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- DGraph 4D, by Chris Underwood CMU96
-
- email: csuwz@csv.warwick.ac.uk
- www: http://www.csv.warwick.ac.uk/~csuwz
-
- Wanna trial? Do this:
- Double click the DGraph executable and click 'ok' in the command input box.
- Click the equation named 'Ripples'.
- Click the Hires/Laced button so it becomes 'Lowres'.
- Change the 'step' field to read '5'.
- Now click 'Render'.
-
- Isn't that pretty?
- Try someof the others if you like. Each equation SHOULD produce something
- pretty on the screen. If you like these, read on and find out how the rest
- of the program works.
-
- Explanation of the buttons:
-
- Buttons are stuff you can click on. Use the mouse (push it in the direction
- you want the pointer on the screen to move) to position the.. Hang on, you
- know how to use the mouse and what buttons are - here's what the controls
- actually do:
-
- Equation discriptions:
- With these you can select a predefined equation to draw. Due partly to tech
- dificulties with Amos and partly to my own lazyness you cannot enter your
- own equations in this version. If anyone really wants to draw their own
- equations then email me and ask for the source. You'll have to put up with
- a really smeggy text based interface though.
- The list of equations will change depending on the Dynamic checkbox. This is
- because the non-dynamic equations aren't usable as dynamic graphs. Basically,
- it stops you doing anything that would be meaningless.
-
- Dynamic
- A checkbox. Make it a tick to specify that you want to create a dynamic anim.
- Remove the tick to create single pictures. The dynamic button opens up some
- more stuff to specify. They are (indented):
-
- Vary 'n' from __ to __
- 'n' is the dynamic variable. If you think of a 3D graph in terms of y=f(x,y)
- then a 4D graph is y=f(x,y,n). Mean anything? Probaby not, but it doesn't
- matter. This lets you specify the range to vary 'n' over.
-
- Frames
- Lets you specify how many frames to calculate. For most graphs, 20 to 40 is
- about perfect since they can be made to loop or ping-pong.
-
- dn/dt
- Lets you specify how the dynamic variable 'n' changes. Linear is like you'd
- expect - it changes by a precise amount per frame and that amount doesn't
- change from frame to frame. This is good for doing cyclic anims, or anims
- that could be used for actually measuring something.
- Sine will change the amount 'n' changes by each frame depending on where
- you are in the anim. At the start and end of the anim, the change is small.
- In the centre, it's a lot faster. This is ideal for anims that are to be
- played in ping-pong fashion (forwards, then backwards). DPaint 3 or above
- makes a particularly good job of this.
-
- Solid render
- A checkbox specifying the style of the render. If ticked, it will light source
- (with correct maths at last - cheers to Rich Neal for that one) the graph
- making it look like it has been ray-traced (well, if you've got a small
- enough step size anyway). If not checked, it will create a wireframe picture
- of the graph. This can still be animated (though doesn't impress in the same
- way). It also opens up a couple of new boxes:
-
- Hidden line removal
- Allows you to specify that you wish not to have hidden lines shown. Tick
- for line removal, don't for no line removal. Experiment with both - you'll
- form an opinion for yourself.
-
- Plot y=0 grid
- Plots a square grid at y=0. This serves little purpose other than to tell
- you where the graph is in 3D space.
-
- If the solid render is checked, a couple of other boxes need explaning:
-
- Light sourced
- Not sure about the origin of this one anymore (I did this prog quite a while
- ago now). Still, it seems to change from the old maths code that was quite
- wrong, to the new improved pretty stuff that Rich Neal came up with. This
- box also opens up some more stuff:
-
- Plot
- Check this if you want to see a visual representation of where the light
- source is supposed to be. Liek I've said - I didn't do all the maths for
- this bit so if it's wrong, bummer :)
-
- X, Y, Z.
- These define exactly where the light source is to be. It is a point source
- and is infinatly strong (it doesn't get weak with distance). It does
- work though and is reflected to you differently by different angled
- planes.
-
- Mode
- Use this button to change the screenmode. Hires Laced looks good, but will be
- more memory intensive (by a factor of 4) and will flicker on many moniters.
- It will also take up more HD space if animated (again, 4 times as much) and
- will probably animate that much slower.
- Lowres looks pooey (as it always did) but is fine for animations and low
- memory 'miggies. Try both - develop an opinion. Whatever :)
-
- Step
- A slider and input box for the step. Step of 10 is very quick. Smaller steps
- look better but take longer. 2 or 3 is nicest in my opinion. If you ask me
- for the source to DGraph 4D, specify if you want one that works for sizes 1
- and 2 as well - there's a bug in Amos that stops small sizes working. The
- fix is very roundabout and is about 4 times slower than the buggy one.
-
- Angle
- Use this slider to specify the angle of the drawing. You may have noticed that
- the graph is not 3D, but an isometric drawing. Isometric means 30 degrees
- between horisontal and each axis. Change this angle and you can make some
- interesting effects... Try it.
-
- Render
- Hmmm, can't seem to remember what this does. Oh well, perhaps it does the
- render. Stranger things have happened.
-
- Bugs:
- Not a button - don't waste your time looking for it! If you find any bugs,
- feel free to email me and tell me, but don't expect much more than the
- original source back from me though. I'm not in control of the current
- source so there's nothing that I can do. You're welcome to the source I wrote
- though.If this program is unstable and crahses a lot, again, that's not my
- fault. I think most of that has been fixed now but I can never be sure. Ben
- Wyatt made this prog usable from a terible text interface, but in doing so
- he introduced some problems with stability. We fixed most of them I think so
- it should be good now. Still, there could be something wrong still.
-
- Feel free to email me for whatever reason,
-
- CMU
-