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burtoogle

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Posts posted by burtoogle

  1. Cura does not cope well with walls that are not close to an even number of line widths wide. To be honest, it's a mess. You may get a reasonable print if you set the following. Line width to something less than the wall width (i.e. 0.6 in your example),  overlap compensation on and mimimum wall flow to at least 50%. YMMV.

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  2. Hello @bortolotti57, welcome to the wacky world of 3d printing! The reason the layer view looks like that is because it is in "compatibility mode". Cura requires a certain level of OpenGL version (at least 4.1) to display the full layer view. If your graphics system cannot do that level, it falls back to the compatibility mode. That mode can also be forced with a preference but, by default, it should show the full layer view if it can. Either your graphics hardware is too old to provide the required OpenGL version or, more likely, the drivers installed on your system are out of date. Often, updating the drivers can solve this problem. Hope this helps.

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  3. Sorry, yes, I missed that. OK, well, there's your answer because in there it says:

    38 minutes ago, DeeZ said:

    Max core profile version: 3.3

     

    So the accelerated GL is version 3.3 and it needs to be 4.2 or greater.

     

    I am also using Mesa version 18.0.5 so it's not as if your drivers are old. Maybe your hardware simply doesn't support a later version of GL?

  4. I can't say for sure what's causing the problem but I have two suggestions:

     

    1 - increase the value of the Maximum Resolution setting to something like 0.25, that should remove the short line segments that are in the gcode. Sometimes, very short line segments can cause visible artifacts.

     

    2 - either reduce the number of walls to 2 or completely turn off the Compensate Wall Overlaps setting. The overlap compensation is buggy and can introduce artifacts.

     

    Hope this helps.

  5. In stderr.log it shows the detected OpenGL version

     

    2020-02-03 08:46:34,521 - DEBUG - [MainThread] UM.View.GL.OpenGL.__init__ [112]: OpenGL Version:  3.0 Mesa 18.0.5

     

    It's saying that the version is 3.0, you need version 4.2 to get the full functionality.

     

    If you run glxinfo in a terminal what do you get in the ExtendedRendererInfo section, for example, this is what I see

     

    Extended renderer info (GLX_MESA_query_renderer):
        Vendor: Intel Open Source Technology Center (0x8086)
        Device: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2)  (0x1916)
        Version: 18.0.5
        Accelerated: yes
        Video memory: 3072MB
        Unified memory: yes
        Preferred profile: core (0x1)
        Max core profile version: 4.5
        Max compat profile version: 3.0
        Max GLES1 profile version: 1.1
        Max GLES[23] profile version: 3.2

     

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  6. 1 minute ago, GreyArea said:

    However, Cura is no so understanding! If I use the mouse in Meshmixer, when I return to Cura my camera position has moved. It's clear Cura is not relinquishing control of the spacemouse to the active window in the same way that Meshmixer does.

     

    If you minimize Cura, it should stop reading events from the spacemouse. I wanted to detect when Cura lost the focus but failed to achieve that so what it does now is the next best thing.

     

     

     

  7. 23 minutes ago, DivingDuck said:

    Maybe it is possible some when to make a continuous movement and correct the position to 1° or 359° when it is moving and will come to the value 0° or 360°.

     

    Yes, maybe it's something like that. I will investigate and try and fix that.

  8. There is some discontinuity in the pitch movement and also I have noticed the new rolling movement can cause the view to go blank when near the inverted position. I am still using what is essentially the same rotation code for yaw and pitch as the mouse uses. I am not getting glitches or blanks for "normal" moves/rots/zooms, i.e. no extreme angles or positions.

  9. Do you even have jumpy motion when looking at the prepare view? For me all motion is smooth there. When looking at the preview (sliced), it can be jumpy depending on how big/complex the model is. Obviously depends on  GPU performance.

  10. Hi @DivingDuck, thanks for the feedback.

     

    28 minutes ago, DivingDuck said:

    One thing I was missing, as I wrote before, is supporting rolling the y-axis and it would be a benefit if this can be implemented some when in the future for Cura as this would be a seamless behavior to all 3D applications and highly reduce way's and time to inspect things.

    The other thing I recognize was that I miss the possibility to set a pointer in space or to an object where I like to move/rotate. This is really helpful as an object of interest won't move out of visibility if the point/object isn't positioned at center of the print bed.

     

    I can understand your wishes. As you know, at the moment, RawMouse simply emulates the normal 2D mouse so as that can't roll then neither does RawMouse.  I have started toying with support for other targets that would manipulate the view differently. So I have tried using a 3 axis tumble so you can roll, pitch and yaw the camera view but, to be honest, I found it difficult to use. Also, if you then use the 2D mouse, the view will snap back to zero roll  which is a bit disconcerting. I will do more work on this when I get the time.

     

    I like the idea of using the 2d mouse to select a point to be rotated around and I will look into how that could be achieved.

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