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21400.3.1.6156 Amiga Format's offer of Imagine 3.0
1/7/94 19:31 12/ csmike@cs.ust.hk (Wong Kin Ming)
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Hi All imagine users !
I have ordered the 95 pounds special offer of Imagine 3.0 by Amiga Format Magazine (Future Publishing), and I was told that the product will be shipped and handled by Impulse directly. I think it's been more than a month that I received the receipt from
Future Publishing but no feedback or any information from Impulse yet. (I know the Imagine 3.0 is still not ready).
So, any one of you have ordered the same special offer like me ? Or how can I contact people in Impulse ? Can anybody give me their fax number ?
Thanks a lot.
Mike.
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Amiga user in Hong Kong.
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21400.3.1.6157 Re: IMPULSE RESPONCE TO POST
1/7/94 06:30 37/ Steve Koren <koren@hpfcogv.fc.hp.com>
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[Mike from Impulse]
> >040 Optimizing, this was done on 1.0 I have no idea why people think it
[Eric J Fleischer]
> particularly justified. But, in this case, I think they are. One of the
> prime indicators that a program is not properly '040 optimized is when it
> generates interrupts when processing heavily. Imagine generates TONS of
> interrupts while rendering. This manifests itself as a mouse pointer that
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I have to agree with Eric on this one. Further, stating "Imagine is
optimized for the 040" is a reasonably meaningless assertion unless you
qualify it more; there are at least 3 - no make that 4 - separate 040
optimizations which can be performed, all of which help, none of which
are mutually exclusive, and two of can actually slow down your code if
run on a 68030. One can't be done by the compiler at all. Most of
these abilities haven't even been present in the more popular Amiga
compilers until very recently. Mike saying "040 optimization was done
on 1.0" doesn't really give one an idea of what was done. It is sort of
like saying, "Todays luncheon special: Food!" :-)
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At any rate, 040 optimization doesn't rate very high on my personal
wishlist. I find that for my long renders, most of the time is spent
running complex textures (Essence mostly) anyway. My pictures which use
few or simple textures and many brushmaps render extremely rapidly
(sometimes just a few minutes for 800x600 using fairly complex objects).
However, Imagine has a large dependence on the world size. Using small
objects which nearly fill the screen in a large sized world will render
*very* slowly in Imagine now (there can be orders of magnitude
differences). I feel there are other algorithmic improvements which
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could improve Imagine's rendering times in the "bad" cases more than 040
optimization. In the "good" cases, it does pretty well now, IMHO. Of
course, if your picture is a "bad" case that doesn't help you much.
When we get shadows in scanline mode in 3.0, that should help also.
- steve
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>After slicing an object(slice is great, ain't it!?!), I was merging part back
>in so my object would be closed. Usually this works great, and I had already
>done this several times this I merged and BLAM!
>Lines shooting out in every direction! Imagine was merging my object with
>the Universe!!!!! Or so it selight and
>
> Anyone else see this one?
Been there, done that B^). This happens to me so often that I just
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always use join, then use pick points and merge the appropriate points.
This seems to get around it. Otherwise, your object might even look fine
after a merge, but then crash when rendering.
> Tom Setzer
> setzer@ssd.comm.mot.com
Greg Pringle
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21400.3.1.6311 Compiled List as requested
1/14/94 15:58 48/ Tony Jones <nova@ibmpcug.co.uk>
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Posted for Johan Van Houtven:
> 9. When will the display base be implemented?
There must be some reason why the programmers at Impulse haven't implemented this. Is it only because you do not have enough time? Because it is not your priority?
May I add that Commodore has stressed the importance of the Display Database since WB 2.x? DPaint 4.5, Brilliance, Final Writer, Real3D V2, etc all use the Display Database.
> 11. When will standard file requesters be used?
> --
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> --| I have to note here oddly that it goes the furthest back
> --| andout the most
> 14. Request for using standard system fonts.
Please?
> Of all the things I read and all the informper implementation of
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> the amiga dos features shaboom! things around here went down fast.
Correct.
The questtyle Guide compliant as fast as possible?
I am not a programmer, so I do not know what is involved to implement the above. Bers here who would be willing to help Impulse (assuming the want this help) with e.g. implementing the Display Database?
Comm me when mike says he is using a two year old
> compiler that had to be patched.
