mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-11 09:34:09 +03:00
77593a15ec
git-svn-id: svn://kolibrios.org@3066 a494cfbc-eb01-0410-851d-a64ba20cac60
142 lines
6.8 KiB
Plaintext
142 lines
6.8 KiB
Plaintext
View3ds 0.064 - X 2012
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1. Bug fixes.
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View3ds 0.063 - X 2012
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1. Postprocessing effect - wave. Ability to change amplitude and frequency.
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View3ds 0.062 - VII 2012.
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1. Counter fix by Mario.
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2. New drawing model - smooth shaded lines (edges only view) by me.
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View3ds 0.061 - Nov 2011.
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1. Two new buttons to increase and decrease brightness.
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View3ds 0.060 - Aug 2011.
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1. Header fix by Leency.
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2. SSE2 optimizations by me. (Most visable in BUMP_TEX mode.)
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View3ds 0.059 - June 2011.
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1. Bump and pararell two texture mapping functions optimizations.
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(files bump_cat.inc & two_tex.inc)
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On my P4 changes are rather non visable, but on dual core in KlbrInWin
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optimizations runs preety nice.
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View3ds 0.058 - June 2011.
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1. Blur function optimization on SSE and SSE2 (buttons 'blur' and 'fire').
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View3ds 0.057 - April 2011.
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1. By opening file bigger then ~18 KB, and choosing env mode program terminate.
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I remove this bug
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View3ds 0.056 - February 2011.
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1. MMX optimizations in 2tex mode (file two_tex.inc).
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2. Tiny SSE optimizations (file BUMP_CAT.INC).
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3. Bit (two instructions) improved random light generation procedure.
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View3ds 0.055 - January 2011.
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1. SSE optimizations (file BUMP_TEX.INC).
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2. Compiles correctly in newest FASM.
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View3ds 0.054 - December 2009 (Updated January 2010).
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1. Skinned window by Leency.
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2. Optimizations.
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3. Re map texture, bumps option - allow spherical mapping around each axle (X,Y,Z).
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4. Problem with too small memory to generate object fixed. (Problem ocurred with
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house.3ds object and others objects contains less than 1000 faces and points).
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View3ds 0.053 - (?) 2009
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1. Optimizations.
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View3ds 0.052 - November 2007.
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1. Memory for file is allocated dynamically.
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2. Optimizations.
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Note: compiling correct only for KolibriOS.
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View3ds 0.051 - October 2007.
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1. More smooth texture mapping in tex and txgr shading model and others based on
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tex3.inc, tex_cat.inc shading models.
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2. Predefined three, I hope, nice lights.
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View3ds 0.05 - (?) 2007
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1. New shading model: cubic environment mapping with 1.5 kb light buffer.
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2. Bumps optionally according to texture. ( It gives so called texture with
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shifts in bumps + texture shading model. )
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3. Bumps depth button.
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View3ds 0.04 - March 2007.
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1. New shading model: bump + texture. Only version with z coordinate
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interpolation.
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2. SSE optimizations ( files: two_tex.inc and bump_tex.inc )
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View3ds 0.03 - March 2007.
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1. Two shading models: smooth + texture, spherical environment mapping + texture.
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Version only with z coordinate interpolation.
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2. Bit changed rotary. I took attempt in SSE instuctions. ( matrix multiplication )
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3. Color position depend drawing model instead spot light ( I hope,spot light come
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back in future ).
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View3ds 0.02 - December 2006.
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1. New shading models - "spot" - spot light (only one, it's very CPU hungry model,
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and there is no easy way to implement buffer) with light attenuation (In my
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implmentation works not perfect); "dots" - app draws only points (with no culling).
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2. Some loseless operations "mirror": according to each axis, rotary 90 degrees.
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3. Postprocesing efects: Emboss (use blur to make edges more visable), fire ( be
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carefull during `fire + embos`parallel using).
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4. "Move" - Changes meaning of 'add vector' buttons:
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used "obj" move object, "camr" move camera (in this option use culling = 'off'
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I must make culling procedure bit advanced).
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5. Generate button. Few objects generating (with bad normals)
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6. Some optimizations on MMX.
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7. I took an attempt to memory managing functions, but it decreased speed (no aligned
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memory in Menuet functions?)
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There is really much work to do and I see disorder in app code.
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Greetings for all, especially Madis Kalme for .3ds files support and good vibrations. ;)
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Merry Christmas and happy new year.
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App View3ds ver 0.01 - November 2006.
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1. Object generating (for now only one). When no parameter specified or error occured
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during reading file from disk, app generate object. No teapot.3ds needed on ramdrive,
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but, if this file exist it would be read as default.
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2. Bug in read_from_file procedure fixed. (In May, when I made shading light vector
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depend, I demaged bit Madis' procedure.)
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3. Backface culling on/off option. (Some objects need culling off - they have mismatched
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normal vectors. Example: iron.3ds, sink.3ds, the generated one.)
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4. Random lights procedure.
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5. Spherical (instead old - planar ) bump, texture mapping.
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6. Bit improved menu.
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7. Blur.
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App "View3ds" - it's very early, still unfinished version but I want show you it.
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Based on earlier demos.
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1. 3ds object import as a parameter ( for now only short names supported )
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I updated Kfar app - it can run view3ds with parameter. You must copy it on
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ramdrive. You could do such funny thing: Run updated Kfar in KolbrInWin,
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before them set in KolInWin.ini file path to ramdrive, where yo have "view3ds",
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choose 3ds file ... Emulator will run View3ds with selected file.
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If no parameter specified, app try open tpot.3ds from ramdrive. If tpot.3ds
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don't exist on rd, app hang.
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2. Many lights. Every light - unlinear model ( Phong illumination ). For now
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no light setting option.
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3. Light buffer for grd, flat model. |