CompuServe Thread

#3.2 Interace

9 messages in this thread
#3208From: Tim Wilson [Crestline]Jan 14, 1995 7:16 PM
>>Imagine 3.2 has been said to allow user defineable screen sizes for the editors as well as 256 colors.<< GreG, or whomever, I just found this little tidbit in one of the previous threads. Do you think this will slow down screen redraws at all? Do you think Impluse'll put the options for # of colors, and screen size in Preferences so it's user defineable? I want more colors and adjustable resolution for the interface, but I'm concerned about a loss in responsiveness. That's what I've come to love most about using Imagine on the P5. Tim
#3209From: GreG tsadilasJan 14, 1995 8:22 PM
>>Do you think this will slow down screen redraws at all? Tim, The added overhead for the increased screen size and 8 bitplanes does slow down screen redraws, especially if you don't have a super duper high end graphics card. >> Do you think Impluse'll put the options for # of colors, and screen size in Preferences so it's user defineable? << From what I understand the settings for screen resolution will be defined in Preferences. So you can always have the 640×480 4bit interface if speed is a concern. -GreG
#3210From: Tim Wilson [Crestline]Jan 14, 1995 10:42 PM
>>3.2 *INTERACE*<< I guess that qualifies as a “newbie''. Either that, or it's a Freudian slip, and I've got a bad case of Jungle Fever. GreG, One more question that 's been nagging me about 3.2. Have you heard whether Impulse fixed the bug in Altitude Mapping. When I MORPH or use BONES to deform an object with a LOCKED Altitude Map, the pattern stretches with the surface, but it starts to get EXTREMELY dark pits. This happens in both 3.0 and 3.1. I suspect the problem has something to do with the shading algorithm and the Y-axis that defines bump depth, because the problem does not occur with regular Color Maps, they strech and bend with the surface nicely. I dropped Impulse a line about a week ago, and they said others had reported a similar problem, but I've seen no mention of it in any of threads going as far back as 9/94. I guess noone else on the forum has tried to morph an object with an Altitude Map yet. I wouldn't be bugging you about this, except that it's a fairly critical problem in some of the animation I want to do. Boned objects like Dinosaurs are just more convincing with TACKED bumpy textures. Tim
#3212From: GreG tsadilasJan 15, 1995 4:54 AM
Tim, I know the bug you are referring to, and it seems to affect altitude maps when they are only locked to a state. Impulse is aware of it, though I don't know whether it's fixed for 3.2 yet. It is something that NEEDS to be fixed for states to be even more usefull. -GreG
#3219From: Charles BlaquiereJan 15, 1995 11:48 AM
In addition, I hope they fixed another Altitude Mapping bug: the one-pixel border which appears when you use repeating maps. Makes creating repeating patterns, like leather for example, impossible, unless you want a "leather bathroom tiles" effect. Blaq!
#3221From: Tim Wilson [Crestline]Jan 15, 1995 3:36 PM
>> I hope they fixed another Altitude Mapping bug: the one-pixel border which appears when you use repeating maps.<< Me too, Charles. This one's been around for quite awhile. But at least I found some work-arounds for this, in case anyone needs them. For a flat surface, you can tile maps together in an image processor BEFORE applying them, and not use Repeat. But this won't fix the seam on Cylindrical or Spherical maps. So here's a nasty work-around for that. Create a Front and Back Hemisphere for your object using Subgroups. Take the bump map into an image processor like ADPro, and ROLL the seam so its in the middle of the image. Apply the original bump image to the Front Hemisphere Subgroup, apply the rolled image (with the Brush axis also rotated 180 degrees in Z) to the Back Hemisphere Subgroup. This way you hide the seams of both images in a part of the object where they aren't visible. The bump maps (excuse me, Altitude maps) apparently make a smooth transition across Subgroup boundaries. <retching sound> But it works. Altitude maps are the biggest memory hogs though, and for users, especially with low memory environments, there needs to be a better solution. For the other problem I mentioned earlier, about bump (sorry, Altitude) maps going haywire when locked to a morphed object, there IS NO workaround that I can see. Tim
#3284From: IMPULSEJan 18, 1995 9:38 PM
Blaq The altitude problem while a real pain in the arse, is not a bug, we have know about it from the point at which we put Altitude mapping in the software, the problem is this, in order to gain some form of level ground, there is a one pixel or larger area around the image with the color 128,128,128 or netural gray, This according to the programmers, gives the ability to do altitude mapping, because we use this color as a middle reference for setting the bumps or altitudes. I like you agree that it is not what I want, but I would like to state, firmly, that this is not a bug, we know about and it was made that way, so I guess you could say its a design flaw, one we are working on in order to fix it, however we are stumped and are looking for some, resonable way of fixing it without the process of re-writing the rendering engine, which would take far too long. I will keep you posted. Mike
#3352From: Charles BlaquiereJan 22, 1995 12:01 AM
Mike, I understand the need to establish a 1-pixel border around the altitude map. After all, I assume the normal disturbance at any point is calculated by conputing the difference between that point's brushmap pixel, and the pixels above and to the left; this means the top row and left column of the brushmap need fake neighbors. But why oh why has Scott decided to initialize that 1-pixel border with 128 values? Why not simply wrap around and initialize the border with pixel values from the other side of the brushmap? What Imagine seems to do: Assign storage for altitude map + border: === === === === === === === — — — — === === — — — — === (— = brushmap, === = 1-pixel border) === — — — — === === — — — — === === === === === === === Assign initial values (I created some hypothetical brushmap values) 128 128 128 128 128 128 128 1 2 5 4 128 128 11 22 55 44 128 128 111 122 155 144 128 128 211 222 255 244 128 128 128 128 128 128 128 Using my idea, the matrix would look like this: 244 211 222 255 244 211 4 1 2 5 4 1 44 11 22 55 44 11 144 111 122 155 144 111 244 211 222 255 244 211 4 1 2 5 4 1 Why don't you run that idea by Scott and see if it's compatible with that actual altitude mapping algorithm? Would this result in a seamless repeating map? Blaq!
#3409From: IMPULSEJan 23, 1995 6:14 PM
Blaq Scott is the wrong Guy. dont know why you assumed he did this, it was done by Zaxk the main programmer, never the less, I have run about 10000 ideas this way and as yet we have not hit on one that will work, thanks for yours. Mike