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just a quick question .. do you see a button here on GeoNet that sets a post as 'answer' ? I don't see that button here .. ? Matthias Buehler Head of 3D Technologies twitter: @MattB3D ------------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-23-2014
02:26 AM
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Hi .. 'bottom' is always interpreted relative to the scope orientation. since that may change quite a lot, you can't generally say you want all bottom faces to be gone. e.g. the underside of balconies.. by conding CGA, you encode the semantics of a building, thus you define which polygons should be created and which not, in every case. but to answer your question: defining this globally is not possible other than using a specific rule that 'assumes' a specific scope orientation (or enforces it) to delete some faces. Ok ? matt Matthias Buehler Head of 3D Technologies twitter: @MattB3D --------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-23-2014
01:57 AM
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hi .. try using the comp.index (check docs) Ok ? matt Matthias Buehler Head of 3D Technologies twitter: @MattB3D -------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-23-2014
01:46 AM
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did you try the 'border' and 'inside' selectors ? Matthias Buehler Head of 3D Technologies twitter: @MattB3D -------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-23-2014
01:35 AM
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Hey ! It's easiest that you do the following: (I didn't test this code, may contain errors.) of course, add the attributes .. Footprint --> extrude(world.y, buildingHeight) split(y) {~floorHeight: FloorVolume}* FloorVolume --> case split.index == split.total -1: # top base floor FloorVolume. # copy the shape now .. comp(f){top: # scopezUp ! alignScopeToAxes(y) # rotate scope yUp i(upperFootprint) # note that assets needs to be modeled yUp. Continue. } else: # other base floors. note you can also do a '== 0' test to get the ground floor ! FloorVolume. Matthias Buehler Head of 3D Technologies twitter: @MattB3D ------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-23-2014
01:31 AM
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Hi .. no, there's no other syntax in CGA to do this. sorry. I wished for this also a loooong time. e.g. attr number = 1 Shape --> eval("Rule" + str(number)) Rule1 --> Continue. Matthias Buehler Head of 3D Technologies twitter: @MattB3D -------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-22-2014
01:28 AM
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This is the only way of getting 'back' to the first rule: rule1.cga: ------------ import rule2: "rule2.cga" Shape --> rule2.DoExtrude rule2.Mass --> color(1,0,0) rule2.cga: ------------ DoExtrude --> extrude(10) Mass // notice this is an UNUSED RULE with a yellow warning ----------------------------------------------------------------------------------------- this should result in a red extruded shape. ok ? Matthias Buehler Head of 3D Technologies twitter: @MattB3D -------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-20-2014
08:59 AM
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great help here, Chris ! Matt Matthias Buehler Head of 3D Technologies twitter: @MattB3D ------------------------------ Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-20-2014
06:39 AM
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Hi, maybe the colors you see are those of the 'unknown texture' texture file that is assigned if a texture is not found. check: - are all textures in the same folder as the obj file and the mtl file - the files are in typical formats ( e.g. tif, jpg, png, ..) let me know.. Matt Matthias Buehler Head of 3D Technologies twitter: @MattB3D ------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-20-2014
06:36 AM
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this is a negative .. Matthias Buehler Head of 3D Technologies twitter: @MattB3D -------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-20-2014
03:53 AM
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Ha, good catch .. Matthias Buehler Head of 3D Technologies twitter: @MattB3D ------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-13-2014
06:46 AM
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yeah, rename them accordingly and create some logic with the CGA string functions. e.g. choose a random texture, get the base name, then create a logic that maps the chosen texture name to a random bump map.. should not be too hard.. m. Matthias Buehler Head of 3D Technologies twitter: @MattB3D ------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-13-2014
03:04 AM
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Hi! iOS8 now supports WebGL, and on Android you've had WebGL support for longer.. So it should work. Did not try this myself in a long time though .. Just play with it. Have fun! Matthias Buehler Head of 3D Technologies twitter: @MattB3D -------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-10-2014
06:45 AM
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ah, Retina, ok. I'll make sure the devs see this. good you have a workaround for now. cheers ! Matthias Buehler Head of 3D Technologies twitter: @MattB3D ---------------------------------- Garsdale Design Limited matthias.buehler@garsdaledesign.co.uk www.garsdaledesign.co.uk
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10-10-2014
06:39 AM
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