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1991-09-17
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Persistence of Vision Raytracer
Version 0.5 BETA Documentation
-----------------------------------------
For general documentation see PVDOC.ZIP.
Also see whatsnew.txt, texture.doc, docformt.txt, pvteam.txt, etc.
These docs are fairly sparse this time around. We're working on better
ones now.
This is a BETA version, so please keep those bug reports comin'!
INTERPOLATE keyword added for bump and image maps.
Syntax: interpolate 2 or interpolate 4
2 == Bilinear Interpolation
4 == Normalized Distance Interpolation
USE_COLOUR keyword added for maps.
USE_INDEX keyowrd added for maps.
END_MAP keyword added for maps.
IMPORTANT Case sensitivity
--------------------------
Case sensitive keywords and command line option added.
> case_sensitive_yes -- All words checked for exact case. Keywords must be
in upper case. (*Old DKB Style*)
> case_sensitive_no -- Case is ignored for all words.
> case_sensitive_opt -- DEFAULT - All words checked for exact case except
keywords. Keywords will be accepted in upper and/or
lower case.
- The declared colors Red, Green, and Blue in colors.dat are now CRed, CBlue,
CGreen.
- The declared quadric Sphere in shapes.dat is now QSphere.
- The texture Sky is now Blue_Sky
COMMAND LINE Options
--------------------
> Case sensitivity -- /ty = yes, /tn = no, /to = opt (see above)
+vO will enable old style terse verbose, line number only.
+v0 will enable old new style verbose.
+v1 (default) will enable new improved style verbose.
New IBM-PC display options
--------------------------
+dxy enables display adapter type x, with palette option y.
Supported Display Adapter Types:
0 - (default) Autodetect display adapter from types below:
1 - Basic, Plain Vanilla VGA 320x200
2 - MVGA (Mode 13X) Tweaked VGA 360x480 (if > 320x200)
3 - Tseng Labs 3000 SVGA 640x350, 640x480, 800x600
4 - Tseng Labs 4000 SVGA 640x350, 640x400, 640x480, 800x600, 1024x768
5 - AT&T VDC600 SVGA 640x400 (with cheesy autodetect)
6 - Oak Technologies OTI-067 SVGA 640x480
7 - Video 7 SVGA, VRAM FastRAM 640x480
8 - Video 7 Vega VGA, Cirrus Chip (uses Mode 1 or 2 above)
9 - Paradise SVGA 640x480
A - Ahead Systems Version A SVGA 640x480
B - Ahead Systems Version B SVGA 640x480
C - Chips And Technologies SVGA 640x480
D - ATI VGA Wonder 640x480
E - Everex SVGA 640x480
F - Trident SVGA 640x480
G - VESA Standard SVGA 640x400, 640x480, 800x600, 1024x768, 1280x1024
H - N reserved, unassigned (S)VGA adapter types
O - TIGA/Hercules Graphics Workstation 16-bit
P - TIGA/Hercules Graphics Workstation 24-bit
Q - Z reserved, unassigned True-Color adapter types
Supported Palette Options:
0 - (default) HSV->RGB method
3 - 3-3-2 RGB method
G - Grey Scale (optimized 64-shade palette for IBM PC's)
H - Sierra High Color pallete DAC
TEXTURES
--------
We don't have documentation for ONION & LEOPARD yet, but their syntax
is the same as GRANITE or MARBLE. They do require a COLOR_MAP.
Try them out.
MAPTYPE - Works with imagemap, bumpmap and material map.
New stuff is a set of new image projection types. To specify an
imagemap, an additional parameter is optional, i.e.
IMAGEMAP MAPTYPE 1 GIF "xxx.gif" END_MAP
Gives a spherical image map. The types of imagemaps that are now
defined are:
0) (default) Planar map - this is the one that was already there.
1) Spherical map - wraps the image around a sphere.
2) Cylindrical map - wraps the image around a cylinder (works good for
hyperboloids, cones, and paraboloids too).
5) Torus map - wraps the image around a torus. For this map you need
to put the major radius of the torus into the first parameter of the
gradient vector.
3-4) Parabolic and Hyperbolic maps - these are not implemented yet, but
will be tailored for mapping to the respective types. The reason for
having these in addition to the cylindrical types is that these shapes
deflect differently than a cylinder.
NOTE: Gradient only effects planar mapping.
