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macgub



Joined: 11 Jan 2006
Posts: 260
Location: Poland
macgub
Former times I read an article described how achive graphicc in poor ascii text mode. Author suggest do it by programming character generator. It allows making exact 'per pixel' graphics with 16 colors, still being in text mode. (This time it were DOS times).

BTW My ostrich scene (presented on screenshot to last ver28 ) was fully made in win3ds app. I hope you like it. Very Happy
Post 17 Apr 2021, 10:19
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idle



Joined: 06 Jan 2011
Posts: 408
Location: Ukraine
idle
Of course i do!
One day (after i set up my life to better mode, hahaa self irony)... ok, you know).
Cool!
Post 17 Apr 2021, 10:45
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macgub



Joined: 11 Jan 2006
Posts: 260
Location: Poland
macgub
Hi!
Version 29 is out.

Quote:

What's new in version 29?
1. Saving chunks id to separate file. Each triangle has adjacent
chunk id. Saving under 'save obj.' button. This button saves
also object in 3ds and asc format. File name is 'chunks.bin'.
2. Separate button called 'Ray shadows', to perform ray casted
shadows. When this button is marked 'on', ray casted image
is: first - calculated, next after them computed image is
displayed. Pressing once again this button, and set 'off' -
"normal" rendering mode with rotation come back.
3. Searching for internal vertices option. 'Mark in vr' button
perform this option.
4. Button 'Rm TIV NIE' - removing triangles with internal vertices
and non intersected edges with any other triangle. By internal
vertices I mean vertices that coordinates are in closed volume
inside 3d object. Before performing this option search for
collided edges (button 'Ma Coll Ed' set 'on') and search for
internal vertices (button 'Mark in vr' set 'on'). This
'Rm TIV NIE' option simplified and clean object.
5. 'Tes TIV IE' button - teslating triangles with inside vertices
and without intersecting edges. Buttons 'Ma Coll Ed' and
'Mark in vr' must be set 'on'.
6. 'Rm cracks' button - remove cracks. After teslation of chosen
area of object (not whole} wrong declared triangles in
triangles net may take place such unneeded artifact: Along
edge is an vertex thats only touch edge but is not possesed
by this edge. Routine adjacent to this button cure this
situation. Only verts thats are in the middle are computed;
This proc is launched after each tesalting procs, but
sometimes need to be repeated when numeric errors arise.
Its not needed when not part, but whole object is teslated.
I have some ideas how to improve this routine. (Or rather
whole rewrite from scratch).
7. Loading chunks from 3ds file. Chunks are counted. Button
'Show chunk' perform displaying bars which color is unique to
every chunk. User may invert sense of normal vectors or
delete whole chunk triangles and vertices using 'Invert chn'
and 'Del. chunk' buttons. Triangles, vertices and edges
parameters are calculated after each using. (May take some
time).



Maciej Guba, November 2021.
Enjoy !



Description:
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Filename: win3ds29.7z
Filesize: 288.96 KB
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Post 09 Nov 2021, 15:07
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