[K3d-development] CVs release notes - K-3D 0.3.0.66
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From: Timothy M. S. <ts...@k-...> - 2003-09-30 16:37:14
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* Added bicubic Bezier patch support (Romain) and bilinear patch support (Tim) to k3d::mesh. Patches are rendered properly in both OpenGL and RenderMan, and support all the existing k3d::mesh features such as instancing. Romain plans to slip in NURBS patches when I'm asleep and can't meddle ;) * Created experimental Newell object that generates the definitive teapot, teacup, and teaspoon using Bezier patches - Romain. Updated the mesh_test.k3d project in k3d-media, so you can see Newell working with the same Instance1D objects to produce two rows of teapots. As usual, you can change any parameters manually or via properties and channels, and get the expected feedback. * Began working on integration of k3d::mesh with selection. Selection of all the new geometric primitives, polyhedra, patches, etc. works a charm. Rendering for selection has been moved into a separate interface method call for performance. Note: selection of "old fashioned" objects hasn't been upgraded yet. * Began working on arbitrary output variables for geometric data. For those unfamiliar, RenderMan allows you to associate arbitrary data variables with the geometry that you pass to the render engine at render time. This data can then be used either by the render engine or (more likely) by the shaders you write. A good example of this would be a scientific visualization application that passes a floating-point variable named "temperature" with each vertex of a scanned-in model of an object being heat-tested. The value of "temperature" at each vertex would be your actual, unmodified experimental data. You could then write a surface shader that would map the "temperature" value to different color ranges to suit. As part of our "we do RenderMan better than the rest of you punks" philosophy, we will support the complete set of arbitrary output variables for all geometry. Note that this mechanism is also commonly-used to handle per-vertex color ("Cs"), per-vertex opacity ("Os"), texture-mapping coordinates ("s" and "t"), and games with normals, typically for smooth-shading polygons ("N"). I have tested Cs and Os with patches, and it works a charm (you'll have to look at newell_primitives.cpp to see the sample code, which is commented-out, if you want to see what it looks like). * Created experimental AnimationScript object, which executes an arbitrary JavaScript script whenever the document time changes. I've added a dumb sample in k3d-media/projects/animation_script_test.k3d, which moves a sphere around randomly. Here's looking at you, Sam. Cheers, Tim |