- User Since
- Apr 12 2015, 7:27 PM (249 w, 2 d)
Sep 1 2016
Just realized that the old ghost of .DLL Hell, and workarounds still coming around to bite me in the ass! Maybe I *am* getting too old to keep doing this stuff... :-( I can't believe I forgot to roll back after a fail.... I used to be soooo adept....
Geez, I feel like such an idiot. Right after I updated to Windows 10 Anniversary, I had this issue, and found a reference saying I needed this to fix the problem, and to put it directly into the directory. What I forgot to do was remove it, after I found out that didn't solve the problem.
It was an attempt to fix this issue; one had suggested I place it there... I will remove that... (had forgotten). Will get back on this.
Yes, downloaded directly from Nvidia Support site. Definitely not the issue as far as source goes.
Please explain how Blender running on a GPU that supports OpenGL 2.1 and ran fine on Windows 7 gives this error on Windows 10 Anniversary edition if GPU is too old? Therefore this is not a satisfactory answer.
Jun 23 2015
@Ben Hizak (BHiz) Just thought I'd let you know that this forum is for bugs only; it's not a general questions type forum. For that you want either Blender Artists or Blender Stack Exchange. We try to keep these guys freed up to work on things that need fixed. You'll find both forums very helpful. I believe I'm Cyberchip or Cyberchipz on both of those, so look me up. I've mostly posted on Stack Exchange. And if you do post, use Thread instead of Tred... I was a little confused by that. On that Bolt addon, you'll find more settings than you want. I used to calibrate standard threads and I saw a lot of things we didn't even look at on that add on. Remember, after you create your bolt, you can always use it to make your screw hole, not too tight though. ;-)
Ben, are you trying to make threads, like on a bolt? If so, have you tried the Bolt Addon in blender. It has all kinds of settings for pitch count, length, angles etc. And if you do, and have a problem with it, you would have to contact the add-on developer that made it.
Yes Ben, and oops, my bad, I didn't notice he was sending to you. He's saying yours would be a new report.... or ticket.
I have confirmed, at a certain distance the face color change is not obvious; and, I have found no way to change the non-normal face color. Even selecting a single face doesn't help at a distance. Now I know "why" I couldn't see it; I would love to have the ability to change the non-normal face color to one that is less similar to normal face colors. Perhaps my 60 years of age is catching up with me; or perhaps the edges are too close without zooming in to see the color change, more steps, ... fine, I'll work around it.
Bastien, the file was also attached in the report already using the system's method. Thank you for your help. Face winding seems obvious, and I had considered it; however it was not intuitive the way the faces were, unlike flat surfaces where I can see face color easily, I have had no problem making sure the faces are normal. However, for some reason, whether it's my color theme, I can see them on flat surfaces but not on cylinder walls.
Bastien Montagne sent me an email saying:
Your second cylinder has its normals inside (inverted), which obviously affects boolean ops (to fix it, just select bad cylinder, switch to Edit mode, select all, hit ctrl-N, and you are done).
This may not be something blender does or not; if it does, a global fix may be needed or at least a repair routine built.
In the blend file are two cubes, sorry I numbered them right to left. Both cubes have modifiers, the left cube.002 is modified by boolean difference with object Hole.inside.2nd and the Right cube.001 is modified by boolean difference with object Hole.inside.1st.