Re: Graphical Views, and things.
Leon Pennington <[email protected]> Fri, 4 Jun 2004 21:01:36 +0100
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
On Friday 04 June 2004 19:36, CARVALHO Luis Passos wrote: > 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. Part of the reason I was trying to do without was I don't want people having dependancy hell. Its not a common lib. The new version is the GTS lib at http://gts.sourceforge.net/, and it does a lot more than what we want as well. > Drooool. I hope you manage to achieve this. Won't it be painfully slow > though? Actually its quite quick, the functions are no where near as complicated as the macros. Also the resolution for objects can be very low, even 65x65 ( 4225 samples ) gives good results for the landscapes. > 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. That sounds good. > 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? What i was thinking of was mainly eye-candy. your idea sounds a lot better. > 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 I'll play with the libs section as soon as I recompile KPM. My local copy is very broken at the moment :) -- Leon Pennington "If you give someone a program, you will frustrate them for a day; if you teach them how to program, you will frustrate them for a lifetime." List archive and information: https://mail.kde.org/mailman/listinfo/kpovmodeler-devel