mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-17 04:12:34 +03:00
3693107e89
git-svn-id: svn://kolibrios.org@2024 a494cfbc-eb01-0410-851d-a64ba20cac60 |
||
---|---|---|
.. | ||
3ds_objects | ||
3DMATH.INC | ||
A_PROCS.INC | ||
B_PROCS.INC | ||
BUMP3.INC | ||
BUMP_CAT.INC | ||
BUMP_TEX.INC | ||
DATA.INC | ||
FLAT3.INC | ||
FLAT_CAT.INC | ||
GRD3.INC | ||
GRD_CAT.INC | ||
GRD_TEX.INC | ||
History.txt | ||
readme.txt | ||
TEX3.INC | ||
TEX_CAT.INC | ||
TWO_TEX.INC | ||
VIEW3DS.ASM |
View3ds 0.059 - tiny viewer to .3ds files. What's new? 1. Bump and pararell two texture mapping functions optimizations. (files bump_cat.inc & two_tex.inc) On my P4 changes are rather non visable, but on dual core in KlbrInWin optimizations runs preety nice. Buttons description: 1. rotary: choosing rotary axle: x, y, x+y. 2. shd. model: choosing shading model: flat, grd (smooth), env (spherical environment mapping, bump (bump mapping), tex (texture mapping), pos (position shading depend), dots (app draws only points - nodes of object), txgrd (texture mapping + smooth shading), 2tex (texture mapping + spherical environment mapping), bmap (bump + texture mapping), cenv (cubic environment mapping). 3. speed: idle, full. 4,5. zoom in, out: no comment. 6. catmull: on( use z buffer ( z coordinate interpolation), off( depth sorting, painters alghoritm).Txgrd, 2tex and bumptex models only with catmull = on. 7. culling: backface culling on/ off. 8. rand. light: Randomize 3 unlinear lights( so called Phong's illumination). 9. Blur: blur N times; N=0,1,2,3,4,5 10.11,12,13. loseless operations (rotary 90, 180 degrees). 12. emboss: Do emboss effect( flat bumps ), use blur to do edges more deep. carefull with emboss + fire - it looks annoying. 13. fire: do motion blur ( looks like fire ). 14. move: changes meaning x,y,z +/- buttons -> obj: moving object, camr: moving camera. 15. generate: Generates some objects: node, Thorn Crown, heart... 16. bumps: random, according to texture. 17. bumps deep -> create bumps deeper or lighter. 18. re-map tex -> re-map texture and bump map coordinates, to change spherical mapping around axle use 'xchg' and 'mirror' buttons, then press 're-map tex' button. Macgub Jun 2011