Instead of extruding every triangle along its normal, can you calculate the
normal at each point? Moving the points along their normals, then building
polyhedrons out of that would at least avoid the "dry lake bed" look.
But also as Torsten was saying, if you could do it all as a single
polyhedron it would be best. The triangles on the surfaces could be
calculated as above, moving points along normals, then all you need is to
know which vertices make up the "edge" of the entire surface, and make a
triangle strip along the edge between the top and bottom surfaces to close
out the polyhedron. Also at that point it might be just as simple to export
it as STL directly, its a very basic format and very similar to the
polyhedron module.
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thehans wrote
Instead of extruding every triangle along its normal, can you calculate
the normal at each point? Moving the points along their normals, then
building polyhedrons out of that would at least avoid the "dry lake bed"
look.
This is the point. A surface looking like that, is not the manifold you'd
want to render. At least you should provide data where common points of
adjacent triangles are identical (your data has numerical errors).
Addionally it is advisable to separate upper and lower points and provide a
sorted index for upper and lower border point pairs. Knitting this into a
top side, a bottom side and a border side from this data is easy.
If this is not possible a viable approach would be to write code that
analyses your data and produces a representation like this.
upper_points =[[x1, y1, z1], ... ];
lower_points =[[x1, y1, z1], ... ];
upper_triags = [[n1, n2, n3], ...];
lower_triags = [[n1, n2, n3], ...];
border_points=[[upper1,lower2] ...]; // sorted
http://forum.openscad.org/file/n15240/showcase12.png
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I also could only parse the first 20017 lines, even with 64G. It took only a
couple seconds.
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PS: Task manager didn't even see a blip in memory usage, looks like some
artificial limit.
W10 64 bit OS, I7-3930K 64G
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Ok, I tried wrapping all the calls to rendertri in a union, and it processes
all then crashes.
Still no real memory consumption.
Small surgery in notepad to create two unions for the calls to rendertri,
roughly 50/50.
With two unions, I can preview. I don't grok why unions are working here,
I wouldn't expect that, but ok..
What I got in preview was a disc shape, looked like some curves in the disc.
I don't know what I should see, so maybe the unions broke something.
Launched render at 5:55 am
Last message: Rendering Polygon Mesh using CGAL
5:55 AM Memory 6% and CPU at 11%.. ???
6:00 AM Memory 7% and CPU at 10% Where are all the horsepowers going??
Doing some other stuff on the system, all seems normal, and very lightly
loaded.
Checking task manager, OpenSCAD is using 1.264 G and a very slow climb over
time.
6:05 AM Memory 7% CPU 10% 1.467G
Interesting that this can execute so slowly and not tie up the machine big
time.
It acts as if there's some time delay involved, and not the "sit and spin"
type, but actually using a hardware or system timer to pace things.
6:10 AM Memory 8% CPU 10% 1.661G
6:15 AM Memory 8% CPU 10% 2.070G
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If you have 8 cores, you are maxing out one of the cores at 12%, and
OpenSCAD cannot use the other cores. So maybe it is running flat out.
Jon
On 12/20/2015 8:15 AM, dbvanhorn wrote:
Ok, I tried wrapping all the calls to rendertri in a union, and it processes
all then crashes.
Still no real memory consumption.
Small surgery in notepad to create two unions for the calls to rendertri,
roughly 50/50.
With two unions, I can preview. I don't grok why unions are working here,
I wouldn't expect that, but ok..
What I got in preview was a disc shape, looked like some curves in the disc.
I don't know what I should see, so maybe the unions broke something.
Launched render at 5:55 am
Last message: Rendering Polygon Mesh using CGAL
5:55 AM Memory 6% and CPU at 11%.. ???
6:00 AM Memory 7% and CPU at 10% Where are all the horsepowers going??
Doing some other stuff on the system, all seems normal, and very lightly
loaded.
Checking task manager, OpenSCAD is using 1.264 G and a very slow climb over
time.
6:05 AM Memory 7% CPU 10% 1.467G
Interesting that this can execute so slowly and not tie up the machine big
time.
It acts as if there's some time delay involved, and not the "sit and spin"
type, but actually using a hardware or system timer to pace things.
6:10 AM Memory 8% CPU 10% 1.661G
6:15 AM Memory 8% CPU 10% 2.070G
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1:44 still rendering. Memory climbing slowly. Cpu still about 10%.