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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 126720 times)

dancingshoes

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #30 on: September 04, 2014, 07:00:24 pm »

RE:1101

More info: I know this is really small potatoes in the grand scheme, but the window title bar does not display text in the "Windows Classic' display mode but does in Windows 7 or Windows XP screen theme modes. Title was displayed in 1078 and earlier in all modes. 'Disabling visual themes' in the comparability options kills the title too.

In the basic theme modes, the title seems to be there just not visible. (Autoit, the program I use to manage Anim8or, now seems to read the title OK. So basically my issue with this is resolved.)

And I really do appreciate/love this great program!

Dan
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Trevor

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #31 on: September 04, 2014, 10:17:41 pm »

Major changes for build 1101:

Menu "Folders" for Objects, Figures, Sequences, Scenes: You can group Objects, Figures, etc. into sub-menus. Simply set the name of a virtual "folder" in the Object->Properties dialog.

Love it, great idea that works so far.


Settings menus moved: All of the Settings menus functionality has bee moved into Object->Properties, Figure->Properties, etc.

Ah great idea, makes much more sence

User definable Movie FPS: You can set the default for movie frames per second and the Limit Playback values for new projects.

Wasnt this always available?


Fix #098-012 - Window titles don't work: Don't know why, it just started working again!!!

Nope... sorry they are now completly blank.... the taskbar at least shows the correct windowtitle (with object name) but the Window title bar itself is blank.



Fix #098-016 - Material window doesn't show bitmaps when first opened after switching objects. Mostly fixed. Still might be able to happen but I can't reproduce a case.

Untested yet

OpenGL Resource Leaks: I fixed some problematic OpenGL resource leaks related to GLSL shaders.

N/A?


Major changes for build 1097:

GLSL Shaders: When shaders are enabled Anim8or now uses GLSL shaders by default. You need OpenGL 2.0 or later for this and the original ARB assembly shaders are still supported. Use <Ctrl-B> to toggle through GLSL -> ARB fragment programs -> OpenGL materials.

Love the ability to change to OGL and Normal, GLSL non-functioning

Add Separate Snap-to-Angle setting: There is now a separate snap value for angles. You can set the value in the Options->Grid dialog.

Oh wow, love it. there is however a glitch where during rotation the object will keep snapping to 0 and then the next snap which is very distracting and epileptic....


Add optional numeric labels on the grid lines in axis aligned views (Front, Back, Top, Bottom, Left, Right). They are off by default and are enabled in the Options->Grid dialog by checking "Show Scale".

Wow absolutly love this, so simple yet so loved.

Bug #098-009 Fixed: Materials disappear after viewing properties dialog.

Untested

Bug #098-010 Fixed: Picking uses old viewport immediately after zooming with the mouse wheel.

heh, no wheel so untested

Bug #098-011 Fixed: When the CAD ruler is on and the mouse wheel is used to zoom in and out, the dimension lines are not updated.

Dito

Bug #098-013 Fixed: CAD X/Y/Z-axis coordinates are wrong.

Yay fixed

Bug #098-014 Mostly Fixed: Reference images show as transparent without image in wireframe. However partially transparent images (alpha < 1) show as alpha = 1 in wireframe.

Cool, ill test this next.



Suggestions still required related to cad is the path drawing still needs each line to have its legnth so that I can draw my walls accuriatly (Currently only 2 walls give legnths all the rest only affect the CAD Mode if they add to the size of the structure.

Trev
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MvGulik

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #32 on: September 05, 2014, 12:18:13 pm »

Quote
#098-012 - Window titles don't work: Don't know why, it just started working again!!!
Additional:
- Using Move (Object mode only it seems) (activate(button) + *MClick in workspace) changes the title to "XYZZY".
(switching to a other Object resets the title back to normal.)(task bar title only in my case)
« Last Edit: September 05, 2014, 12:55:56 pm by MvGulik »
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MvGulik

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Re: Current Development Release - Build 1101, ...
« Reply #33 on: September 05, 2014, 02:18:58 pm »

Spelling:
- Scene, Properties(Scene editor), [Move Image].
Should probably be "Movie Image".
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Steve

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #34 on: September 05, 2014, 04:35:03 pm »

XYZZY -- Heh heh.  You found some debug code that I forgot to delete.

Bonus question: What is the significance of "XYZZY"?  (No fair using Google - only answer if you already know. :-))

Thanks, fixed "Move" as well.
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MvGulik

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #35 on: September 05, 2014, 04:51:26 pm »

Bonus question: What is the significance of "XYZZY"?
Erm ... Nope, nothing popping up at this side.
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Trevor

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #36 on: September 05, 2014, 06:38:37 pm »

Actually, Can I ask the significance of being able to switch to OGL?

It doesnt seem any faster than ARB and ARB looks a lot better.

I suppose OGL opens the door for vertex shading.

Ah I found XYZZY, hehe, IO knew I saw it before, yes its when you move an object.
Still, this is taskbar only as the WindowTitle is blank.

Trev
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Steve

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #37 on: September 05, 2014, 07:16:10 pm »

Trevor, OpenGL shaders, in the GLSL programming language, are much more powerful than ARB assembly language. It supports geometry, compute and tessellation.

More importantly, ARB assembly language (and a lot of things that Anim8or still uses) have been deprecated so it has to be replaced soon anyway.

Can you send me an example of something that looks different in to ARB and GLSL views?
Make sure that you're not comparing the "OpenGL Materials" mode. It use a different lighting model.
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Kyle

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #38 on: September 05, 2014, 10:18:38 pm »

Love the layer feature, when it works. Sometimes I'll turn off a layer and it doesn't hide things it should.

Also, you're probably aware, but sometimes materials will just dissapear once rendered. This chair for example, the white parts should show up as black.

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Steve

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #39 on: September 05, 2014, 11:36:45 pm »

Trevor: I found a big, bad bug in the GLSL shaders' lighting for spotlights. I'm working on a fix. I guess I only tested infinite lights!

Kyle: Does these always happen, or only occasionally? If you can send me an example I'd appreciate it. A simple one is best :-)  And nice pic!
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Trevor

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #40 on: September 06, 2014, 03:35:55 pm »

Hi Steve,
"Can you send me an example of something that looks different in to ARB and GLSL views?
Make sure that you're not comparing the "OpenGL Materials" mode. It use a different lighting model."


Yeah sorry, I mean OpenGL not GLSL.
GLSL is Not Applicable to me as I read its OGL2 only, My OGL is 1.5.4454 Win9x release.

Still, at least you are squashing another bug hehehe.

Trevor
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Deepthought

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #41 on: September 07, 2014, 02:02:43 am »

Neat!
Could we get an updated specification doc for the an8 format?
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Steve

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #42 on: September 07, 2014, 07:24:01 pm »

Deepthought: I get something more up to date posted soon. In the mean time, is there any part in particular that you need first?
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Deepthought

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #43 on: September 07, 2014, 07:36:41 pm »

Thanks!
currently, i am trying to figure out how weight painting is recorded.

ex.
Code: [Select]
weights { "mesh01"
                (1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))(1 (0 1))
                (1 (0 1))
              }
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Claude

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Re: Current Development Release - Build 1097, August 26, 2014
« Reply #44 on: September 09, 2014, 07:33:22 pm »

Sorry if I interfere,but this post should answer your question.
It comes with a bonus: explanation of the Bone ID
making reference to the weightedby
list.
http://www.anim8or.com/smf/index.php/topic,2077.msg15145.html#msg15145

Hope it helps.
Claude
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