Hi Devs-
Quick heads up that I did a bit of re-arranging/cleaning of the
connectivity code to split out some of the functions as I look at
collision-connection[1][2]. If you're looking for anything item-related,
it is now split out into a separate connectivity_items.h/.cpp
These files are also
Hi Tom,
I’m getting compile errors in the new vertex shader and fragment shader. How
does one go about getting more error information than just “Shader compilation
error”?
Thanks,
Jeff.
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OK, here’s a thought. When editing preferences one of the things we do is
rebuild the toolbar (as things like the tooltip language, grid settings, etc.
may have changed). That results in a size-event on the window (wxWidgets
doesn’t appear to know that the size will end up being the same).
So we no longer get a deadlock. But the application still crashes when it
tries to display the error using DisplayError().
The error is GL_INVALID_FRAMEBUFFER_OPERATION. Wiki states this is: “Given
when doing anything that would attempt to read from or write/render to a
framebuffer that is
Hi Jeff-
Am Fr., 12. Okt. 2018 um 13:46 Uhr schrieb Jeff Young :
> That doesn’t work because the lock/unlock calls are in separate routines
> (BeginDrawing() and EndDrawing()).
>
Sorry, I was unclear. There are catches for OpenGL failures that do not
unlock the context if the error thrown is
Hi Seth,
That doesn’t work because the lock/unlock calls are in separate routines
(BeginDrawing() and EndDrawing()).
That’s fundamentally unsafe, so I’m adding lockContext() and unlockContext()
protected methods to the GAL API and a GAL_CONTEXT_LOCKER friend class that can
be created on the
Hey John,
Any code that has to be built multiple times to get the correct base
units scalar will most likely fail linking unless you only care about
testing a specific unit scalar such as PCBNEW or EESCHEMA in which case
you would need to include the appropriate libraries. You cannot make
any
John,
This patch fails to link on windows. I've attached the build error.
Wayne
On 10/9/2018 9:53 AM, John Beard wrote:
> Hi,
>
> Here is an update patch that rebases over the commenting out of
> pcb_test_window, polygon_triangulation and polygon_generator and fixes
> a link error to do with
PPA (Linux ubuntu). Should be ready tomorrow.
Le 12/10/2018 à 14:38, Wayne Stambaugh a écrit :
> Does anyone need more time to get packages built for the 5.0.1 release?
> I am hoping to release on Sunday if possible. Please let me know if you
> need any additional time.
>
> Cheers,
>
> Wayne
>
MacOS builds should be up Saturday night. I am hoping to update the
nightly build box, but even if that doesn't happen, i'll create the build
in the VM and upload it that way.
Adam
On Fri, Oct 12, 2018 at 7:57 AM Steven A. Falco
wrote:
> I just kicked off the Fedora builds about 1 minute ago.
I just kicked off the Fedora builds about 1 minute ago. Should be ready in an
hour or so. :-)
Steve
On 10/12/18 8:38 AM, Wayne Stambaugh wrote:
> Does anyone need more time to get packages built for the 5.0.1 release?
> I am hoping to release on Sunday if possible. Please let me know
Does anyone need more time to get packages built for the 5.0.1 release?
I am hoping to release on Sunday if possible. Please let me know if you
need any additional time.
Cheers,
Wayne
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Le 12/10/2018 à 00:52, Nick Østergaard a écrit :
> I was not aware of that change, but I have made a test build if anyone
> likes to testrun it.
> This is master built with debug as the build type and the option enabled.
>
>
Hi,
This is an updated path sets that includes some extras on top of the
previously mentioned:
* TOC for the testing docs
* Update the io_benchmark tool to work with full paths.
* Add an in-memory io_benchmark case, which gives an approximate
baseline for how fast it could be without any IO
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