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Topics - Steve

Pages: 1 [2] 3 4 5
General Anim8or Forum / Back home and working on next release
« on: October 16, 2015, 01:45:05 am »
I returned home last week, ready to continue working on Anim8or. Unfortunately one of the disks in my development computer hard-crashed the next day, dead, dead, dead. Nothing was recoverable. Not to worry, I have backups of everything important. It still took more than a week to figure out that the disk was really gone, and then get everything up and running, transferring all the licenses to the new configuration, etc.

I should have something interesting posted in a week or so. Big changes coming to Anim8or this fall!

Note: I use Carbonite for backing up my computer. It worked very well. 38 GB of data restored with the click of a button! Thank goodness that I have a Giga-Bit fiber connection at home :)  So if anyone is looking for a good cloud-based backup service, I highly recommend Carbonite. It cost $59/year for unlimited data on 1 PC and runs almost unnoticed in the background. (They should give me a discount for this plug :) )

There is a mode in all of the editors called "Viewpoint" that you select by clicking on int eye button at the top of the toolbar. I don't think it is very useful. I duplicates the functionality of Arc-Rotate. I was planning on removing it if there aren't any objections.

All feedback is appreciated.

Ongoing Anim8or Development / Trackball Rotation for Bones
« on: May 02, 2015, 01:07:20 am »
The Bone Rotate tool in Build 1175 uses a trackball. You can rotate bones in 6 different ways with just the left mouse button. Here's a screen shot:

The colored arcs rotate the joint around an axis in the bone's local coordinate system: Green for X, Blue for Y and Violet for Z. Click-drag in the direction of the arc to rotate the bone.

The outer ring rotates the joint around the screen's Z axis, and the Yellow arrows rotate it around the screen's X and Y axes.

You can also click directly on any bone and rotate it with the mouse just like the previous tool worked. In this case the LMB rotates in the screen Z axis, MMB in the screen X axis, and RMB in the screen Y axis.

Note: Priority is given to the trackball controls, so clicking on a bone that's mostly covered by these controls can be a bit tricky to do. That shouldn't be a big problem because the controls should be as easy or easier to use. But allowing this makes it possible to click-drag on an unselected bone and rotate it without first having to select it, so I thought that this would be useful to support.

Give a big Thanks! to raxx for his feedback on the design.

Ongoing Anim8or Development / Figure Editor Design Question
« on: March 22, 2015, 10:29:32 pm »
Background: There are several things that you can't do in the Figure Editor that would be useful, such as seeing the Figure in it's default pose, and experimenting with how skinned meshed behave when bones are rotated.

There are also two ways the you would normally like to see your figure, in the pose used for painting weights (or using weight volumes), and the "normal" pose.  For example, you usually model a human figure with the arms stretched out to sides and the legs apart (like the famous Leonardo da Vinci human figure).

In Anim8or the idea is that you paint weights with all joint angles set to zero, but the "normal" pose is with the default joint angles. Starting with build 1166 there is an option to show your figure in either pose, Options->DefaultBoneAngles(Note: I'll probably be adding a button for this, and temporarily you can toggle the setting with <Ctrl-Q>.) In the painting pose (angles = 0.0) the mesh is not deformed. In the default pose it is.

The problem: What is supposed to happen when you rotate bones (hot-key R)? Currently Anim8or assumes that you want to change the painting pose, in other words, set a now zero-angle.  The bone can still be rotated as before relative to this new zero-angle. When you rotate bones this way the figure isn't deformed in painting pose, and is in default pose.

I'm thinking about adding a new tool/mode/whatever to allow you to pose your figures and see how the skinning works. I have several ideas in mind on how to do this but none seem as simple as they should. Perhaps a button to enable this mode (where the background turns green) but use the normal rotate joints mode?

I have to go to meet someone now but I'll add more later.  In the mean time any feedback is welcome.

