RE: Graphical Views, and things.
"CARVALHO Luis Passos" <[email protected]> Fri, 4 Jun 2004 19:36:18 +0100
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
> -----Original Message----- > From: Leon Pennington [mailto:[email protected]] > Sent: sexta-feira, 4 de Junho de 2004 2:26 > To: KPovDevel > Subject: Graphical Views, and things. > > 2. Graphical Views. I started trying to work with the brep library, Then > started trying to implement something similar just with KPM, and have been > switching back and worth using different techniques. Its fun to do and > experiment with, but not very productive so far. I'm back with brep at the > moment, just the C++ implementation has minimum CSG code ( So I'm working > with the C version ), also it adds another dependency we might not want. > The dependency is, in my opinion, a bad thing if you can implement the code easily in KPovModeler. If not, then I don't think you should worry that much about the extra dependency. We'll have to add a check for it in autoconf, though. > > 4. Functions, been working with a way to interpret the functions, so we > can > display the objects that need them by necessity ( and the moment just > Landscapes, since I already have a way to display them. ) Its hard as its > means writing code to calculate patterns, I get something similar, but not > always Identical. The positive upshot of this is... > Drooool. I hope you manage to achieve this. Won't it be painfully slow though? > 5. We could also you it as a way to display patterns as you change > variables, > so you can get a good Idea what each pattern would look like. ( I'd find > it > useful anyway. ) We could have a special pattern preview just like we have a texture preview. Press the button and a special scene is generated to render the pattern. > > Something that did occur to me for in display texturing ( for the > graphical > polygons )is using Pov to calculate them off-screen, and then pasting the > resultant image as an OpenGL texture, it wouldn't be completely accurate, > bit > it would give you an idea how things are looking. It could get very slow > though. > This may not be a good idea. It would be slow, plus how would you find the right camera position to match the scale of the preview? I think it would be better to allow rendering on top of a view instead of the render view manager. That way we would generate an image that is 160x100, maybe 200x100. Less pixels -> less time. Or we could do what povray does with quick_color. Just define a color for a texture and use it when painting the faces of the object. That would work as a preview, Helping to distinguish the objects. For the scene compositing it should be enough, don't you think? Anyway, great news. It's always nice to hear what our co-developers have been doing. This reminds me, I don't know if you've been checking on the cvs, but the dcop interface already allows us to do some fun stuff. You can already change most properties through dcop methods except: changing object links doesn't work right now In lists of values like pattern types, you'll have to know the property integer values instead of names, which might be a pain, but I'm working on it. Developing a program to move several objects one unit to the right is possible already. I'll provide a few example scripts in the weeks to come. In the object library front, it is missing search, and handling external files, as for the rest, it's pretty much done and for the most part stable. (at last!). Usability wise, I'd like to have your input if you can spare the time. Library creation is done in the Kpovmodeler Settings Dialog. Object creation is done in the following steps: Open the library view Create a new object Change it's name, description and keywords Drag the objects into the scene file below Drag a picture over the "set preview" of the object. Regards, Luis List archive and information: https://mail.kde.org/mailman/listinfo/kpovmodeler-devel