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Rev Author Line No. Line
8014 leency 1
 
7280 leency 2
1. Editing option - new 'editor' button.
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2. For now I disable perspective correction, to make implemtation
8014 leency 4
   of editing option easier.
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7280 leency 6
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6769 IgorA 8
1. Sizable app window.
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5486 leency 11
 
6769 IgorA 12
1. App window size according to current screen resolution.
6648 leency 13
2. New emboss procedure.
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6619 leency 17
1. Asc files support.
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5486 leency 21
1. Bug fixes.
3066 leency 22
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1. Postprocessing effect - wave. Ability to change amplitude and frequency.
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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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2736 leency 34
1. Two new buttons to increase and decrease brightness.
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2193 leency 38
1. Header fix by Leency.
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2. SSE2 optimizations by me. (Most visable in BUMP_TEX mode.)
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2736 leency 41
2193 leency 42
 
1979 yogev_ezra 43
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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1. Blur function optimization on SSE and SSE2 (buttons 'blur' and 'fire').
6619 leency 51
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1979 yogev_ezra 52
6619 leency 53
 
1931 yogev_ezra 54
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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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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1819 yogev_ezra 65
1. SSE optimizations (file BUMP_TEX.INC).
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2. Compiles correctly in newest FASM.
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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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1. Optimizations.
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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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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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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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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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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
6619 leency 111
   back in future ).
1819 yogev_ezra 112
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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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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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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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149
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.
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