Ongoing Anim8or Development / 'p', 'e' and 'g' hot keys
« on: January 03, 2015, 12:46:02 am »
nemyax, johnar and others: I've changed the behavior of the 'p', 'e' and 'g' hot-keys to be more like nemyax's To Points, To Edges and To Faces commands (see his post). Here's the current rules:

To Points 'p': Select points in selected faces or edges. Then deselect faces and edges.
To Edges 'e': Select edges in selected faces and their end points. Then deselect faces and all points that are not in a selected edge.
To Faces 'g': Select faces with a selected point or edge. Then deselect points and edges.

I tried an alternate To Edges behavior where any it also selected edges with a selected point. However this seemed to select too much. Also repeating the 'e' command in this manner keeps growing the selection which seems wrong. That doesn't happen for the 'p' and 'g' commands.

Here's the build 1148

Comments appreciated :)

Ongoing Anim8or Development / New Fast Select Question:
« on: December 18, 2014, 12:42:54 am »
The Point-Edit Fast Select rules are somewhat different than those in the main Object editor. I like the way the Point Editor works better and I'd like to try and make them more alike.

Specifically, for the Object Editor's Move, Rotate and Scale tools the rules would be (3 proposed changes are shown in blue):

1. Click without dragging: Same selection rules as normal Select mode, and as Point Editor.
    LMB: Select pointed-to item. Deselect everything else A) even if clicking on a selected item. Clicking on empty space deselects everything.
    MMB: Deselect pointed-to item. Nothing else changes selection. Used to "Subtract From Selection".
    RMB: Select pointed-to item. Nothing else changes. Used to "Add To Selection".

2. Click and dragging: Same selection rules as Point Editor.
    B) Clicking on a selected object doesn't alter selection. Everything currently selected is moved/scaled/etc.
    C) Clicking on an unselected object selects only that item, everything else is deselected. Only that one item is moved/scaled/etc. It will have the same behavior for all mouse buttons. Currently LMB = Select One, MMB = Deselect,  and RMB = Select Add.
    Clicking in empty space doesn't alter selection. All previously selected items are moved/scaled/etc.

With this I should be close to finishing the current changes to the object editor and be ready to move on to other areas.

As usual, any and all feedback is welcome.

Major changes for build 1140:
Big changes in Point Editor: With Fast Select enabled: Click-release in the Move, Rotate, Scale, and ScaleNonUniform acts just like Select mode. Click drag edits. See the topic New Point Editing Rules for more details.
Big changes in Point Editor, part 2: The Scale tool scales relative to the geometric center of selected components. Again see "New Point Editing Rules" for details.
Restore Full-Screen mode when previous window was full-screen when closed.
Fix #098-047 Crash: Mirror on a parametric/modifier item + 2x undo.
Fix crash for Undo of EditNamedCom after fresh reload.
Fix NamedComRec Material binding bug.

Major changes for build 1138:
This is mainly a bug fix build for issues with 1137.
Fix #098-044 Picking spline knots using Fast Select in the point editor crashes.
Fix bug Thick Lines not read properly from the registry.
Fix bug Can't connect to existing points with AddEdge tool.
Increase pick tolerance when only picking Points or Edges.

Major changes for build 1137:
Radically new Point Edit tools I'm making major changes to the Point Edit tools, including simultaneous editing of Points, Edges and Faces, dynamic highlighting of what the mouse is point to, ability to move Faces, visually thicker edges, more consistent use of mouse buttons. See the separate post for more details.
Add GLSL/ARB Fragment Program setting to viewport dialog and remember it for the next session.
Fix #098-042 Morph targets aren't working in 3DS frame export.
Fix #098-045 Undo material edit can crash.
Fix #098-046 Copy/paste of group with one mesh: location offset and crashes.
Patch for ATI RADEON x800 driver bug that returned garbage at startup causing Anim8or to loop.
Additional fix for #098-043 Multiple Modifier issues in properties dialogue and copy/paste.

Major changes for build 1127:
Fix #098-043 Multiple Modifier issues in properties dialog and copy/paste.
New command line option -traceinit : outputs initialization progress to text window to help diagnose failure for Anim8or to run.

