Search found 10 matches

by coelurus
Thu Aug 04, 2005 5:56 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

I can't see how having bright colors for selected vertices should be an improvement, since imo the problem with vertex-shading in the first place is to find non-selected vertices :) All vertices should be bright so that they are all easy to spot and the wireframe gives away their relations in space ...
by coelurus
Thu Aug 04, 2005 11:15 am
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

I'd keep away from using a bounding box even if it's correctly computed, spheres for example won't be well represented and lead to bad ranges in shading in certain orientations of objects. Unless of course you compute the bounding box in view space :wink: . You should consider the tricky little boun...
by coelurus
Sat Jul 30, 2005 11:36 am
Forum: Interface & Tools
Topic: fast export/import
Replies: 12
Views: 5094

There's always the possibility of reading/writing blend files directly (have a look at blend2cs for Crystal Space), to make a straight dump via Python and then process the output with C or write some Python-modules in C for some custom routines you can use in Python. Python will most probably be aro...
by coelurus
Sat Jul 23, 2005 11:55 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

Glad to hear you skipped the variable primitive-sizes ;) Only decent and really expensive cards handle lines, regular gfx acc let sw render lines iirc. Quads would work, but... naw. The major problem with this little addon right now is that the user must choose the 3d view background and the wire co...
by coelurus
Fri Jul 08, 2005 12:22 am
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

Sorry for the absent of replies, we've been a little busy... Seems like you've got a couple of good ideas, just don't make this feature overdone :) . We got the idea for this patch after seeing the effect in Maya for wireframe models and it really is a great help when one has to edit complex meshes....
by coelurus
Sat Jun 25, 2005 12:45 am
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

(Hans, the Z-shading coder): It's good to get some feedback, as I said the patch is very much a hack so any ideas for improvements are very welcome :) 1. I haven't got around to do any optimizations or cleanup of the code but this is definitely something I'll fix. 2. The calcExtreme-function was alm...
by coelurus
Fri Jun 24, 2005 7:19 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

Our idea for Z-shading is based on that the shading is relative to the local mesh in order to see where vertices are in the mesh. For complex, small- to mid-sized meshes, shading over the entire range of the Z-buffer will wash out the shading way too much even when using non-linear curves. Local mes...
by coelurus
Fri Jun 24, 2005 2:10 am
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

About the Z-values: If we'd use absolute Z-coordinates to calculate colors, then we'd need to interpolate over the entire span of the Z-buffer and the shading of the object would only cover a fraction of the entire shading. We search for the extreme values that define "the boundary where the major c...
by coelurus
Thu Jun 23, 2005 11:23 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

Before we do anything ambitious, we have to fix one annoying little bug; there's a problem selecting vertices in concave areas with the patch applied and solid faces enabled, The vanilla version of Blender does not show the same problem. The funny thing is that selection works as normal without face...
by coelurus
Sun Jun 19, 2005 4:52 pm
Forum: Interface & Tools
Topic: Z-shading in edit mode
Replies: 50
Views: 18672

Z-shading in edit mode

My brother and I have added Z-shading in edit mode for the 3D viewports. This means that it's a lot easier to see which vertices are close and which are far away, atleast we think so :) . It's a hack that uses some OpenGL-tricks so that we didn't have to change a lot of functions to set the colors. ...