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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 20 May 2016, 07:33
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.co.pl/win/own_3ds_objects.7z


Last edited by macgub on 16 Jan 2022, 16:18; edited 3 times in total
Post 20 May 2016, 07:33
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idle



Joined: 06 Jan 2011
Posts: 440
Location: Ukraine
idle 14 Aug 2016, 09:29
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: 350
Location: Poland
macgub 14 Aug 2016, 09:45
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.co.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.


Last edited by macgub on 16 Jan 2022, 16:19; edited 3 times in total
Post 14 Aug 2016, 09:45
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kerr



Joined: 24 Feb 2016
Posts: 156
kerr 16 Aug 2016, 02:24
Quote:


this is very good !

thank you share!
Post 16 Aug 2016, 02:24
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 17 Aug 2016, 06:31
kerr
Thanks for your opinion. Very Happy
Post 17 Aug 2016, 06:31
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 06 Jan 2017, 17:54
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.co.pl/win/win3ds13.7z -> src and bin


Last edited by macgub on 16 Jan 2022, 16:19; edited 3 times in total
Post 06 Jan 2017, 17:54
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 20 Feb 2017, 10:31
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.co.pl/win/win3ds14.7z


Last edited by macgub on 16 Jan 2022, 16:59; edited 3 times in total
Post 20 Feb 2017, 10:31
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 15 Apr 2017, 18:29
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.co.pl/win/win3ds15.7z


Last edited by macgub on 16 Jan 2022, 16:59; edited 3 times in total
Post 15 Apr 2017, 18:29
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 23 Jun 2017, 09:18
Win3ds16 -> I add new rendering model - Phongs shading - interpolation and normalizing normal vector in every pixel. All calculations done on single precision floats. Also I add trinagulation and displacement faces only with positive z cooficient of normal vector as option. Some computing are now divided to threads (I doubt it is succesful). Comments, critising and any other feedback desired.
Maciej.
http://macgub.co.pl/win/win3ds16.7z


Last edited by macgub on 16 Jan 2022, 17:00; edited 3 times in total
Post 23 Jun 2017, 09:18
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 18 Oct 2017, 17:45
Win3ds17 - I made two new rendering models - texture with bilinear filtering + Phong shading parallel (for now only one light is supported in this model) and glass like rendering. In glass model I tried implement stencil buffer, but it not works correctly. I entered also removig unused vertices option - some objects, I done need it (ring2.3ds, form3.3ds), avialable to download from my site in the past (now are changed for new, corrected versions). I add new procedure searching non redundand edges too. Now not only two (for one triangle), but all edges are displayed (in edge rendering models). I tried refresh and tidy code (files grd_cat.inc, grd_tex.inc), but inspite of mine effort still terribly mess is in code.

http://macgub.co.pl/win/win3ds17.7z


Last edited by macgub on 06 May 2022, 15:29; edited 3 times in total
Post 18 Oct 2017, 17:45
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 25 Dec 2017, 17:05
Win3ds18 - I add multi segment, based on bssplines and Bezier curves, pipes editor and renderer. More questions - see readme.txt file in package.

http://macgub.co.pl/win/win3ds18.7z
Crown of Thorns - object made using new option, view from my app:
Image


Last edited by macgub on 06 May 2022, 15:30; edited 3 times in total
Post 25 Dec 2017, 17:05
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 04 Mar 2018, 13:16
win3ds19. I add posibility to join an object to existing mesh. Also read new object without need to rerun app. New load procs don't run in winXP (why?)
moreover they dont run full corectly. Sad Theree is also option to scale and translate +/-XYZ new object independent to old existing.
http://macgub.co.pl/win/win3ds19.7z


Last edited by macgub on 16 Jan 2022, 17:00; edited 2 times in total
Post 04 Mar 2018, 13:16
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catafest



Joined: 05 Aug 2010
Posts: 129
catafest 05 Mar 2018, 19:17
the last version - win3ds19 has a bug (win 8.1) :
- after I press few buttons the application is block ;
- the motion blue can be problem ( I used Nvidia mobile GPU. );
- the problem can be : return a error get from windows video settings and driver hardware ;
Post 05 Mar 2018, 19:17
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 06 Mar 2018, 09:49
- after I press few buttons the application is block ;
I'm not sure what you mean? return to os, stop rotary? There is the GUI button that swich beetwen stop / run animation. Or maybye you talk about key on keyboard? Anyway app is very buggy and some causes perform to stop app and return to os. Some gui buttons work slow (not valid algorithm, so some fuinctions need fast machine).
- the motion blue can be problem ( I used Nvidia mobile GPU. );
Yes I know there is problem with motion blur in win8 or maybye 10. Unfortunetly at now I havent acces to any win8/win10 machine so I cannot test it.
- the problem can be : return a error get from windows video settings and driver hardware ;
I dont know its a driver problem. App uses only such "advanced" os functions as BtitBlt, and StrechDIBits so driver should thet work without a chitch. Or maybye I am wrong?
At last thanks for your feedback. Good luck!
Post 06 Mar 2018, 09:49
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donn



Joined: 05 Mar 2010
Posts: 321
donn 06 Mar 2018, 15:38
Motion blur works on Win10, liking the bump mapping too!

If there's anything else you want to test out on Win10, I can probably help.


Description: Motion blur
Filesize: 159.65 KB
Viewed: 25280 Time(s)

MotionBlur.jpg


Post 06 Mar 2018, 15:38
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idle



Joined: 06 Jan 2011
Posts: 440
Location: Ukraine
idle 07 Mar 2018, 07:54
I remember there were app hangings,crashes on extensive zooming and triangulations
Nice demo, over the years ideas of avcabalero,applemacgub ;) and tthsqe bring me inspiration in efforts to script that, to be done in a years, amen!
Good jb.
Post 07 Mar 2018, 07:54
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 07 Mar 2018, 10:07
@donn
Thanks for testing.
@idle
You are keen of my apps since years.
All the best Very Happy
Post 07 Mar 2018, 10:07
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 18 Jun 2018, 16:57
Hi all!
win3ds20:
Two new rendering models: non weighted / weighted transparency with layers depth buffer. Gouraud lines now full sse. Also I remove motion blur bug - alignment problems in some resolutions.
http://macgub.co.pl/win/win3ds20.7z


Last edited by macgub on 06 May 2022, 15:30; edited 2 times in total
Post 18 Jun 2018, 16:57
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 04 Sep 2018, 09:30
Win3ds21.
I tried implement depth peeling procedure (or something like that). New feature has packed depth buffer (in comparing to non packed buff in "weighted transparency" rendering model). I add removing redundand vertices option. See sources. Good luck!.
http://macgub.co.pl/win/win3ds21.7z


Last edited by macgub on 16 Jan 2022, 17:01; edited 2 times in total
Post 04 Sep 2018, 09:30
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macgub



Joined: 11 Jan 2006
Posts: 350
Location: Poland
macgub 12 Sep 2018, 10:25
"Peeling" algorithm I implemented:
Code:
1. For every pixel - count all pixels on every depth layer (level}.
2. For whole screen - Count all pixels, who will rendered, on every depth layer.
3. Allocate memory for all pixels, who will rendered. Dword for every pixel.
4. Make depth buffer -
       Do pointer buffer with pointers, each not equal zero points
(pointer/handler)
       on depth pixel history. Every history has sorted z value of pixel on every
       depth layer.
5. Render faces according to buffers and render model (I used Phong + texture).
6. Free previously allocated memory.
    

I Hope, I describe enough clear,
Post 12 Sep 2018, 10:25
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