Re: [K3d-development] Re: icons
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From: Rene J. <re...@av...> - 2004-11-28 12:04:46
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On Sat, 2004-11-27 at 01:38 -0800, Joe Crawford wrote: > Rene, > > Cool help with the icons. I'm confused about what each should mean. > can you explain? (Some make immediate sense, like the boolean ones, > good job there) The icons are: edge-cut, face-cut, bevel-from-point, bevel-from-edge, bevel-from-face, booleans, add-curve-point, remove-curve-point, curve-knot-type (smooth, curve, corner), thoughts on bitmap operations None of them are final or anything, just meant as something to get the art-stuff going. > -discuss what the icon should be on the mailing list > -together, decide on icons. Discuss if there are existing icons that > are good for reference in other apps. I'll be glad to open the discussion: RenderMan items: Perhaps a little 'R' in the corner and Yafray has a 'Y'? Polygon vs. conics vs. nurbs: Question first: What's going on in the source-code? The polygon and nurb modules generate mesh-geometry, but not the conics modules which seem to have functions for rendering directly to the viewport and RenderMan engine. In mesh.h the comments reminds that nurbs aren't visibly in rendering but cubic data are. Is this a temporary solution? I have mislayed my math on splines and such, but I will assume that cubic lines/patches are not the same as nurbs lines/patches since they are separated in mesh.h. How do we discern between a poly-sphere, a cubic sphere and a nurbs sphere? > -think if that icon is already available or opensource, and also check > openclipart.com > -create the icon if needed, refer to existing icons already developed > if applicable for style, colors etc... > --start a wiki page to track icon development, and list which icons we > need, and which icons we have idea for. > > What do you think? Good plan, I'll stick to that. Still waiting for the wiki fix.. > > a few icons i can think of that will be important to have: > > delete > duplicate (copy/paste based perhaps) > > > light > camera > > plane (based on existing primitives icon art) > torus > > draw curve > square > circle > > > > visibility (eye) > eyedropper > > taper > bend > shear > > panel/window types: viewport, properties, dopesheet, fcurve editor, > list, undo/redo, history > > character set > > Set key (probably use a "key" as in "lock") > > tangents > > > > Stuff that will become tools/buttons is highest priority. We don't > necessarily need an icon for every plugin. I'll make a few thoughts and bring it up here. Rene |