Notes: - Fixed Tweak drag Normal. (Thanks to Fonte Boa). [optigon] - Moving or duplicating a light in body mode would cause a crash on the next attempt to select anything. (Thanks to extrudeface.) [bjorng] - Marquee selection would selected locked vertices or edges. (Thanks to ycarry.) [bjorng] - Select|Similar is now faster if the initial selection contains elements that are similar to each other. (Thanks to Ran13.) [bjorng] - The Wavefront (OBJ) exporter now tries to minimize the number of smoothing groups. (Thanks to Ran13.) [bjorng] - Fixed loading models when in smooth-preview mode. Reported by Ran13. [dgud] - There is a major internal change in how vertex attributes (i.e. vertex colors and UV coordinates that are associated with a vertex in a particular face) are handled. Vertex attributes used to be stored in the edge table (with two words per edge always reserved for vertex attributes) and each vertex could have EITHER a vertex color or UV coordinates. Vertex attributes are now stored by themeselves. Objects without vertex attributes will consume less memory (two words per edge less than in previous releases). Each vertex can now have both a vertex color and UV coordinates. The wings file format should be completely compatible. If you load a wings file containing an object with both vertex colors and UV coordinates into an older release of Wings, only the UV coordinates will be kept. (If you resave such a file from an older version of Wings, the vertex colors will be permanently lost.) Most commands have not been updated yet to take full advantage of the new vertex attribute implementation. So while Ambient Occlusion will preserve existing UV coordinates, there is no way yet to show vertex colors at the same time as textures. You can use the commands "Material Mode" and "Vertex Color Mode" in the body mode menu to switch between seeing materials/textures and vertex colors. (The commands are not new, but there were few situations in which they were needed in previous releases of Wings.) In a future release, we will probably eliminate those commands and extend materials so that you can choose whether vertex colors, materials/textures, or a mixture of both should be shown. Performance seems to be about the same if there are no vertex attributes, but somewhat slower for models with vertex attributes. For developers: Plug-ins using #edge.a and #edge.b will not compile. Instead use the new wings_va module that provides an API to the vertex attributes. I have tried to comment each exported function in the API. [bjorng]
Changes: commit 95cf63c215f4b6295193beea2a17c5fb3d19b1d3 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Wed Jul 1 11:06:35 2009 +0200 Generate release notes commit 1920cc9c9942c204048aab4b8992e02a6fcc9250 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 19:51:59 2009 +0200 Renumber and merge vertex attributes correctly NOTE: There is a major internal change in how vertex attributes (i.e. vertex colors and UV coordinates that are associated with a vertex in a particular face) are handled. Vertex attributes used to be stored in the edge table (with two words per edge always reserved for vertex attributes) and each vertex could have EITHER a vertex color or UV coordinates. Vertex attributes are now stored by themeselves. Objects without vertex attributes will consume less memory (two words per edge less than in previous releases). Each vertex can now have both a vertex color and UV coordinates. The wings file format should be completely compatible. If you load a wings file containing an object with both vertex colors and UV coordinates into an older release of Wings, only the UV coordinates will be kept. (If you resave such a file from an older version of Wings, the vertex colors will be permanently lost.) Most commands have not been updated yet to take full advantage of the new vertex attribute implementation. So while Ambient Occlusion will preserve existing UV coordinates, there is no way yet to show vertex colors at the same time as textures. You can use the commands "Material Mode" and "Vertex Color Mode" in the body mode menu to switch between seeing materials/textures and vertex colors. (The commands are not new, but there were few situations in which they were needed in previous releases of Wings.) In a future release, we will probably eliminate those commands and extend materials so that you can choose whether vertex colors, materials/textures, or a mixture of both should be shown. Performance seems to be about the same if there are no vertex attributes, but somewhat slower for models with vertex attributes. For developers: Plug-ins using #edge.a and #edge.b will not compile. Instead use the new wings_va module that provides an API to the vertex attributes. I have tried to comment each exported function in the API. [bjorng] commit ad9f40913d3834633cd71e525e316ba9f48b3646 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sat Jun 27 17:53:59 2009 +0200 Add indication of vertex attributes for bodies commit 5780300fa8994ca40340242e598c7b5ac2202d89 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 15:22:20 2009 +0200 Reimplement wings_va with new data structures Instead of storing vertex attributes in the edge table, we have two fields #we.lv and #we.rv. The 'lv' field (unless it is 'none') contains an array indexed with edge number, storing attributes on the left side of the edges (for