Build 7250
I just posted another build, 7250, to http://www.grzsoftware.com/files/MeshCAM-Setup.exe . There are is one bug fix, pointed out by Christian, where low-polygon models could gouge. This was a bug added during my optimizations a month or so ago and I did have to give up part of my speed gains to fix it. I haven’t benchmarked the update yet but I’ll do that in the next few days. Another user, JB, pointed out a use case for MeshCAM that I hadn’t spent much time thinking about. He’s using MeshCAM for...
read moreBuild 7248
I just uploaded another build to http://www.grzsoftware.com/files/MeshCAM-Setup.exe . It contains only one fix- Joe S. helped provide me with a file that demonstrated the rare "horizontal edge gouging problem" that has been lurking for a while. I was able to reduce the file to only two triangles that demonstrated the problem and find the bug. It was in an area deep within MeshCAM so I tried to limit the changes to the minimum required to make the problem go away. As it stands I believe the problem is gone but...
read moreBuild 7246
I just uploaded a new build that fixes the crashing that could appear when calculating the toolpaths for image geometries. I’m not sure when this bug got put in there but it should have been evident for quite a while. I had a user, John K., that put some heavy duty debugging work in to help me find it. It ended up be due to the multithreading try to read and write the same memory locations at the same time. Rookie mistake. http://www.grzsoftware.com/files/MeshCAM-Setup.exe I have a couple of more...
read moreBuild 7242
I just uploaded the latest build to: http://www.grzsoftware.com/files/MeshCAM-Setup.exe . It will also be detected by the "Check for Updates" command. There are a small handful of changes and two big ones- the ZMap memory reduction and the finish pass speedup. I really hope to make this the LAST release before calling V2 done so if no big bugs are found then this is it. As always, let me know what you...
read moreZMap Here to Stay… For Now
My initial attempt to eliminate the ZMap failed pretty badly- the offset time tripled. This was mainly due to the offset being calculated to the accuracy of the finish passes. Although this represents a big improvement in accuracy, since the ZMap is currently calculated at a lower resolution than the finish pass, it’s probably totally unneeded. I did some testing to see if I could do some type of hybrid approach and the results were promising. Unfortunately, it will be too big a change to add right now so the...
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