[Vertex Ce 44 Software

0 views
Skip to first unread message

Iberio Ralda

unread,
Jun 12, 2024, 9:38:42 PM6/12/24
to inuneldio

I'm doing a project in ArcGIS Pro where polygons are incredibly important to separate data from one another. We run a tool that draws the polygons themselves, and then finds errors where overlaps happened. Part of what I'm doing is cleaning up those overlaps to run the tool again until its clean. In order to fix them, I just have to grab the polygon, edit vertices and reroute a few things where they arent touching.

Easy, right? Well it was. I'm not sure what happened, but now every time I edit vertices on a polygon and let it process, it moves the entire polygon a good bit. In doing so it excludes data that needs to be in there by bumping it out of the polygon, and causes more overlaps. I didnt catch it at first because it wasnt doing it for a few days. But when i made fixes, it created a whole slew of other issues. I'm now seeing it, and have to snap to a reference point, and use the move tool to move the entire polygon back to its original position. This obviously is not ideal.

Vertex Ce 44 Software


Download File ►►►►► https://t.co/hckJPw7mbk



Any ideas on what would be causing the polygon to move? When editing vertices im VERY careful that i'm only grabbing the vertex to move, as in im not grabbing the polygon line and moving it. This has gotten really frustrating!

I just toggled both on, both off, and one and not the other and none of them help with what's going on. Its not when I'm moving the vertex, its after I move it to where i want it, when the change happens it moves exactly how i want it, then the entire polygon remains intact but shifts several feet (in this scale its a small amount, but these are tight polygons and have to be).

The tool "Split into COGO lines" does something similar but creats new line segments between all vertices, instead of just the one I need to split between. The tool "Split" requires you to draw a line over the polyline, and is therfore not that precise.

The Split tool in the Modify Features pane does exactly this if you click directly on the vertex. It helps to have vertex snapping turned on, but you can split the line with a single click that is as precise as the vertex location.

This is certainly not the most intuitive when you can't see the vertices you want to snap to, but this helps. Yes you can adjust the snapping tolerance, but this means you need to adjust the tolerance depending on how many vertices there are in your map view...

I have a mesh which has per-vertex colours. I seem unable to quickly turn off these colours in Rhino. Is this possible or is there a specific workflow that I have to follow to see my mesh without any colours?
Cheers!

since ive been unsure how many vertex colors can be stored in a user string, ive changed the code to use a user dictionary as Willem suggested. (Thanks by the way for mentioning it, it seems much more comfortable).

Im still storing the vertex colors as integer values using a System.Array. As far as i understand the maximum amount of vertex color integers the Array can store under 32bit equals 4.294.967.295 colors. (See Remarks section here) I hope this is enough

this thread is about how to disable and later re-enable mesh vertex colors which could be done with a script or by adjusting the display mode properties. To get rid of mesh vertex colors, you might use the _RebuildMesh command without having the mesh preselected. Then set the command options like below:

With vertex tools, start with nothing selected, activate Vertex Tools and use it to select just one blue dot. You may have to turn on Ignore back faces from the right click context menu, and/or Select only Visible, depending on your model.

Hello!
I have the same problem with vertex tool. When i want to move a line or face it funcionates but when i want to select a vertices and move it it doesnt work. I checked for the soft selection and it had been 0 all the time. When I first donwloaded it I had no problem with this. I would appreciate very much if u help me solve this problem.
imagee16361039 254 KB

so , is there a toggle for the color coding on soft selection? I can edit single vertices, or grouped ones by changing the selection type but I am not seeing the color coding when I have the soft selection tool activated by typing the soft selection radius in the VBC window.

I love the dynamic grips and use them daily with plines and hatches but that menu is annoying for all the reasons you all stated. I'll add to the list of annoyances that the popup hides a lot of the dynamic input display. I often need to zoom out when I need to read a raduis or length dimension on screen. I also don't like how in certain zoom situations you try to select the pop up but it is a bit too far from the cursor and it disappears before you can select from it.