the 'vs' vertex). Similarly, the 'rv' array stores all attributes on the right side of edges (for the 've' vertex). commit ddad5076ed6a36b6989d57e9b73681a2cc2269d6 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 15:17:15 2009 +0200 Rewrite AutoUV to use wings_va commit 2148b99b01b5ddbb0e23427268393fc515cf392f Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 12:54:37 2009 +0200 Rewrite wpc_ambocc to use wings_va commit 1476e0d4b9c57c44fbf20bb30a202ccc9f24d29c Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 11:11:09 2009 +0200 Rewrite wpc_untriangulate to use wings_va commit 918ca6921dfd39115af60954693971e749ab80e1 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 09:13:56 2009 +0200 Optimize vertex attribute handling in wings_subdiv commit f15bca31a8f9b1b60c52339c5b217dfde5282772 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Thu Jun 25 17:37:29 2009 +0200 Rewrite all core modules to use wings_va commit d99efde3e2d9fc9ecf187554215ff5dc1bd490df Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Thu Jun 25 17:36:39 2009 +0200 Extend the API in wings_va to handle updates commit 62bb8a798065d0180e37788eb1a1e34d8307c744 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Sun Jun 28 12:32:01 2009 +0200 Eliminate references to #edge.a and #edge.b The structure of the original code makes it difficult to use the wings_va module to update vertex attributes. Fortunately, there is a very simple solution: Welding vertex A to vertex B is almost exactly the same operation as collapsing the edge between A and B. The only difference is that vertex B should keep its position. Therefore, this module can be dramatically simplified by using wings_collaps:collapse_edge/3 and moving back the surviving vertex to its original position. commit 7241a2fc8ca8b5041dcbca3a56dba784dc121c90 Author: Dan Gudmundsson <dgud@users.sourceforge.net> Date: Thu Jun 25 20:24:47 2009 +0200 NOTE: Fixed loading models when in smooth-preview mode. Reported by Ran13. [dgud] commit b2d483aaa4f1b442bfa2582fd1cbc98b9f8ed6f7 Author: Dan Gudmundsson <dangud@gmail.com> Date: Thu Jun 25 15:10:43 2009 +0200 Cleaned up vertex_buffers in the #dlo{}. Now proxy buffers and the other buffers are handled by the same drawing routines. Also added a security check that UV binary is available when rendering materials that uses textures. commit 9853799f7ed376b22eb731b223b3aaf38a679a9b Author: Dan Gudmundsson <dgud@users.sourceforge.net> Date: Tue Jun 23 23:40:52 2009 +0200 Switched to using arrays instead of gb_trees in #dlo{ns=Ns}. This can be optimized more, I'll work on that later, and do some measurements. But wanted commit something stable. commit 4ce8a6d1220e6df54a43ace17c6f73d2e8891b17 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Fri Jun 26 23:38:57 2009 +0200 Optimize normal calculation for quads We save 6 multiplications and 6 subtractions/additions using this new method inspired by Real-Time Collision Detection. commit f16729547f4864cd19e6d0f5ec53680f980b82b9 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Wed Jun 24 12:32:28 2009 +0200 OBJ export: Minimize the number of smoothing groups Some programs seems to have trouble coping with hundreds or thousands of smoothing groups, so we must limit the number of smoothing groups. NOTE: The Wavefront (OBJ) exporter now tries to minimize the number of smoothing groups. (Thanks to Ran13.) [bjorng] commit 99aef186c28841477835ee7b25353c22b04eccf6 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Wed Jun 24 09:55:59 2009 +0200 Speed up Select|Similar when the seed selection contains similar elements After having calculated the templates for all elements in the selection, we do an ordsets:from_list/1 to eliminate duplicates. The problem is that two templates that are ALMOST equal will both be kept in the list. To get rid of a template that is almost equal to another template, first sort the list of templates, then go through the list and match templates against each other using match_template/2. If they match (i.e. if they are similar), only keep the first template. That will leave us with a minimum number of templates that should match the same elements. Also change the comparison function to the one described by Christer Ericson in Real-Time Collision Detection, and simplify the creation of face templates by using wings_face:vertex_positions/2. NOTE: Select|Similar is now faster if the initial selection contains elements that are similar to each other. (Thanks to Ran13.) [bjorng] commit 9cd510e41e3488887b3c5da75ec612cbbb56768f Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Tue Jun 23 23:11:03 2009 +0200 Marquee selection should not select locked edges and vertices NOTE: Marquee selection would selected locked vertices or edges. (Thanks to ycarry.) [bjorng] commit ed559d7d5da241bbe1c34d6b1824ba562dd50468 Author: Bjorn Gustavsson <bjorng@users.sourceforge.net> Date: Tue Jun 23 22:52:09 2009 +0200 Moving lights in body mode causes subsequent crashes The normal table must be updated after finishing the drag. NOTE: Moving or duplicating a light in body mode would cause a crash on the next attempt to select anything. (Thanks to extrudeface.) [bjorng] commit ab20424400ab62cc0733e182907400a660d9d379 Author: Richard Jones <optigon@users.sourceforge.net> Date: Wed Jul 1 01:39:01 2009 -0400 NOTE: Fixed Tweak drag Normal. (Thanks to Fonte Boa). [optigon]
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