kolibrios/programs/demos/view3ds
..
3ds_objects
asc_objects
3dmath.inc
3glass_tex.inc
3glass.inc
3r_phg.inc
3stencil.inc
a_procs.inc
asc.inc
b_procs.inc
bump_cat.inc
bump_tex.inc
data.inc
flat_cat.inc
grd_cat.inc
grd_line.inc
grd_tex.inc
history.txt
readme.txt
tex_cat.inc
Tupfile.lua
two_tex.inc
view3ds.asm

View3ds 0.073 - tiny viewer to .3ds and .asc files with several graphics
                effects implementation.

What's new?
1. I introduced procedure for searching nonredundand edges.
2. Writing some info about object: vertices, triangles unique edges
    count.


1. New displaying model - texturing with bilinear filtering and transparency
    simultanusly. Note that filtering is done only inside polygon. To better 
    quality of image there is a need to use floats coordinates of texture to pass
    as arguments to single triangle rendering proc.
2. Optimizations.
3. SSE3 version runs correct on SSE2 cpus, but real phong, glass and 
    transparented texturing with filtering rendering models are disabled.

Buttons description:
1.  rotary: choosing rotary axle: x, y, x+y.
2.  shd. model: choosing shading model: flat, grd (smooth), env (spherical
    environment mapping, bump (bump mapping), tex (texture mapping),
    pos (position shading depend), dots (app draws only points - nodes of object),
    txgrd (texture mapping + smooth shading),  2tex (texture mapping + spherical
    environment mapping), bmap (bump + texture mapping),  cenv (cubic environment
    mapping), grdl (Gouraud lines - edges only), rphg (real Phong), glas (glass effect),
    ptex (real Phong + texturing + transparency).
3.  speed: idle, full.
4,5. zoom in, out: no comment.
6.  catmull: disabled
7.  culling: backface culling on/ off.
8.  rand. light: Randomize 3 unlinear lights( so called Phong's illumination).
9.  Blur: blur N times; N=0,1,2,3,4,5
10.11,12,13. loseless operations (rotary 90, 180 degrees).
12. emboss: Do emboss effect( flat bumps ), use 'bumps deep' button to do edges 
     more deep.
13. fire: do motion blur ( looks like fire ).
14. move: changes meaning x,y,z +/- buttons  ->  obj: moving object, camr: moving 
      camera, wave: x,y +/- increase, decrease wave effect frequency and amplitude.
15. generate: Generates some objects: node, Thorn Crown, heart...
16. bumps: random, according to texture.
17. bumps deep -> create bumps deeper or lighter.
18. re-map tex -> re-map texture and bump map coordinates, to change spherical 
     mapping  around axle use 'xchg' and 'mirror' buttons, then press 're-map tex' button.
19. bright + -> increase picture brightness.
20. bright - -> decrease picture brightness.
21. wav effect -> do effect based sine function.
22. editor -> setting editing option. If is "on" then red bars are draw according to each
   vertex, Pressing  and moving left mouse button (cursor must be on handler)- change
   vertex position. If left mouse button is released apply current position. You may also 
   decrease whole handlers count by enable culling (using appropriate button) - some
   back handlers become hidden.

                         Maciej Guba             V 2021