Major changes for build 1124:
Fix #098-040 Erratic behavior when loading a project with missing textures.
Click "Cancel" to stop missing texture file warnings.
Create frame images in RGBA .png format for movie frame sequence when RGBA mode is selected.
Enable Scale Operator for components in the Figure editor. Note: there are still some issues with bone influences.
Layers enabled for Figure components.
Fast Select added to Figure editor for Move, Rotate and Scale components.
Fix 098-043 (partially) Multiple Modifier issues in properties
  dialog and copy/paste. Copy/Paste sill not working correctly but dialogs are fixed.

Major changes for build 1122:
Fix ART rendering for transparent textures. All 9 AlphaMode X BlendMode combinations match
  for GLSL, ART and Scanline output.
Fix RGB and RGBA check-box bug in image and movie rendering properties dialogs.
Use project-defined default image directory name when saving images to an unrooted file name.

Major changes for build 1121:
Fix #098-038 OpenGL transparency textures don't show. Also fixes other multi-texture problems.
Fix #098-039 Scene editor: can't output a movie to .png format files.
Fix inverted .png files I needed to flip all .png images after reading them.

Major changes for build 1118:
PNG Support As of build 1118 Anim8or supports reading and writing PNG files.
Fix #098-032 Orientation and Boolean keys aren't copied/pasted with Ctrl-C and Ctrl-V.
Fix #098-033 (partially) Spherical and Cylindrical UV projection shows anomalies.
Fix #098-034 Can't move or rotate of objects attached to bones.
Fix #098-035 Object Editor: Manipulating Groups crashes (movement, rotation, scaling, etc.)
Fix #098-036 Bone Object dialog resets orientation.

Major changes for build 1115:
Fixing another problem that shows up in multiple Subdivision point editing tools :(
Fix #098-031 Multiple crashes when editing Subdivision meshes.

Major changes for build 1114:
Another quick release to fix a couple more bugs. These are all simple changes so they shouldn't break anything new :)
Fix #098-028 File->ConfigureUI->ShowGrid doesn't show grid in Scene editor.
Fix #098-029 Effect Modifier doesn't return bound component when returning levels in use.
Fix #098-030 Modifier without bound object isn't shown.

Major changes for build 1113:
This is a quick release to fix some bugs introduced in 1112.
Fix #098-024 Point Edit Mode: Subdivision Meshes control points are not editable.
Fix #098-025 Effect Modifier sets wrong level.
Fix phantom edge length that sometimes appears in Add Edge mode.
File folder names: Add drop-down dialog with list of existing folder names.
CAD mode: Add temporary setting (toggle with Options->DebugOptions->DebugA) to test showing more edge lengths for splines in CAD mode.

Major changes for build 1112:

Snap to Right Angles: Enable in Options->Grid... Effective for Straight and Curved Splines, and for Add Edge in Point Edit mode.
If Grid Snap is enabled it applies to the length on the line being added.
Improved Spotlights: Change spotlight edge falloff from linear to smootherstep (GLSL, scanline, and ART).
Settings->Element...: menu command restored, in Scene->Element...
Preserve Layer Number: when duplicating, splitting, converting to Subdivision, etc.
Add Options->Layers dialog.
Default Layer: user value for which layer newly added components use.
CAD Mode - Display Line Length: for selected spline segments when editing splines, and when adding edges.
Underline Default Layer: in toolbar button.

Remove unused tracks: from a Sequence if they have no keys and there is no such bone/axis
 enabled in the Figure.
Fix #098-018: Errors when reading Mirrored Meshes from a .an8 file. Broken in cl-1098.
Fix #098-019: Grids not showing correctly when there is more than one view active.
Fix #098-020: Adding key to deleted/disabled joint axis in Sequence editor crashes.
Fix #098-021: Components assigned to hidden or locked Layers can be altered by editing commands.
Fix #098-022: Edge roundness greater than 3 has no effect.
Bug fix: Can't close the View->Preferences dialog when OpenGL AA isn't supported.
Bug fix: Move ortho grid back to X/Z plane. I accidentally set it to X/Y when updating the grid code in cl-1097.

