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Re: 3D refactoring news

 

Hi Cirilio,

I can (hopefully) help when needed.
Just tell me when you need what.


Regards,
Bernhard

> On 06 Sep 2015, at 23:03, Cirilo Bernardo <cirilo.bernardo@xxxxxxxxx> wrote:
> 
> Thanks Adam,
> 
>  At the moment it's not really suitable for testers, only devs. One of the
> problems I have is that I need some help from OSX and MSWin devs on
> the plugin discovery and loading.  It will be a few months yet before the
> refactor is at a stage where normal users can test anything.
> 
> - Cirilo
> 
> 
> On Mon, Sep 7, 2015 at 1:24 AM, Adam Wolf <adamwwolf@xxxxxxxxx <mailto:adamwwolf@xxxxxxxxx>> wrote:
> Hi Cirilo,
> 
> After I look at the new OS X bugs, I will look into putting this on the OS X build box so you'll be able to see if it builds on OS X, and any testers could just download it instead of build it.
> 
> On Sep 6, 2015 12:44 AM, "Cirilo Bernardo" <cirilo.bernardo@xxxxxxxxx <mailto:cirilo.bernardo@xxxxxxxxx>> wrote:
> Hi Folks,
> 
>  The 3D refactoring branch now has a very minimal test program
> with a simple window. At the moment the test program instantiates
> the 3D Model Manager which in turn loads a plugin. When the
> menu item File->Select is activated a message pops up which
> shows the user the loaded plugins and the file extensions which
> they support. At the moment the plugin is only a dummy for test
> purposes; it does not actually support any of the model files which
> it claims to support.
> 
>  Anyone interested in playing with the new code at this early stage
> can make a branch from:
> 
> http://bazaar.launchpad.net/~cirilo-bernardo/kicad/3drefactor <http://bazaar.launchpad.net/~cirilo-bernardo/kicad/3drefactor>
> 
> The README file in the 3dv directory has some instructions
> to build and run the test program.
> 
> At the moment the software has only been tested on Linux;
> I'd appreciate it if OSX and MSWin developers could have a
> look and add some code to the plugin discovery and loading
> codes (3d_model_manager.cpp - functions listPlugins and
> loadPlugins, and S3D_PLUGIN_ITEM::Open()).
> If I didn't implement a real plugin then the work would be trivial,
> but I would like to have a genuine plugin system because it
> makes life much easier in the long run.
> 
> Basically, the 3D model manager will be responsible for
> selecting 3D model files associated with each footprint
> and also for caching and creating data sets ready for
> rendering to a wxDC. The data model loading and
> processing will be the responsibility of the individual
> plugins.
> 
> - Cirilo
> 
> 
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