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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 |
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20 May 2016, 07:33 |
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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. 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 |
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14 Aug 2016, 09:45 |
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kerr 16 Aug 2016, 02:24
Quote:
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16 Aug 2016, 02:24 |
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macgub 17 Aug 2016, 06:31
kerr
Thanks for your opinion. |
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17 Aug 2016, 06:31 |
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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 |
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06 Jan 2017, 17:54 |
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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 |
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20 Feb 2017, 10:31 |
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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 http://macgub.co.pl/win/win3ds15.7z Last edited by macgub on 16 Jan 2022, 16:59; edited 3 times in total |
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15 Apr 2017, 18:29 |
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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 |
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23 Jun 2017, 09:18 |
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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 |
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18 Oct 2017, 17:45 |
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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: Last edited by macgub on 06 May 2022, 15:30; edited 3 times in total |
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25 Dec 2017, 17:05 |
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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. 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 |
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04 Mar 2018, 13:16 |
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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 ; |
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05 Mar 2018, 19:17 |
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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! |
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06 Mar 2018, 09:49 |
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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.
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06 Mar 2018, 15:38 |
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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. |
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07 Mar 2018, 07:54 |
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macgub 07 Mar 2018, 10:07
@donn
Thanks for testing. @idle You are keen of my apps since years. All the best |
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07 Mar 2018, 10:07 |
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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 |
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18 Jun 2018, 16:57 |
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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 |
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04 Sep 2018, 09:30 |
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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, |
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12 Sep 2018, 10:25 |
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