mirror of
https://github.com/KolibriOS/kolibrios.git
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8ef9f2b1e7
view3ds: mouse scroll support in edit mode; some keys support (+/-,up,down,left,right) fb2read: search feature by akron1 git-svn-id: svn://kolibrios.org@8025 a494cfbc-eb01-0410-851d-a64ba20cac60 |
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.. | ||
3ds_objects | ||
asc_objects | ||
3DMATH.INC | ||
A_PROCS.INC | ||
ASC.INC | ||
B_PROCS.INC | ||
build.bat | ||
BUMP_CAT.INC | ||
BUMP_TEX.INC | ||
DATA.INC | ||
FLAT_CAT.INC | ||
GRD_CAT.INC | ||
GRD_LINE.INC | ||
GRD_TEX.INC | ||
History.txt | ||
README.TXT | ||
TEX_CAT.INC | ||
Tupfile.lua | ||
TWO_TEX.INC | ||
VIEW3DS.ASM |
View3ds 0.069 - tiny viewer to .3ds and .asc files with several graphics effects implementation. What's new? 1. KPacked files support by Leency. 1. 32bit vertices indexes and ability to load whole RAM limited objects. (Above 65535 vertices and triangles), (by me). 2. I switch off painters algotithm mode (depth sorting). In app impelementetion it has limited vertices count and produce less quality image than Z buffer Catmull algo. In addition this switch off reduces app size, (by me). 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), grdl (Gouraud lines - edges only). 3. speed: idle, full. 4,5. zoom in, out: no comment. 6. catmull: disabled 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 'bumps deep' button to do edges more deep. 13. fire: do motion blur ( looks like fire ). 14. move: changes meaning x,y,z +/- buttons -> obj: moving object, camr: moving camera, wave: x,y +/- increase, decrease wave effect frequency and amplitude. 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. 19. bright + -> increase picture brightness. 20. bright - -> decrease picture brightness. 21. wav effect -> do effect based sine function. 22. editor -> setting editing option. If is "on" then red bars are draw according to each vertex, Pressing and moving left mouse button (cursor must be on handler)- change vertex position. If left mouse button is released apply current position. You may also decrease whole handlers count by enable culling (using appropriate button) - some back handlers become hidden. Maciej Guba V 2020