Major changes for build 1103:

Anti-Aliased OpenGL Workspace: Anti-aliased work-spaces available in the View->Preferences dialog, if your graphics chip supports it.
Improved GLSL Lighting: GLSL shaders now support up to 8 lights in the Scene editor and all light types: directional, local and spotlight.

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.
Settings menus moved: All of the Settings menus functionality has bee moved into Object->Properties, Figure->Properties, etc.
User definable Movie FPS: You can set the default for movie frames per second and the Limit Playback values for new projects.
Fix #098-012 - Window titles don't work: Don't know why, it just started working again!!!
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.
OpenGL Resource Leaks: I fixed some problematic OpenGL resource leaks related to GLSL shaders.

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.
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.
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".
Bug #098-009 Fixed: Materials disappear after viewing properties dialog.
Bug #098-010 Fixed: Picking uses old viewport immediately after zooming with the mouse wheel.
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.
Bug #098-013 Fixed: CAD X/Y/Z-axis coordinates are wrong.
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.

Build 1088 fixes numerous small issues including:

Alt toggles to/from Arc-Rotate mode cleanly,
Select deselects everything when you click in an empty space with Fast Select enabled (like it used to),
Point Select Move tool doesn't select the shape when you click on a shape,
Reference Images with transparency are truly transparent (shaders must be enabled for best results), and
Transparency < 1.0 no longer renders too dark with shaders enabled.

Major changes for build 1086:

Fast Selection: I enabled a Fast Select option for Select, Move, Rotate, Scale and Non-Uniform Scale tools in the Object editor. This is enabled by default but you can change back to the old behavior in the GUI dialog.
CAD mode Alignment: You can align shapes in an Object by top, bottom and center in CAD mode. I'll add point alignment and more later.
Orientation in Shape Dialogs: The Shape dialogs support editing the orientation.
Reference Images: New properties include setting a transparency level and transparent images (i.e. .GIF files with transparency).
OpenGL Shaders support Texture Blend Modes: OpenGL shaders now show all testure BLEND and ALPHA modes correctly.
Mouse Scroll in Camera Views: When Animation is enables scrolling the mouse in a Camera view now properly changes the FOV in the animation.
Graph Window Position: This size and location of the graph editor window are saved for the next session, similar to the how the main window behaves.
Fix bug #098-008: Skinning crashing in scene mode.

Major changes for build 1978:

Snap to Grid: Changed to snap to absolute locations [1.83 -->  2.00] instead of relative [1.83 -> 2.83].  Holding down the Shift key when you start the operation switched back to relative.
Mouse Wheel: zooms graphic views in and out, and scrolls the material and left hand toolbar. You don't have to click in a particular area - it acts on whatever the mouse is over at the time.
Object Alignment: In CAD-style mode, there is an alignment marker that you can use to help align components. Double-click on the left or lower part of the Front, Right, Top, etc. windows to set the location or change the axis, or click-drag to move it. Click on the marker to enable/disable. Note: automatic snap-to-marker is coming soon - didn't quite get it working correctly for this drop.

Major changes for build 1075/6: (1076 is a small update that replaces build 1075 dated March 25, 2014 which had a problem parsing prefix ++ and -- operators.)

Initial CAD-style feature: This build takes small step into adding some CAD-like features. I expect a lot of feedback on what to do in the area, so don't be shy about replying to the "CAD-style" topic :)!
ASL ~, ++ and -- operators: You can now use a bit more of C in ASL.
Alt-key enters Arc-Rotate mode Pressing the Alt key temporarily switched the interface into Arc-Rotate mode. Since "Classic" Anim8or uses Alt + Right Mouse to emulate the Middle Mouse button this change introduces a backwards incompatibility: you now need to use Ctrl + Right Mouse.
Bug #098-006 Fixed: Closing Reference Image dialog window (in upper R corner) crashes Anim8or.

