forked from KolibriOS/kolibrios
32941c906d
git-svn-id: svn://kolibrios.org@8232 a494cfbc-eb01-0410-851d-a64ba20cac60 |
||
---|---|---|
.. | ||
3ds_objects | ||
asc_objects | ||
3DMATH.INC | ||
3GLASS.INC | ||
3R_PHG.INC | ||
3STENCIL.INC | ||
A_PROCS.INC | ||
ASC.INC | ||
B_PROCS.INC | ||
build.bat | ||
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 0.071 - tiny viewer to .3ds and .asc files with several graphics effects implementation. What's new? 1. New displaying model - glass - it's two pass rendering. First pass calculates Z position of all front pixels, second render image with adding reflective component of light only for front pixels. Transparent effect by adding with saturation. 2. I removed bug with performing generation object after choosing 'emboss' option. 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). 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 VIII 2020