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macgub



Joined: 11 Jan 2006
Posts: 345
Location: Poland
macgub 12 Sep 2023, 11:03
Hi!
ver 38
release_notes wrote

Quote:

Whats new in 38 ver??

1. Save to ply format..
2. /Next edit/ - possibility to edit-deformate part of object
selected by tesselate area..
3. Long pipe - possibility to Catmull Rom spline based...
4. Possibility to generate object with wall based on rotated
splines ...
5. Generate Mandelbrot fractal as texture option...
Its multithreaded, but unoptimized..
6. 'From tex' button - allow basic convertion pixels <-> voxels
from texture. Black 0x00000000 color is treat as transparent..
I need make checking if texture is not to complex to convert.
Such generated mesh in zip package.
7. New couple radius-rotary axis calculating in L pipes generator.
This allow prodcing pipes with smoother surface..
...

Have fun!
Edit: I delete attachments, add links..
Version 38 manual:
http://macgub.co.pl/win/win3ds/38/38manual.pdf
Sources:
http://macgub.co.pl/win/win3ds/38/win3ds38.zip
Executables:
http://macgub.co.pl/win/win3ds/38/win3ds38_exe.zip


Last edited by macgub on 28 Dec 2023, 17:45; edited 1 time in total
Post 12 Sep 2023, 11:03
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macgub



Joined: 11 Jan 2006
Posts: 345
Location: Poland
macgub 28 Dec 2023, 17:42
Hi, version 39 is out.

Quote:

Whats new in 39 ver??

1. Hermite spline as Long pipe/spline-rot-based-wall-object option..
Tension and bias setting possibility ..
2. Attempt for improve from_tex proc (by rem redund verts and
count possible chunks)..
3. Attempt for clean rem_redund_vert proc..
4. I throw out delete chunk button.. Feature under 'Chunk opers'
button..
5. Other menu changes - buttons according to lpipe/rot-wall.
Its caption was changed, to describe better features it
represented..
6. More threads than avialable cores in mandelbrod frac rend..
This will bit speed up...
7. New rotate around arbitrary vector matrix computing proc.
Now smaler compiled binary, full sse / none fpu...
8. Plain texture model, now uses bilinerar filtering..
9. Attempt, at last partly achieved, to make shadows based on
stencil, depths buffers.. Every light its own buffer. Effect
visable in real Phong opaque texture mapping rendering model.
.. partly achived - shadows seems be reversed than real
phenomen.. (I require inverse depth buffer?)..
10. I throw out bump_tex first stage triangles calculating routines
(delta calc and two loops calling horizontal line).
Funcionality now in 3glass_tex.inc file.. This shrinked compiled
executable binary code and perform passing all texture params as
floats...
11. Optimize chunks proc refreshed.. This proc makes for every chunk
continous vertices chain. This makes easier ex. saving to file
in 3ds format, or separate chunks edition by /Next edit/ uniform
tool. Now its work is divided to threads. I tried utilize better
CPUs functionalities ( up to 4 th. for now)..
12. Counter slices horizontal line removed. Features in
2stencil_slices.inc file...
13. Calculating required sinus and cosinus using Taylor series...
(IDK this is better (I mean faster) than FPU standard fsincos,
perhaps not - but measure dont guess..)
14. Refreshed texture_mapping, remove_cracks procedures..
15. Attempt for optimize object procedure. I tried decrease faces count by
collapse some of them .. Use 'set ap tol' button to set tolerance
similarity of normal vectors around base triangle..

I hope you will enjoy, Maciej...


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Description: manual
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Filename: 39manual.pdf
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Description: sources, example mesh
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Filename: win3ds39.zip
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Post 28 Dec 2023, 17:42
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