Version 4.87 online..

Post a reply

Confirmation code
Enter the code exactly as it appears. All letters are case insensitive.
Smilies
:D :) ;) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :!: :?: :idea: :arrow: :| :mrgreen: :geek: :ugeek:

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Version 4.87 online..

Re: Version 4.87 online..

by ArtF » Thu Apr 04, 2013 3:46 pm

J:

By the way, an illegal enumerant usually means a texture operation or something similar failed. Make sure your on the latest dev release as I removed many items unused but capable of triggering such an error.

Art

Re: Version 4.87 online..

by ArtF » Thu Apr 04, 2013 3:02 pm

Hi J:

  Thx for the info on 3d printing..im interested in all I can get there. Ill soon be putting out
a very early version of GT as all its stl's will drop right in slicr or any other printing software I think.

  I will look at vector paths, but the DXF's I put out sould already be in that format realy, they are just contours which should extrude directly.  My 3d printer is shipped and arrives in the morning, so Ill be
runnign tests right away and will post the results here. If my STL's print fine, Ill release GT next week so
anyone can play with any GM STL in proper closed manifold format. The new bevels and helicals display better, and are rock solid so far for 3d work in any software I test them on.

  We'll discuss formats and such more as soon as GT is out as Id like to have it do output in a variety of formats for those who need various formats. I know it seems slow for updates lately, but the switch to GT
is a massive undertaking in many ways and will require huge rewrite of GM to make it all tie together. But in the end we'll have a much better, stable and powerfull platform for future expansion and with less
confusion or chance of errors.

Thx
ARt

Re: Version 4.87 online..

by J » Thu Apr 04, 2013 2:21 pm

Hey Art,

I thought I would throw some info on here of my experiences.

Version 4.88 I get an error saying "An OpenGL error occurred: Invalid enumerant." This is done within VirtualBox 4.2.10 XP Guest OS. I know that OpenGL is an issue with this, since the graphics adapter is virtualized. Running on my host OS (Windows 7 x64 Pro) there is no such problem. Just an FYI. I've come to expect issues on some things with a virtual environment. :)

As for 3D printing. I have a MakerGear M2. Tricky to setup at first, but I love the machine. Mine happens to run a R.A.M.Bo. board. I'm using Slic3r and Pronterface on the software end. Inventor 2012 will export an stl for 3D printing that drops right into Slic3r no problems, so that works nice for me. I've recently tried running ABS vs PLA, not a fan. Prefer PLA.

Finally, to stop getting off topic of this thread. Possible future update to GM, allow for exporting vector paths. I've found vectors paths I make in Illustrator exported as .DXF files drop right into Inventor for extruding. If GM would export a file to bring into Illustrator that would be awesome!

J

Re: Version 4.87 online..

by Nic Bwts » Fri Mar 29, 2013 10:15 pm

OK will check out some new codecs... thanks

Re: Version 4.87 online..

by BobL » Fri Mar 29, 2013 8:17 pm

Nic Bwts;

AVI output does work for most users, however not for all.  This is due to the OpenGL implementation of your graphics card, can you try downloading the latest codec version for your video card and/or select a different video compression output from GM and retry. I just tried it here and it worked for me.

Cheers
Bob
:-\

Re: Version 4.87 online..

by ArtF » Fri Mar 29, 2013 8:06 pm

Hi Nic:

  I have had that happen to a few people. It seems to be a matter of OpenGL implementation. Try various codec's, or try downloading a codec pack if your in WinXP. Try various ones form the list, usually one can be found that works for a troubleseom configuration.

Thx
Art

Re: Version 4.87 online..

by Nic Bwts » Fri Mar 29, 2013 7:16 pm

AVI output is blank. The frames are there but nothing in them!

Re: Version 4.87 online..

by ArtF » Mon Mar 04, 2013 6:00 am

Hi Kirk:

  I agree, they arent quite ready.. The Up! Mini reviews say its about as close as you can get to ready.. Illl write a review when I get it to let you know. :)

Thx
Art

Re: Version 4.87 online..

by Mooselake » Mon Mar 04, 2013 5:30 am

ArtF wrote:I recently saw
all the reviews of the "UP! Mini" , and I liked it. Its a good fit to my desktop, runs off USB if one wishes ( which
usualy means I can hook the driver directly if I have to ), and seems to have very decent quality as well as software.
So I have one on order. :)
It should be interesting.  My Printrbot takes a lot of tinkering; it's pretty finicky about getting it's always moving home positions set properly.  I'm tinkering with a mod to use a Mitutoyo micrometer head found cheap on eBay to make it a bit easier, but it really needs a better home switch setup that uses the actual print surface position.  It's printing a dial gauge holder as I type to do a better job of leveling everything; maybe it'll help.  3D printers aren't quite ready for prime time.

Don't look at the current firmware source; you'll only want to rewrite it and that would take time away from GM  :)  Hopefully the newly appearing ARM controllers will provide a better platform.

FWIW I've been getting my filament from repraper.com (bad translation, good product).  They ship FedEx, takes only a few days from China but doubles the cost.  Still reasonably priced and I've been corresponding with the owner.
ArtF wrote:The curved spokes are only available usually on round gears. I had turned them moff on non-circulars ( they revert to tapered
if selected) because the algorithm for them couldnt handle the non-circ nature.. but I do intend to turn them back on..
I've been experimenting with spokes (onscreen only) based on David Roy's Labyrinth, must have only tried with spur gears before.  The zoom in/out problem reappeared a release or two back, but it's gone now.

Sure wish I had John T's time and skills...

Kirk

Re: Version 4.87 online..

by ArtF » Mon Mar 04, 2013 4:11 am

Hi:

  Great!. I expect that the OpenGL version is a bit behind, so that may explain the weirdness. OpenGL does vary across platforms and OS's, its one reason I try very hard to use vanilla type OpenGL code, to ensure maximum compatability.

  Great to hear thats the error fix, Ill remember that for future troubles in that area.

Thx
Art

Top