You may already know this, but you can hover over a dynamic grip and simply type in the first letter of the command you want (e.g. "A" for Add vertex) and the action is carried out. This removes having to chase that pop-up around, watching it disappear from view at exactly the wrong time. Additionally, it greatly speeds up vertex editing, and saves wrist wear and tear.

Is there a way to paint vertex of a static mesh component in a blueprint or at least clear the paint?
There is a Remove Painted Verticies function in the actor blueprint which i tried in the construction script, but it does nothing.

@buscas31 solution from the link, I turned off Texture Streaming in Project Settings > Rendering and the Error: Ensure condition failed stopped happening. But I would prefer to have Texture Streaming turned on.

I have a project with hundreds of models generated in 3ds Max, exported to glb and then imported into Babylon. The idea is to use morphing as transition between individual models, which requires all models to have the exact same vertex count.

I have found another fix, which is splitting the edge (created with Shell modifier) into a separate mesh. This creates two meshes with consistently 2964 and 300 vertices across all models

Hey.I new to OpenGL ES but I've had my share of experience with normal OpenGL.I've been told that using interlaced arrays for the vertex buffers is a lot faster due to the optimisation for avoiding cache misses.
I've developed a vertex format that I will use that looks like this

Then I used "glVertexAttribPointer(index,3,GL_FLOAT,GL_FALSE,stride,v);" to point to the vertex array. The index is the one of the attribute I want to use and everything else is ok except the stride. It worked before I decided to add this into the equation. I passed the stride both as sizeof(SVertex) and like 13*4 but none of them seem to work.
If it has any importance I draw the primitives like this glDrawElements(GL_TRIANGLES,surface->GetIndexCount()/3,GL_UNSIGNED_INT,surface->IndPtr());In the OpenGL specs it's written that the stride should be the size in bytes from the end of the attribute( in this case z) to the next attribute of the same kind(in this case x). So by my calculations this should be 13(nx,ny,nz,tx,ty....tuv2,tv2) times 4 (the size of a float).
Oh and one more thing is that the display is just empty.
Could anyone please help me with this?
Thanks a lot.

x, y, z are OK, but nx and ny are self sufficient if your normals are normalized (which may be the case). You can extract in the vertex shader nz (assuming you have shader capabilities). The same thing applies for tx and ty. You don't need bx, by, bz at all since you know it's the cross product of normal and tangent.

Or, another approach is to use Fit Model, use the Response Surface macro so that JMP sets the response surface attribute. Then you will get a response surface output that solves for the critical values.

As I have posted many times, the Send to Report() and Dispatch() arguments are intended for JMP to save customization. They are not intended for users. Of course, you can use them. But there are better ways.

JMP does not have a solver as such. But you are fitting a quadratic polynomial interpolating function so you only need to set the first derivative with respect to Offset_Z equal to zero and solve for Offset_Z. I assume that by "vertex" you mean the minimum or maximum of the function.

In spatial shaders, the vertex shader is provided the variables CUSTOM0 through CUSTOM3, which seem to correspond to the imported GLTF attributes TEXCOORD_2 through TEXCOORD_9 (joined pairwise, e.g. TEXCOORD_2 and TEXCOORD_3 become CUSTOM0).

I also came across this Blender technique which will apply my custom vertex normals to the geometry directly, and that seems to work as well for my use case. Although doing it in the shader would be more flexible and would allow for some more complicated shading techniques

The Vertex Shader is the programmable Shader stage in the rendering pipeline that handles the processing of individual vertices. Vertex shaders are fed Vertex Attribute data, as specified from a vertex array object by a drawing command. A vertex shader receives a single vertex from the vertex stream and generates a single vertex to the output vertex stream. There must be a 1:1 mapping from input vertices to output vertices.

Vertex shaders typically perform transformations to post-projection space, for consumption by the Vertex Post-Processing stage. They can also be used to do per-vertex lighting, or to perform setup work for later shader stages.

The OpenGL specification is fairly lenient on the number of times a vertex shader is invoked by the rendering system. Vertex Specification and Vertex Rendering define a vertex stream: an ordered sequence of vertices to be consumed. The vertex shader will be executed roughly once for every vertex in the stream.

795a8134c1
Reply all
Reply to author
Forward
0 new messages