3D Modeler for Icaros

miker1264 · 20604

salvatore

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Reply #105 on: September 08, 2019, 11:36:30 AM
the work you are doing for the community is very important, my acts are other, I can help only with the support and comedy but those like you who work on aros even in the time clippings, I stopped taking many medicine that did not help me much but I had to take them , my aptitudes are other mikers, I thank you very much cmq and I'm glad you're intusian of aros :)
« Last Edit: September 08, 2019, 11:44:00 AM by salvatore »



salvatore

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Reply #106 on: September 08, 2019, 11:44:30 AM
medicine no drugs :D



miker1264

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Reply #107 on: September 08, 2019, 09:15:50 PM
Still working with OpenGL to draw wireframes in "Demo Mode" for the 3D Renderer.

I can change color of the wireframe in the Active Viewport. I have also drawn a thin
Bounding Box around the Viewport. This box will provide reference coordinates to
draw the Background Grid. The Red, Green and Blue lines are XYZ Axis Lines.

Over the next week I will put together an MUI/Zune window (OpenGL Context)
and attach a small Menu System. I'm considering releasing Version 1.0.0 when
I get the Viewports and Viewing Operations working correctly in Demo Mode.

The next version 1.0.1 will load 3D Objects from IFF-RSCN files  (Scene Files).
The 3d Objects will then be displayed as interactive wireframes in Viewports.
After that I can focus on translating the 3d Object Data into Vector Data to
send directly to the RayTracer to generate the Output Image (RenderPic).

I plan to include a nice "Rendering Progress" progressbar like the one at the
Start of Magellan with a blue progress indicator. The progressbar will be
driven by the number of lines in the output image. If there are 600 lines,
for every 6 lines the progress moves by 1%, and so on. There will also be
a Preview window at the end to display the most recently Rendered Image.

After I get the program to render a scene then I can go back to assemble
a Buttonbar Menu, Statusbar and Toolbar for the completed User Interface.



dizzy

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Reply #108 on: September 09, 2019, 08:44:54 AM
There is a basic MUI/Zune implementation on my STLView program. If I recall it correctly, there is one task allocated for the OpenGL implementation or something (renderer? Can't recall the details at the moment...). Only one task can access it at one time or something... Mostly concerns SMP as MUI/Zune renders things in turn.

On the STLView the grid is antialiazed (IIRC), makes it look a bit better in my mind. Antialiazing is suplied by OpenGL and doesn't hinder performance when GPU is at hand.



salvatore

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Reply #109 on: September 09, 2019, 09:05:51 AM
attemp the official release miker

thank you :)



miker1264

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Reply #110 on: September 09, 2019, 09:38:08 AM
There is a basic MUI/Zune implementation on my STLView program. If I recall it correctly, there is one task allocated for the OpenGL implementation or something (renderer? Can't recall the details at the moment...). Only one task can access it at one time or something... Mostly concerns SMP as MUI/Zune renders things in turn.

On the STLView the grid is antialiazed (IIRC), makes it look a bit better in my mind. Antialiazing is suplied by OpenGL and doesn't hinder performance when GPU is at hand.

STLView? As in STL Mesh Viewer for 3D Printing? That's interesting.

Where can I find STLView? Is it part of Icaros?

I'd like to see the antialiased grid lines and what your program does.

I found the DropBox Link. I'll try it out.

Update: STLView has fewer modules and it is much easier to understand than the cpp from RayStorm sources. I much prefer C over Cpp.

Using C with Mui/Zune makes it easier to sort out Mui Classes and creating and using the OpenGL Context for drawing operations. 

Thanks.
Mike R.

« Last Edit: September 09, 2019, 02:59:38 PM by miker1264 »