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flat assembler > Windows > win3ds

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macgub



Joined: 11 Jan 2006
Posts: 185
Location: Poland
I collect into one file my 3ds objects I maked in Win3ds app. It was reconverted to 3ds pormat using some software because my 3ds format routines are not enough compatible with other apps.
http://macgub.hekko.pl/win/own_3ds_objects.7z
Post 20 May 2016, 07:33
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idle



Joined: 06 Jan 2011
Posts: 339
Location: ukraina
Hi, i am a beginner in this, and looking into the future - not simplest shading only, asking next questions:
1 - do we sort original 3d coords or those after a 2d projection
2 - i suppose sorting to be applied many times
3 - are we to sort by y coord all the time
4 - will it be profitable to write a proc named eg SortPointsByAField(count points FiledOffset)
5 - thanx
Post 14 Aug 2016, 09:29
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macgub



Joined: 11 Jan 2006
Posts: 185
Location: Poland
win3ds12. I added shading point light dependent. Also shade calculation (in this shading model). I maked button to random plane obliquity (on which shadow falls), and random point light position. I remove bug (rather serious) in triangulation procedure.
Take it and be happy. Wink
http://www.macgub.hekko.pl/win/win3ds12.7z

idle
1 After projection we sort all triangles (faces) by Z coord, but only in painter algorithm. In Zbuffer algorithm we dont need to sort.
2 I dont know what you exactly mean.
3 By y coord we only sort in single triangle (face) drawing...
4 ...both sorts (z and y) are completly diffrent. In completly separate places in app.
5 I hope, I help a bit.
Post 14 Aug 2016, 09:45
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kerr



Joined: 24 Feb 2016
Posts: 105

Quote:


this is very good !

thank you share!

Post 16 Aug 2016, 02:24
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macgub



Joined: 11 Jan 2006
Posts: 185
Location: Poland
kerr
Thanks for your opinion. Very Happy
Post 17 Aug 2016, 06:31
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macgub



Joined: 11 Jan 2006
Posts: 185
Location: Poland
win3ds13. I added editing objects by vertex, face or edge option. Just use yellow handlers, mouse and its left button (after pressing "edit mesh." GUI button).
http://www.macgub.hekko.pl/win/win3ds13.7z -> src and bin
Post 06 Jan 2017, 17:54
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macgub



Joined: 11 Jan 2006
Posts: 185
Location: Poland
win3ds14 - in this version I added posibility to teslate triangles only from chosen area also define height of displacement "bumps" option. I divide drawing triangle process into two separate threads. Object "Cordis_Christi.3ds" I reedit using new win3ds13 and win3ds14 features is included in package.
http://www.macgub.hekko.pl/win/win3ds14.7z
Post 20 Feb 2017, 10:31
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macgub



Joined: 11 Jan 2006
Posts: 185
Location: Poland
Win3ds15 - I implemented rendering bezier patches. For now in viewer there are three predefined objects: tea pot (32 patches), tea cup (26 patches) and tea spoon (16 patches) - 'bezier sr.' GUI button. Displaying derives as a option - 'b. derives' button.
Until them, have a nice tea time Wink
http://macgub.hekko.pl/win/win3ds15.7z
Post 15 Apr 2017, 18:29
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