Hi Cirilo,
Searching in github for the ObjectCoordsTo3DUnits funtion, it is not used :)
... dead code,
Cheers
Mario
From: Kicad-developers
[kicad-developers-bounces+mrluzeiro=ua...@lists.launchpad.net] on behalf of
Cirilo Bernardo [cirilo.berna...@gmail.
Hi folks,
While working on adding a dummy board with footprint to the 3D file
selector preview,
I ran across a few issues:
1. in 3d-viewer/3d_aux.cpp L59 - L84 there seems to be a cut/paste problem.
In the "if( m_MatRotation.y )" and "if( m_MatRotation.z )" blocks the
rotation
used is m_MatRotat
Le 04/04/2016 13:59, Maciej Sumiński a écrit :
> On 04/04/2016 12:50 PM, jp charras wrote:
>> Le 04/04/2016 01:28, Collin Anderson a écrit :
>>> So, I used to be into game development, I was big on writing my own engines
>>> from scratch in C++.
>>> This exact memory management problem is one enco
Thanks for the update. I'm not sure how missed that one. It's fixed in
r6663. I couldn't reproduce the value not getting updated. If you find
the magic combination that triggers this bug, please let me know so I
can get it fixed.
On 4/3/2016 10:37 PM, Chris Pavlina wrote:
> Okay, no, 6659 does
On 04/04/2016 01:39 PM, jp charras wrote:
> Sorry if you already sent me a response to this "old" message (first posted
> on feb 05)
> but I did not remember this response.
>
> It is annoying for the rounded rect pads which use this method.
> (I currently use a fixed (modified) version in my patc
On 04/04/2016 12:50 PM, jp charras wrote:
> Le 04/04/2016 01:28, Collin Anderson a écrit :
>> So, I used to be into game development, I was big on writing my own engines
>> from scratch in C++.
>> This exact memory management problem is one encountered very frequently in
>> such projects. Any
>>
Sorry if you already sent me a response to this "old" message (first posted on
feb 05)
but I did not remember this response.
It is annoying for the rounded rect pads which use this method.
(I currently use a fixed (modified) version in my patch)
I can easily fix it, but I do not want to create b
Le 04/04/2016 01:28, Collin Anderson a écrit :
> So, I used to be into game development, I was big on writing my own engines
> from scratch in C++.
> This exact memory management problem is one encountered very frequently in
> such projects. Any
> game developer lives by this mantra when it come
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