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[LDPartEditor] First Alpha Version News (until 2014-09-19) - Printable Version +- LDraw.org Discussion Forums (https://forums.ldraw.org) +-- Forum: LDraw Programs (https://forums.ldraw.org/forum-7.html) +--- Forum: Parts Author Tools (https://forums.ldraw.org/forum-24.html) +--- Thread: [LDPartEditor] First Alpha Version News (until 2014-09-19) (/thread-7056.html) |
[LDPartEditor] Integrated Backface Culling Support - Nils Schmidt - 2014-04-03 The implementation of the BFC specification (what is Backface Culling?) into LDPartEditor is done. All BFC changes will be applied instantly. ![]() A "BFC NOCERTIFY" among others: ![]() BFC CLIP / NOCLIP ![]() Here is another example of multiple views. The screenshot was taken before I finished the BFC feature. https://lh4.googleusercontent.com/-cDj9ZGXSr3I/U_JlGdwIwpI/AAAAAAAAAKg/DjEHxTiJkb0/w604-h340-no/split_view.png Re: [LDPartEditor] Integrated Backface Culling Support - Philippe Hurbain - 2014-04-04 Closer and closer to release...??? ![]() Re: [LDPartEditor] Integrated Backface Culling Support - Willy Tschager - 2014-04-04 Even a pre-alpha would do it. Better soon than perfect. w. Re: [LDPartEditor] Integrated Backface Culling Support - Michael Heidemann - 2014-04-04 I fully agree with Willy ![]() [LDPartEditor] Optional Lines - Nils Schmidt - 2014-04-04 The next implementation step were optional lines. There are different ways to display these lines, e.g.: 1. Show all 2. Show all + control points 3. Draw them as described in the official specification 4. " + control points However.. I will improve the rendering of (optional) lines in the future. ![]() ![]() ![]() [LDPartEditor] Improved Line Rendering - Nils Schmidt - 2014-04-05 ![]() https://lh4.googleusercontent.com/-TcgGuS3H_Vw/U_Jk7RviXhI/AAAAAAAAAHg/7WcecH__ajg/w605-h556-no/hq_line2.png https://lh4.googleusercontent.com/--ezgc17-0EE/U_Jk7WNGfHI/AAAAAAAAAHQ/PLXK1PDotKA/w605-h556-no/hq_line3.png edit: Two new pictures from the vertex development process https://lh6.googleusercontent.com/-W7spEjKeVCc/U_JlJV_haHI/AAAAAAAAALE/XMwg5iNVWoA/w605-h555-no/vertices.png ![]() Re: [LDPartEditor] Optional Lines - Santeri Piippo - 2014-04-05 How do you go about rendering conditional lines like that..? It apparently is a big hassle when you do it with OpenGL. What's the stunt here? Re: [LDPartEditor] Optional Lines - Nils Schmidt - 2014-04-07 Imagine an optional line with the four points A2, B2, C2 and D2. 1. Take these points and multiply them by their perspective and modelview matrix M. As a result you'll get A, B, C and D in screen coordinates. Code: Matrix4f.transform(M, A2, A); 2. Calculate the line normal Code: N.x = A.y - B.y; 3. Calculate the discriminant r by Code: [b]r[/b] = Vector4f.dot(N, Vector4f.sub(C, A)) * Vector4f.dot(N, Vector4f.sub(D, A)); where Vector4f.dot() calculates the dot product of these two vectors and Vector4f.sub() the difference vector. 4. draw the line between A2 and B2 only if r > 0 [LDPartEditor] Backface Culling, Random Colours, Vertices, Mesh Lines, Lighting... - Nils Schmidt - 2014-04-15 ![]() Re: [LDPartEditor] Improved Line Rendering - Willy Tschager - 2014-04-15 Big question is: Will I be able to select a vertex, move it with the mouse in 3D and all lines, cond. lines, triangles, quads connected will be affected by the move? w. |