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Dan Heeks

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Jun 10, 2008, 11:16:45 AM6/10/08
to Wildcat CAD
I have built the VS8 project.
It built fine, I didn't have to get any external dependencies.
But, I don't have a toolbar, except for the standard one.
I followed the Sketch tutorial. There is no "Sketch" icon on the
toolbar, so I pressed 's'. I guessed at pressing 'L' to draw some
lines.
Cool!
I presume I should have a toolbar with "Sketch" and "Draw some lines"
on it?

wildcat-cad

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Jun 10, 2008, 11:50:02 AM6/10/08
to Wildcat CAD
Dan,
Thanks for trying out Wildcat. I have to appologize...The tutorial
is written using the OS X version of the app. I have not implemented
toolbars for Windows yet. Yes, 's' gets you a sketch.
Here is a quick rundown of current key commands:

In 3D Mode:

- 's' with a plane selected creates a sketch
- 'e' with a sketch selected lets you re-edit that sketch
- 'p' with a sketch selected will create a pad
- 'h' with a sketch that contains an axis of rotation creates a shaft

In Sketcher Mode:
- 'a' creates a two-point arc (center, start of arc, end of arc)
- 'c' create a circle
- 'd' adds dimensional constraints
- 'e' creates an ellipse
- 'f' fixes the feature (will be used when we have automatic
constraint management)
- 'h' toggle hide/show constraints
- 'l' creates a line
- 'o' creates a conic section
- 'p' creates a point
- 'q' exits the workbench back to 3D mode
- 'r' creates a rectangular profile
- 's' toggles snap to grid
- 't' creates a three-point arc (start, end, somewhere on arc)
- 'w' marks the feature as construction
- 'x' creates an axis line (may not be visible on Windows - possible
bug)

Well, there are the current commands. If you just checked the code
out there is a massive bug in pad and shaft that I just introduced
yesterday. I will hopefully have it fixed tonight, but no promises.
Cheers,
Graham

Dan Heeks

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Jun 11, 2008, 6:32:20 AM6/11/08
to Wildcat CAD
Graham,
Thanks for the quick reply.
Your classes look quite tidy and re-usable.
You use OpenGL a lot, which is fine by me.
I have tried various keys:
I am getting a crash with 'a', 'c', 'e', 't'.
This crashes in WCNurbsCurve::PointInversion because glMapBuffer
returns NULL.
I use OpenGL for drawing things, but I've never used glMapBuffer, so
I'm not sure what it does.
The line above it:
glBindBuffer(GL_ARRAY_BUFFER, this->_buffer);
this->_buffer is 0.
Shouldn't glGenBuffers have been called somewhere first?
Dan.

- 'a' creates a two-point arc (center, start of arc, end of arc)
This crashes in WCNurbsCurve::PointInversion because glMapBuffer
returns NULL

- 'c' create a circle
This crashes in WCNurbsCurve::PointInversion because glMapBuffer
returns NULL

- 'd' adds dimensional constraints
This works OK, I press 'd' then I can drag a dimension, looks good.

- 'e' creates an ellipse
This crashes in WCNurbsCurve::PointInversion because glMapBuffer
returns NULL

- 'f' fixes the feature (will be used when we have automatic
constraint management)
Not used yet, I guess.

- 'h' toggle hide/show constraints
This works OK, toggles hide/show dimensions.

- 'l' creates a line
This works OK.

- 'o' creates a conic section
I can't work out what this does.

- 'p' creates a point
This works OK.

- 'q' exits the workbench back to 3D mode
This works OK.

- 'r' creates a rectangular profile
This works OK.

- 's' toggles snap to grid
This works OK.

- 't' creates a three-point arc (start, end, somewhere on arc)
This crashes in WCNurbsCurve::PointInversion because glMapBuffer
returns NULL

- 'w' marks the feature as construction
I don't know what this does.

- 'x' creates an axis line (may not be visible on Windows - possible
bug)
Seems to work just like 'l - creates line' but makes a dotted line.

Graham Hemingway

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Jun 11, 2008, 6:55:26 AM6/11/08
to wildc...@googlegroups.com
Dan,
   I am aware of this issue.  On Monday I began a major rewrite of some code.  I made great progress by that evening and checked the code in.  I forgot that others can now download and use it.  I worked all day yesterday and plan on hopefully wrapping up the changes today.  I will post on the blog on my progress.

  I store all vertex info for curves and surfaces in video memory (only NURBS control point and knot points are store in RAM).  glMapBuffer maps video memory into main memory temporarily (until glUnMapBuffer is called).  I do this so I can check to see if I am close to any curves and such.

Cheers,
   Graham
--
Graham Hemingway
cell: (615) 294-7133
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