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Joined: 11 Jan 2006
Posts: 286
Location: Poland
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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Joined: 06 Jan 2011
Posts: 409
Location: Ukraine
Of course i do!
One day (after i set up my life to better mode, hahaa self irony)... ok, you know).
Post 17 Apr 2021, 10:45
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Joined: 11 Jan 2006
Posts: 286
Location: Poland
Version 29 is out.


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

Maciej Guba, November 2021.
Enjoy !


Last edited by macgub on 09 Dec 2021, 17:32; edited 1 time in total
Post 09 Nov 2021, 15:07
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Joined: 11 Jan 2006
Posts: 286
Location: Poland
ver 30
whats new wrote:
What's new in version 30?

1. New detecting manifold chunks procedure and based
    on it, new calculating normal vectors proc. This new
    routine shows how good algo can improve performance.
    On my i5 2cond gen earlier I wait abaut 15 minutes, 
    or longer to load object contains ~500000 vertices and
    ~700000 faces. Now its done in few seconds. This
    shows me future way to go to.
2. Sizable app window.

                                  Maciej Guba, December 2021.
                                  Enjoy ! 

I attach screenshot to display new features. (Quite big object loaded. Object made not by me.)

To download ver 30 visit my page..

Filesize: 80.85 KB
Viewed: 1662 Time(s)


Last edited by macgub on 25 Feb 2022, 16:50; edited 1 time in total
Post 09 Dec 2021, 17:30
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Joined: 11 Jan 2006
Posts: 286
Location: Poland
Hey !!
New version of my app. Maybye someone intrested...

What's new in version 31?

1. New function for merge vertices (remove redundand) from teslate area.
Setting teslate area - 'set t.area' button. Merge - 'Rm red ver' button -
remove redundand vertices.
2. Button 'Z redu care' for merge vertices options. Take care about Z
coord when merge is launched. (off/on) options are avialable.
3. Executbale file not included in package. I get infecetd on some malware -
- vir sets all files and directoriies from usb sticks attribute to "hidden"
and "system". If you get sick: - To reset this attributes use "attrib -S -H z: /D" command.
In z: place insert letter of infected drive.
To get executables compile win3ds31.asm file from /src directory.
4. New teslation from selected teslate area function. (use 't&d wh|pos' button
to select if all triangles or only triangles with positiv Z coeficient of normal
vector will be teslated and 'Tes Wh/Tar' button to select if whole object
or only from selected teslate area will be teslated (use first 'whol' and
second 'Whol' and hit 'do triang' button a few times - will fast produce object
~1000000/~1500000 vertices, some side opperations will be avoid...))
5. Bit polished edges calculating function. (Bug of inaccurate deteting if edge
possesed only by one triangle was on the end). This fix allow properly teslate
some objects - bug in previous versions.
6. Bit fixed flat shading function.
7. Merge verts, teslate, calculate chunks, remove unused verts functions based
on sorted pivot tables. I use qsort function on previously mixed list to sort -
this allow fast work on big objects.

Maciej Guba, Feb 2022.
Enjoy !

To download visit my page..

Last edited by macgub on 07 May 2022, 12:50; edited 2 times in total
Post 25 Feb 2022, 16:48
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Joined: 11 Jan 2006
Posts: 286
Location: Poland

What's new in version 32?

At first thanks all who use my app. I think this people must have many
of patience and lenency for my soft and for me. Sorry all that it crashes,
hang, works slow and other annoying disturbing situations.

1. For full functions app use sse4. On sse3 cpus some functions are disabled.
I prepare sse2 version for old fashioned people. App is windows XP+.
I tested executables on my see2, sse3 and sse4+ machines.

2. Fixing normal vectors posibility - Do random rotary
and parallel projection two times with disabled and enabled backface
culling. Triangles that was rendered first time and not second time
have non correct sense of normal vector. (Render operation is performed
only in iside memory area, non displayed on screen.) Pressing a few
times this button make posible cure mismatched sense of normal vectors.

3. Possibility for scale freshly joined object (M key), only along X and Y axis.
First set 'NextM edit' button 'on' and use mouse and its left button and move
green bar displayed on /edit area/.

4. I rewrite some 'shame' FPU only procs - (calculating colors buffer, doing
environment mapping).

5. Less branches on triangles proc (3flat_f, 3stencil). This allow faster
performing 'remove inside faces' and 'mark inner vertices' options. They
run using many cpu cores. 'rm inside fac' on up to 4 cores, 'mrk in vert'
up to 16 cores (I limit used cores count because every core use some
amount of ram witch is limited for 32bits app) ,but I tested it only on
4 cores so bugs may occur..

6. I tried bmp, pcx basic load ('X' key) -- very buggy.

7. I made texture mapping +/- posibility.

8. Posibility to clone/copy current object. Such clone has increased
'x' coordinate, this value can be set throug 'set ap tol' button, according
to appropiate flag.

9. I extended bit informations about user interface.. (readme.txt file)

I attach some objects in (3ds format), I done in win32ds app. Its Easter scene and some chip visulization.

Maciej Guba, May 2022.

Edit: link to executables. Check for malware!!
Bit changed version, will work nice in windows 10. Cleaned bump_tex triangle rendering procedure, less branches and divisions.. I renew bit app UI descripition (readme.txt)...

Description: chip..
Filesize: 16.07 KB
Viewed: 637 Time(s)


Description: sources..
Filename: win3ds32b.zip
Filesize: 284.73 KB
Downloaded: 49 Time(s)

Post 06 May 2022, 15:26
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