To Mike Halverson: Which compiler a are yot troubles me that he would have to ask
> about graphics data base since he is the developer and has updated
> manuals?
I have been connected to this area since 1 day, so I not practically noting about Mr. Halverson. But could it be that Mike is nothimself? This would explain why he does not know about the Display Database. BTW, doesn't Visionaire, a morphing program publi
shed by Impulse, use the Display Database?
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> Lesk
-- Johan.
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21400.3.1.6312 Re: Uhh....fog and filter problems?!
1/14/94 17:53 28/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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On Fri, 14 Jan 1994, Steve Koren wrote:
>
> > (including 2.9) I get black where the clear parts should be instead of the
> > fog color.
>
> Something which sounds identical to this happens to me with filte-
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> the object and extruding it a very small distance. This seems to make
> transparency "work" with global fog. It seems as thoug through a
> transparent object.
>
> - steve
>
This is a good tip. Thanks Steve. It may be just the way Imagine works action doesn't work properly with
objects with thickness of one polygon. e.g. making a bottle or a glass
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with onlying the index of refraction
of glass doesn't give quite the right results. If however, the walls of
these are made up of 2 Command:
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21400.3.1.6313 Fog and Filter
1/14/94 18:09 12/ w.graham6@genie.geis.com
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I do not use global fog because it's so unpredictable. It looks different in
Scanline vs. Trace mode. And
The camera? The 0,0,0 point? Rather than deal with that, I just use Fog
objects. If you want a foggy scene, make a big box, bf your scene. As
far as filter mapping is concerned, it works fine as long as your object has
some thickness. So a primitive disk or a plane will not work. You must extrude
the primitive to give it some thickness for the Filter mapping to work
correctly when the object is in front of a Fog object. You can scale the
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very thin, and the Filter map will work fine. Try it, you'll see!
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21400.3.1.6314 Re: Making Imagine Run Faster
1/14/94 21:18 rone Marshall)
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>
> > >
> > > > unless yotion, I guess I
> > > > could understand the frustation, but if your frames are under the 100
> > > > mark, you really should thank Impulse that the darn things smokes in speed.
> > >
> > > Well, 1h45m at 6m per frame = 18,900 hours or 2+ YEARS of rendering.
> > >
> > >
> > > Yes, I think we could all use a little more speed!!
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> > >
> >
> > Well the 1hour45min ilent of 2 years in the making
> > which is still short even for things such as the minds eye and minds eyeII
> > ...I still think even 2 years for 1hour45 minutes is not bad.
> >
> > You need more speed, get a faster accelerator board, or sell yod, why do these things to save
> little bits of time. Little bits of time add up. Take the 1h45m example
> above. Say you rge number of objects). Thats 105hours - 262 hours!!!!!
> Save a half second using a low res screen(I think thats generous), ra
> things to speed the process? The quicker you get done rendering, the more
> time you'll have to work on your next anim!e
> > pros face, compare the price of the amiga and imagine to the price of the
> > system and software it takes to do star trek, seaquest, or viper, or
> > TekWars and I guess you see my point. Get yourself multiple amigas
>
> The pros do whatever ie speed. Especially with
> a production schedule. That is why the pros use scanline or something
> other than raytracing. That is why the pros use Screamers and Reality
> Engines, and optimized code and little tricks like objects missing their
Comma with.
> Time is money. If you can't afford multiple amigas, you do whatever
> you can. Thats the point!! We don't want to I mean sure, you
> can get multiple Amigas, but I for one am still gonna question the
> way Imagine does things if it cause't mean you shouldn't
> improve your software.
>
> I'm not sure I understand where you are coming from. Do you like the
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> anticipation of waiting for your frames to come out? Why not get an
> Amiga 500 and run the int version, put your to as
> high as it will go, put in as many glass and mirror objects as memory
> will allow, make your world huge and your obe forground and have a ball waiting your butt off:)
> Just kidding.
>
>
> Well, enough rambling.
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>
>
> Tom Setzer
> setzer@ssd.comm.mot.com
>
> "And of course, I'm a genius, so people are naturally drawn to my fiery
> intellect. Their admiration overwhelms their envy!" - Calvin
>
The pros still use more than one computer to render their
animations, most have work stations linked like a net rendering to huge pool.
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I still say if you do not like it, get yourself an additional amiga.
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