Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Claude

Pages: 1 2 3 [4] 5 6 ... 17
46
General Anim8or Forum / Re: Significance of OpenGL Version?
« on: January 17, 2015, 08:35:57 am »
ronaldefarmer

As far as functionality is concerned,you would loose the OpenGL
renderer and in the working viewport all the features related to the ARB and GLSL shaders:per pixel lighting calculation,bumpmap... + Anti-Aliased OpenGL in the workspace also.
You would have basic vertex lighting calculation.

Performance wise,you would loose this improvement,faster OpenGL Rendering since it probably uses vertex arrays not part of OpenGL 1.1
http://www.anim8or.com/smf/index.php/topic,4796.0.html

Hope I didn't forget anything.

Claude

47
General Anim8or Forum / Re: The anim8or file format link is broken
« on: January 14, 2015, 03:50:42 pm »
Hi AlecJames

Try:
http://www.anim8or.com/learn/specs/an8_format.txt

No new version as far as I know.

Bye
Claude

48
I'm not very familiar with the win32 api,
but how about creating the window not full screen,then
using ShowWindow(hwnd, SW_MAXIMIZE);
Might have to use it twice.
Worth a try ?

49
General Anim8or Forum / Re: Spinning bones?
« on: December 22, 2014, 09:14:49 pm »
Sorry,none that I know.

50
General Anim8or Forum / Re: Spinning bones?
« on: December 22, 2014, 05:47:34 pm »
After you have added figure and sequence to the scene,
have you try adjusting the  keyframe bone angle interpolation
curves in the graph editor ?

Claude

51
General Anim8or Forum / Re: Material Question
« on: December 13, 2014, 01:24:10 am »
johnar

Use Anim8or_1101 to open the attached file.
(work space opengl rendering in scene mode in that version
uses the Anim8or lights )
Go to scene mode.Look at the 2 infinite light setup and the
result on the sphere.
Make  both lights totally white and see what happens.

52
General Anim8or Forum / Re: Material Question
« on: December 10, 2014, 10:29:37 pm »
To settle this, I had a look at the glsl shaders.
There's 2 lights,infinite as mentioned by cooldude234
and of opposite direction.They don't have a location.
(different than Anim8or normal infinite lights)
1 is totally white.The other has a diffuse of 1, 1, .7
explaining,I think the yellowish color of the back of
sphere.

53
General Anim8or Forum / Re: Material Question
« on: November 30, 2014, 03:04:40 am »
johnar

I think there's 2 lights on opposite side of the sphere.The rays
are unable to reach that zone.
diffuse factor = 0
ambient factor = 1
would make it disappear obviously,but is it better ?

54
Anim8or v0.98 Discussion Forum / Re: Scene mode bugs
« on: November 14, 2014, 06:47:45 pm »
"I cant test this on my xp laptop as there is no option under 'renderer' to use openGL.
 (probably a microsoft thing?)"

johnar
The opengl renderer requires that your videocard
supports opengl 2.0 which is not the case according
to the spec you posted.

Hope it helps.

Claude

55
Anim8or v0.98 Discussion Forum / Re: Version 0.98 not working for me
« on: November 08, 2014, 02:50:29 am »
Sorry,if I meddle here.

If you have an active firewall,you might want to try this:

Some firewalls have a program control feature.
They check if a starting program is on a safe list
they build and block it if it's not.
To check if it's the case,make sure all anim8or processes are dead in the task manager.The easiest way is to restart your PC.
Kill your firewall,cross your fingers and start  anim8or.
To stay totally safe,you may want to disconnect your
internet link.
Since it's quite easy to do,I think it's worth a try.

56
Anim8or v0.98 Discussion Forum / Re: question about float keys
« on: October 14, 2014, 03:23:33 am »
In this post Reply #22,you will find a zip file with a pdf file in it.It
should answer  your question.
http://www.anim8or.com/smf/index.php/topic,4739.msg35564.html#new

Claude

57
ClassicTyler

Have you tried selecting  two sided in the material editor ?

58
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

59
Ongoing Anim8or Development / Re: GLSL Shaders
« on: August 28, 2014, 07:13:13 pm »
You're welcome.
Since I have a Nvidia card, i would like to use Nsight for Visual Studio ,but I
have the VS Express Edition that doesn't support plugin.
Instead,I use AMD CodeXL.It's a free standing app.Very useful.Not perfect,
but a lot better than total darkness.

Claude

Modification:
Additional comment in Reply #24

60
Ongoing Anim8or Development / Re: GLSL Shaders
« on: August 28, 2014, 03:32:54 pm »
Hi Steve.
I had a quick  look at the new GLSL shaders.I had seen before on the run
shader editing, but never  per material. Surely save a lot of uniforms.
I noticed that if you modify a material a new shader program is created,
but the old one is not deleted.At first, I thought you kept it for the undo
function,but it's not the case since  undo creates a new one.
Thought I'd let you know.
Hope it helps.
Claude

Pages: 1 2 3 [4] 5 6 ... 17