For all of these image mappers it is assumed that the imagemap will work
in the interval 0 <= Y <= 1. This means that you need to use the shapes:
QUADRIC QSphere, QUADRIC Cylinder_Y, QUADRIC Hyperbola_Y, etc. If the default
Planar mapping is used, no object dimensions or coordinates need be changed.
See the file "mapper.dat" and the associated gif file "mapper0.gif" for an
example of how the new various types of mappers work. This file wraps the
picture "rough.gif" around various shapes.
KEYWORD: MATERIAL_MAP
BRIEFLY:
MATERIAL_MAP maps textures onto an object indexed via a bit-mapped image.
SYNTAX:
MATERIAL_MAP <orientation> Image-Type "imagefilename" (ONCE) (TURBULENCE 0.0)
(MAPTYPE #)
TEXTURE ... END_TEXTURE
TEXTURE ... END_TEXTURE
(up to 256 textures)
END_MATERIAL_MAP
DESCRIPTION:
MATERIAL_MAP is a lot like IMAGE_MAP. Image map takes a picture and
projects it onto an image. Like gluing a picture onto a sphere. Material
map does the same, but instead of changing the color of the sphere it
actually changes the texture of the sphere based on the color in the image.
When it finds a point that would have color number 0 projected on it, it
changes that point to the first texture in the MATERIAL_MAP definition.
Color index number 1 will become texture number 2 and so on.
EXAMPLE:
OBJECT
SPHERE <0.0 25.0 0.0> 50.0 END_SPHERE
TEXTURE { X-Y oriented bitmap image }
MATERIAL_MAP <1.0 -1.0 0.0> GIF "pvmap.gif"
TEXTURE
COLOR Yellow
SPECULAR 0.75
SCALE <7.0 1.5 3.0>
END_TEXTURE
TEXTURE
Mirror
SPECULAR 0.75
END_TEXTURE
TEXTURE
Dark_Wood
SPECULAR 0.75
END_TEXTURE
TEXTURE
Jade
SPECULAR 0.75
END_TEXTURE
END_MATERIAL_MAP
ROTATE <0.0 35.0 0.0>
SCALE < 15.0 15.0 15.0 >
END_TEXTURE
END_OBJECT
KEYWORD: BUMPMAP
BRIEFLY:
BUMPMAP maps surface "bumps" onto an object indexed via a bit-mapped image.
SYNTAX:
BUMPMAP (<orientation>) Image-Type "imagefilename" (ONCE) (TURBULENCE 0.0)
(BUMPSIZE Height or Depth) (USE_COLOR) (USE_INDEX)
(INTERPOLATE 2 or 4)
(MAPTYPE #)
END_MAP
DESCRIPTION:
BUMPMAP is a lot like IMAGEMAP. IMAGEMAP takes a picture and projects it
onto an image, like gluing a picture onto a sphere. BUMPMAP does the same,
but instead of changing the color of the sphere it actually changes the
orientation of the surface normal based on the colors in the image.
When it finds a point that would have color number 0 projected on it, it
leaves that point's surface normal alone. Color index number 1 will become
"bumped" out from the flat surface, color number 2 further still, and so on.
Try using one of FRACTINT's continuous potential fractals for interesting
BUMPMAP effects! BUMPSIZE can be negative. Try USE_COLOUR and INTERPOLATION.
EXAMPLE:
OBJECT
SPHERE <0.0 25.0 0.0> 50.0 END_SPHERE
TEXTURE { X-Y oriented bitmap image }
BUMPMAP <1.0 -1.0 0.0> GIF "bumpy.gif"
BUMPSIZE 3.0 {Try values from negative to very high }
INTERPOLATE 2
END_MAP
AMBIENT 0.2
DIFFUSE 0.8
SPECULAR 1.0
END_TEXTURE
ROTATE <0.0 35.0 0.0>
SCALE < 15.0 15.0 15.0 >
END_TEXTURE
END_OBJECT
KEYWORD: GOUGEMAP
BRIEFLY:
GOUGEMAP maps indentations into an object indexed via a bit-mapped image.
SYNTAX:
GOUGEMAP <orientation> Image-Type "imagefilename" (ONCE) (TURBULENCE 0.0)
(GOUGESIZE Depth or BUMPSIZE Depth )
END_MAP
DESCRIPTION:
GOUGEMAP is a lot like IMAGEMAP. IMAGEMAP takes a picture and projects it
onto an image, like gluing a picture onto a sphere. GOUGEMAP does the same,
but instead of changing the color of the sphere it actually changes the
orientation of the surface normal based on the colors in the image.
When it finds a point that would have color number 0 projected on it