Major changes for build 1071:

ASL statements: This builds adds do/while, C-like for, break and continue statements.
ASL operators: Also newly added are integer bit-wise operators &, ^, |, << and >>.
$main() function.
Attribute functions for materials and to add and set attribute values, and layer functions.
Quaternion operations and functions.
See the individual topics for more details.

Major changes for build 1070:

ASL functions: You can now use functions in ASL scripts. There are some restrictions that I hope to eliminate in the near future but they otherwise are more or less like C. This extension is backwards compatible to the original ASL language so all existing scripts should still work. I made a lot of changes to the code so proceed with caution. Hopefully there aren't too many bugs! See the new topic on ASL Functions for details.

Major changes for build 1067 and previous builds:

Faster OpenGL Rendering: Large models should draw considerably faster in the working views. There are some minor differences (e.g. in points) but overall it should match perfectly. You can toggle back and forth to the original code with <Ctrl-N>.
New to 1066 Bumpmaps, flat mode, and normals are now rendered correctly.

Layers: The Object and Scene editors now support Layers. You can give each mesh or objects a layer and toggle the visibility and the ability to edit each layer in the top toolbar.
New to 1066 Layer settings saved to .an8 file.

STL export and import: Anim8or supports STL now so you can directly output 3D-Printable models. Note: This has only minimally been tested, so proceed with caution!
New to 1070 I've made a couple of great prints with the STL output so it seems to be working OK. I've even been told that I have "nice normals"!

Active Property Dialogs: All properties dialogs in the Object editor are now active. Changes show up immediately while you're still in the dialog. There is also mode detail such as point/edge/face count and memory usage.
New to 1066: Toggle to not actively update parametric meshes in properties dialog.

New to 1066 Texture file search Anim8or now searches sub-directories of the base Texture directory for texture files when loading projects. It also loads all 6 cube faces of Environment Map textures when the names end in {xpos, xneg, ... zneg}, {posx, ...} or {right, left, top, bottom, front, back}.
Note: You must load the xpos file in the (+X) entry, or the xneg in the (-X) entry, etc. for this to work.

Previous releases:
Build 1140 December 5, 2014:
Build 1138 November 28, 2014:
Build 1137, November 26, 2014:
Build 1127, November 9, 2014:
Build 1124, October 31, 2014:
Build 1122, October 24, 2014:
Build 1121, October 23, 2014:
Build 1118, October 19, 2014:
Build 1115, October 7, 2014:
Build 1113, October 6, 2014:
Build 1112, October 1, 2014:
Build 1103, September 10, 2014:
Build 1101, September 3, 2014:
Build 1097, August 26, 2014:
Build 1088, April 23, 2014:
Build 1086, April 18, 2014:
Build 1078, April 2, 2014:
Build 1076, March 26, 2014:
Build 1071, March 5, 2014:
Build 1070, February 22, 2014:
Build 1067, February 12, 2014: It is the same as build 1066 but fixes the face selection problem in flat rendering mode.
Build 1066, February 10, 2014:
Build 1061, February 3, 2014:

Ongoing Anim8or Development / New Point Editing Rules: New build 1143
« on: December 01, 2014, 12:01:46 am »
Build 1143 dated December 10, 2014 implements a different mouse model. It affects the Point Editor's Move, Rotate, Scale and Scale Non-Uniform tools and works like this:

I. If Fast Select is enabled:

   1. Click without dragging (All tools): Only affects P/E/F selection. Never changes geometry:
      LMB: Select highlighted item. Deselect everything else. Clicking on empty space deselects everything,
      MMB: Deselect highlighted item. Nothing else changes selection. Used to "Subtract From Selection".
      RMB: Select highlighted item. Nothing else changes. Used to "Add To Selection".

