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Whats_new.txt
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1997-01-03
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Short overview of new features:
## 2.04 ##
- Redesign preview preference window. Because of this all preview settings
are lost (sorry)!
The switches 'Draw lightsources' and 'Draw boundingbox' have been moved
from Main menu into this window. No problem, simply remember the most
windows are "interactive", no need to close them to make settings being
used! As a side effect this settings can now be saved too.
Also new switch added: 'Update lightsource'
- If you select it and edit an lightsource (eq. turn it on or off) the
preview is redrawn immeditly (of course you must select option
'Draw lightsources').
- This is a great help if you eq. wanna changed the position of an
point light.
## 2.03 ##
- Screenmode requester of Realtime-Prefs now shows some more screenmodes.
Now you can enjoy ugly "copper-modes" like 160x200 or 72Hz low resolution
EURO-modes.
- lightsources can now be switched on or off. New Cyclegadget 'Status' within
the Edit lightsource window.
## 2.02 ##
- now you can determine when aspect and viewportsize correction is performed.
For this a new option has been added to Transformation window
(Special/Aspect). For explanations the following clipping cube is used:
X: -150..150; Y: -150..150; Z: -300..300 .
After clipping: - this is the old method. First the planes are clipped
against the clipping cube and then these cube is scaled
into the viewport. Of course it takes care of the correct
aspect. Because of this you may see clipped planes within
your viewport although there is enough room for drawing.
Before clipping: - this method changes your clipping cube! Imagine your
viewport is 200 pixels width and 100 pixels height.
Plotter3D then simply takes the Y-coordinates of your
clipping cube and multiplies them by 2 (200/100) to
get the X-coordinates of the clipping cube. Then all
planes are clipped against the new clipping cube and
this cube is then scaled into the viewport. You won't
see any clipped planes within your viewport.
If your viewport is more heigher than widhter the
Y-coordinates are calculated from the X ones.
Of course it also takes care of the aspect.
## 2.01 ##
- Implemented Point-lightsource:
This is a very effectful light. Render function 'Vibrations.func' with
Gouraud or Phongshading to see what I mean!!
This lightsource emits light in every direction and becomes darker if
you move away form the lightsource.
You can enter: - the position (absolute or local if 'Local' is selected)
- the maximum light radius (all planes outside this sphere
are not lighted)
- if the light radius should be scaled according to global
zoom-value
- now you can select the type of colorclipping for flat and gouraud shading.
For this the Complex preview window has now a cyclegadget:
Preserve colors: - this is the old method. It first calculates all color
values and then calculates an factor so that the
brightest colorvalue lies within the valid colorcube
if you multiply it with these factor. Then all
colorvalues are multiplied with this factor.
- With does method you will lose brightness but the
colors stay correct.
Crop colors: - this is the same method as the one that phongshading uses.
Here the colors are calculated and during drawing the
colorvalue of every pixel is checked if it lies within
the valid colorcube. If not the values (red, green, blue)
are cropped to fit within the colorcube.
- This method may change colors (eq. colorvalue 1.6,0.8,0.3
(red, green, blue component) is cropped to 1.0,0.8,0.3
which is of course a other color)
but you get very nice pictures with bright shining
reflections.
## 2.00 ##
- whenever a complexpreview-mode needs a lightsource the default one is
used. You can define these lightsource and the used material within
Global preference window (menu Prefs/Global...)
- All preference windows now have an new 'Restore'-entry in their
contextmenu. It simple does the same like pressing 'Cancel'-button but
does not close the window.
- Render window looks now much different. The rendermode and buffer settings
have been removed. Instead the complexpreview-window is used for setting
the rendermode and a new preference window can be opened for buffer
settings. As a side effect the buffer settings for rendering can now be
saved within an own .prefs file.
## 1.99 ##
- press ESC to quit realtime mode
- About-Window now displays CPU, FPU and Chipset type
## 1.97 ##
- new realtime-mode: faked phong
Try it now!!! It looks really fantastic. Even better results with a higher
screen-resolution.
- now you can display the texture as background picture
## 1.96 ##
- new tool: ILBM2Chunky. Loads a 256-color ilbmpicture and saves both the
chunky datas and the palette. Those can be used as texturemap for
texturemapping.
Note: A texture has always a resolution of 256x256 pixels. If the picture
is bigger it will be cropped.
Its recommended to convert the picture with eq. ImageFX or AdPro and
size it to 256x256 pixels and save it as 256 color ilbm-picture.
## 1.95 ##
- new realtime-mode: texture mapping
Within the realtime settings now you can select the type of drawing. In the
'Screen'-section there is a new string gadget were you can enter the used
texture map.
## 1.94 ##
- new export type: csv
Simply writes a textfile in which every line represents one point of the
mesh. Coordinates are seperated by commas.
- new function type: csv
This one reads an csv (comma seperated variables) file and creates a
mesh from this values (see above for description of such a file or
export an function and have a look at the result).
You can enter a string that is used to parse the lines.
Examples: "&y" - the whole line is converted to y-coordinate,
eq: '1.00' would be a valid line.
"&x,&y,&z" - one line must conatin three values seperated by
commas.
eq: '1.0, 2.0 , 3.0'
"Data: &y;&x;&z" - one lines must conatain the 'data:' entry
and three coordinates seperated by semicolon
eq: 'Data: 1.0; 2.0;3.0
Notes:
- There must be at least an &y within this string.
- save datas directly within function-file is currently not possible.
## 1.92 ##
- mouse support in realtime mode (rotation, like in preview window)
Switchs automatical into pause-mode.
- extremly reduced memory usage
- more infos are shown in information window
- realtime mode now can save the pictures. Currently no real anim files
but a file for every frame. The iff-files are not compressed.
It should be enough to create an animation with MainView.
Usage: Press return to start recodring. Actual frame number is displayed
at bottom left edge. Press return again to stop recording.
(Not tested very much)
- can now merge points of a function together. No longer ugly edges in
rendering or realtime mode
- can export functions as Imagine object files (TDDD). Very slow but works.
(Not tested very much because I don't have Imagine)