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Mail Archives: geda-user/2018/04/30/13:09:03

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Date: Mon, 30 Apr 2018 19:13:20 +0200 (CEST)
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To: "michalwd1979 (michalwd1979 AT o2 DOT pl) [via geda-user AT delorie DOT com]" <geda-user AT delorie DOT com>
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From: gedau AT igor2 DOT repo DOT hu
Subject: Re: [geda-user] Opengl PCB and mainline PCB - pcb-rnd aspects
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Hello Michael,

On Mon, 30 Apr 2018, michalwd1979 (michalwd1979 AT o2 DOT pl) [via geda-user AT delorie DOT com] wrote:

>rendering. Some time ago I've tried to check if it is possible to
>incorporate opengl code to pcb-rnd, but it turns out that it is out of my
>reach.

We have a working opengl HID in pcb-rnd for more than a year by now.

If you mean incorporating more of Peter's 3d related patches: in pcb-rnd 
we want to have a 2.5d editor, not a 3d editor, so the 3d parts shouldn't 
be merged.

Instead we have an openscad export plugin that lets openscad do very nice 
3d renders.

Btw, merging anything forth and back between pcb-rnd and mainline became 
hard lately, beause around summer 2016 I decided to change project 
direction and really go and fix our decade old bugs and desing problems, 
see below. This obviously made the code diverge a lot.

>By the way I was comparing both versions and I found some differences (not
>sure if this is planned or not). With Peters openGL version I can draw
>tracks on soldermask layer (create holes in soldermask), while with mainline
>pcb it is impossible.

In pcb-rnd we went on cleaning up the code and replaced most of the data 
model during the past ~1 year. Thus we also have editable soldermask layer 
-- but not as a patch or fix, but as a natural consequence of the new data 
model that doesn't have special cases for the mask layer. And it's not in 
a branch, but in production code, already tested on a number of fabbed 
boards, thanks to our users.

(The data model redesign solved a lot of our decade old problems the same 
way, without adding more kludges on the existing kludges. We have editable 
paste layer too, and footprints can contain any of those edits: any object 
on any layer, including text on mask, polygon on paste or arc on outline. 
Plus anything can become a "pad" and thermal works on any shape - you 
don't need to draw tiny lines manually to connect your smd pads to 
polygons any more. And polygons can clear other polygons so you don't need 
to cheat with thick lines to draw a PSU. Oh, almost forgot: we have 
padstacks, which can be used as pins or pads or vias, and offer arbitrary 
convex polygon shapes, don't force you to have the same pad shape on all 
layers. And padstacks support blind/buried vias.)

Regards,

Igor2

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