   2. Click and drag: Affects selection and geometry.
      a1. Selection (Arrow Select):
         Same as click without dragging.

      a2. Selection (All tools except Arrow Select):
         Clicking on a selected P/E/F doesn't alter selection. Everything currently selected is moved/scaled/etc.
         Clicking on an unselected P/F/E selects only that item, everything else is deselected. Only that one item is moved/scaled/etc.
         Clicking in empty space doesn't alter selection. All previously selected items are moved/scaled/etc.

      b1. Geometry (Move):
         LMB: Move in the X/Y direction (e.g. in the plain of the screen).
         MMB: Same as LMB. Possible additional functionality here. New in 1143: moves points in the direction of the Normals.
         RMB: Move in the Z direction (e.g. into and out of the screen).

      b2. Geometry (Scale):
         LMB/MMB/RMB: Scales selected geometry around the geometric center of selected groups of Points/Edges/Faces.
         Note: Isolated single points don't move. Think about it if this seems strange :)

      b3. Geometry (Scale Non-Uniform):
         LMB: Scale connected groups in X/Y directions independently (screen aligned).
         MMB: No effect.
         RMB: Scale in the Z direction (e.g. into and out of the screen).

      b4. Geometry (Rotate):
         New in 1143: Rotates around the geometric center of selected groups of Points/Edges/Faces.
         LMB: Rotates in the X and Y screen axis.
         MMB: Rotates in the direction of the average of the selected faces' normals.
         RMB: Rotates in the Z axis (which points out of the screen).

   3. Click-drag with <Ctrl> Key Pressed (All tools): New in 1143: Only affects P/E/F selection. Never changes geometry:
         LMB: Paint-select. Initially deselects everything, then selects as the mouse moves.
         MMB: Paint-deselect. Deselects as the mouse moves over things.
         RMB: Paint-select without delete. Same as LMB but doesn't do the initial deselection.

II. If Fast Select is disabled:

   1. Keeps "Classic Anim8or" behavior.

Please post your comments here :)

Smirkyguy: I think I finally figured out how to make maximized windows work correctly.  It'll be in the next build.

Trevor: Remembering the line thickness setting was fixed for build 1138.  And thanks :)

Ongoing Anim8or Development / Big Changes to Point Edit Tools
« on: November 27, 2014, 07:12:31 pm »
I'm updating Point Edit mode fairly drastically. It's long overdue. This is a big job and I think it's reached a point where it's better than before. Please bear with me on during the transition. The major changes are:

Simultaneous editing of Points, Edges and Faces: You can enable any or all of these together.

Dynamic Highlighting: With Fast Select enabled the Point, Edge or Face currently under the mouse is highlighted in red. This makes it easier to see what will happen when you click the mouse. There is a top menu button to toggle Fast Select, hot key <Ctrl-T>. I'm not 100% happy with the red color so let me know what you think.

Thick Edges: An option in the File->ConfigureUI dialog uses thicker lines to draw edges. Try this together with antialiased workspaces for a great look, especially on larger screens.

Consistent of Mouse Buttons: I've changed the use of the mouse buttons to be more consistent.  For example, previously for Arrow Select the left mouse button (LMB) selected one item and deselected the precious ones, the MMB deselected only that one thing, and the RMB added to the selection. For Move the LMB moved things in the plain of the screen, the MMB in the direction of the normals, and the RMB into the screen. The new behavior makes everything act like Arrow Select. Now you can press the <Ctrl> key to move in the direction of the normal.

Space Bar Deslelects: now the <Space> bar deselects everything as it does in the rest of Anim8or.

Smart Selection: You can select only what you can see. In wireframe Points have priority over Edges, over Faces. This allows you to select points and edges in the back part of something. (Of course you can still disable front and  backside components with the [Front] and [Back] buttons.) In solid views the closest thing to the view is selected so you don't accidentally select a hidden edge, etc. If edges or points aren't drawn (are disabled in the UI settings dialog) then the aren't selected by the mouse.

Rotate and Scale tools: I haven't changed these yet except in the way things are selected. My original "pivot" idea simply doesn't work. So in the coming days I'm changing them to be more intuitive. Stay tuned...

