Short overview of new features: ## 2.04 ## - Redesign preview preference window. Because of this all preview settings are lost (sorry)! The switches 'Draw lightsources' and 'Draw boundingbox' have been moved from Main menu into this window. No problem, simply remember the most windows are "interactive", no need to close them to make settings being used! As a side effect this settings can now be saved too. Also new switch added: 'Update lightsource' - If you select it and edit an lightsource (eq. turn it on or off) the preview is redrawn immeditly (of course you must select option 'Draw lightsources'). - This is a great help if you eq. wanna changed the position of an point light. ## 2.03 ## - Screenmode requester of Realtime-Prefs now shows some more screenmodes. Now you can enjoy ugly "copper-modes" like 160x200 or 72Hz low resolution EURO-modes. - lightsources can now be switched on or off. New Cyclegadget 'Status' within the Edit lightsource window. ## 2.02 ## - now you can determine when aspect and viewportsize correction is performed. For this a new option has been added to Transformation window (Special/Aspect). For explanations the following clipping cube is used: X: -150..150; Y: -150..150; Z: -300..300 . After clipping: - this is the old method. First the planes are clipped against the clipping cube and then these cube is scaled into the viewport. Of course it takes care of the correct aspect. Because of this you may see clipped planes within your viewport although there is enough room for drawing. Before clipping: - this method changes your clipping cube! Imagine your viewport is 200 pixels width and 100 pixels height. Plotter3D then simply takes the Y-coordinates of your clipping cube and multiplies them by 2 (200/100) to get the X-coordinates of the clipping cube. Then all planes are clipped against the new clipping cube and this cube is then scaled into the viewport. You won't see any clipped planes within your viewport. If your viewport is more heigher than widhter the Y-coordinates are calculated from the X ones. Of course it also takes care of the aspect. ## 2.01 ## - Implemented Point-lightsource: This is a very effectful light. Render function 'Vibrations.func' with Gouraud or Phongshading to see what I mean!! This lightsource emits light in every direction and becomes darker if you move away form the lightsource. You can enter: - the position (absolute or local if 'Local' is selected) - the maximum light radius (all planes outside this sphere are not lighted) - if the light radius should be scaled according to global zoom-value - now you can select the type of colorclipping for flat and gouraud shading. For this the Complex preview window has now a cyclegadget: Preserve colors: - this is the old method. It first calculates all color values and then calculates an factor so that the brightest colorvalue lies within the valid colorcube if you multiply it with these factor. Then all colorvalues are multiplied with this factor. - With does method you will lose brightness but the colors stay correct. Crop colors: - this is the same method as the one that phongshading uses. Here the colors are calculated and during drawing the colorvalue of every pixel is checked if it lies within the valid colorcube. If not the values (red, green, blue) are cropped to fit within the colorcube. - This method may change colors (eq. colorvalue 1.6,0.8,0.3 (red, green, blue component) is cropped to 1.0,0.8,0.3 which is of course a other color) but you get very nice pictures with bright shining reflections. ## 2.00 ## - whenever a complexpreview-mode needs a lightsource the default one is used. You can define these lightsource and the used material within Global preference window (menu Prefs/Global...) - All preference windows now have an new 'Restore'-entry in their contextmenu. It simple does the same like pressing 'Cancel'-button but does not close the window. - Render window looks now much different. The rendermode and buffer settings have been removed. Instead the complexpreview-window is used for setting the rendermode and a new preference window can be opened for buffer settings. As a side effect the buffer settings for rendering can now be saved within an own .prefs file. ## 1.99 ## - press ESC to quit realtime mode - About-Window now displays CPU, FPU and Chipset type ## 1.97 ## - new realtime-mode: faked phong Try it now!!! It looks really fantastic. Even better results with a higher screen-resolution. - now you can display the texture as background picture ## 1.96 ## - new tool: ILBM2Chunky. Loads a 256-color ilbmpicture and saves both the chunky datas and the palette. Those can be used as texturemap for texturemapping. Note: A texture has always a resolution of 256x256 pixels. If the picture is bigger it will be cropped. Its recommended to convert the picture with eq. ImageFX or AdPro and size it to 256x256 pixels and save it as 256 color ilbm-picture. ## 1.95 ## - new realtime-mode: texture mapping Within the realtime settings now you can select the type of drawing. In the 'Screen'-section there is a new string gadget were you can enter the used texture map. ## 1.94 ## - new export type: csv Simply writes a textfile in which every line represents one point of the mesh. Coordinates are seperated by commas. - new function type: csv This one reads an csv (comma seperated variables) file and creates a mesh from this values (see above for description of such a file or export an function and have a look at the result). You can enter a string that is used to parse the lines. Examples: "&y" - the whole line is converted to y-coordinate, eq: '1.00' would be a valid line. "&x,&y,&z" - one line must conatin three values seperated by commas. eq: '1.0, 2.0 , 3.0' "Data: &y;&x;&z" - one lines must conatain the 'data:' entry and three coordinates seperated by semicolon eq: 'Data: 1.0; 2.0;3.0 Notes: - There must be at least an &y within this string. - save datas directly within function-file is currently not possible. ## 1.92 ## - mouse support in realtime mode (rotation, like in preview window) Switchs automatical into pause-mode. - extremly reduced memory usage - more infos are shown in information window - realtime mode now can save the pictures. Currently no real anim files but a file for every frame. The iff-files are not compressed. It should be enough to create an animation with MainView. Usage: Press return to start recodring. Actual frame number is displayed at bottom left edge. Press return again to stop recording. (Not tested very much) - can now merge points of a function together. No longer ugly edges in rendering or realtime mode - can export functions as Imagine object files (TDDD). Very slow but works. (Not tested very much because I don't have Imagine)