> Regards,
>
> Igor2
>
>



-- 
Home
http://evanfoss.googlepages.com/
Work
http://forge.abcd.harvard.edu/gf/project/epl_engineering/wiki/

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