Hot key T: toggles through point, edge, face select modes. I intended to have a 4th state that enabled all 3 but forgot to add it for this build.

OK, give the new Point Editor a try and let me know what you think!

Build 1127 adds a new command line option -traceinit that outputs the progress of Anim8or during initialization to a text window. To use it, open a command window and start Anim8or with the option:

anim8or_1127 -traceinit

The output for a successful start should look something like this:

Code: [Select]
begin: InitInstance()
       creating main window.
       main window created.
       creating final OpenGL context.
       UsingDummyWindow = false.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 1).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 7.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 7).
end:   Draw3DOpenGL::CreateContext() return value = 0x00010000.
       final OpenGL context created.
       creating child windows.
       child windows created.
call:  MakeCurrent(hdc, glContext).
       MakeCurrent() successful.
call:  theOpenGL->Initialize().
       theOpenGL->Initialize() successful.
begin: Draw3DOpenGL::ReadExtensions()
       GL_MAX_TEXTURE_SIZE = 16384.
       OpenGL version = 4.4.
       GL_MAX_SAMPLES_EXT = 32.
       determining actual maxSamplesPerPixel (failures OK).
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 2).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 19.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 3).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 31.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 4).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 31.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 5).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 43.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 6).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 43.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 7).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 43.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8 ).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 43.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 9).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 10).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 11).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 12).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 13).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 14).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 15).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 16).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 55.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 17).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 18).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 19).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 20).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 21).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 22).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 23).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 24).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 25).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 26).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 27).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 28).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 29).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 30).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 31).
FAIL:  nNumFormats = 0.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 32).
FAIL:  nNumFormats = 0.
       maxSamplesPerPixel = 16.
end:   Draw3DOpenGL::ReadExtensions()
call:  MakeCurrent(hdc, NULL).
end:   InitInstance().

If Anim8or won't run on your computer start it with -traceinit and post the results along with what OS you have, graphics card, compatibility mode you are using, etc. This will help me find the cause (I hope :) )

Check-out the PNG support in build 1118! I downloaded the latest source and, unlike my previous attempt, it all built and integrated smoothly. I know a lot of people will be happy to see this.

---- Note: I split the discussions on PNG from the main topic. Hope I didn't mess anything up too badly!

Ongoing Anim8or Development / Improved GLSL Lighting
« on: September 10, 2014, 10:34:34 pm »
As of build 1103, GLSL shaders support all 3 light types (directional, local, spotlight) and up to 8 lights.

Ongoing Anim8or Development / Anti-Aliased OpenGL Workspace
« on: September 10, 2014, 07:10:30 pm »
Here's an update that supports anti-aliased OpenGL in all the working windows:

You enable it in the View->Preferences dialog in the "OpenGL Workspace" area, and then you need to exit and restart Anim8or for the change to take effect.  Give it a try and let me know what you think!

Note: If the "AntiAliased" check box is grayed out your graphics card doesn't support it.

Ongoing Anim8or Development / GLSL Shaders
« on: August 27, 2014, 06:11:31 pm »
Build 1097 adds support for OpenGL GLSL shaders.

Originally Anim8or used ARB fragment program assembly language shaders because many Anim8or users' graphics didn't support GLSL. Currently there shouldn't be any visible differences between the two shaders. GLSL is easier to write than assembly language and I will be improving the graphics. I'm toying with the idea of user written shaders of some form, either in ASL or graphically, but this is still a bit in the future.

Please let me know if you find any differences between GLSL and the ARB shaders (and of course any bugs that you find). You can toggle through shader types with the <Ctrl-B> key: GLSL -> ARB -> OpenGL Materials.

Note: there are slight differences in the shading between OpenGL Materials and the shader language because:
1) OpenGL Materials use vertex lighting and shaders use per-pixel lighting, and
2) Shaders use true Phong shading while OpenGL Materials use a half-angle reflection for specular hilights.

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