Path: utzoo!yunexus!geac!syntron!jtsv16!uunet!husc6!bloom-beacon!gatech!udel!mmdf From: kvancamp@ardec.arpa (Ken Van Camp) Newsgroups: comp.sys.amiga Subject: Re: Sculpt-4D Upgrade Message-ID: <4779@louie.udel.EDU> Date: 11 Oct 88 20:48:29 GMT Article-I.D.: louie.4779 Sender: mmdf@udel.EDU Lines: 66 >I feel that ray tracing is too exotic a process >to be valuable to production on a small machine. Scanline renderers are MUCH >faster and produce virtually the same result. I hope you didn't mean that first statement as strongly as it came out sounding... there are many things that you just can't do with scanline rendering. Nonetheless, I agree that it has been under-utilized on the Amiga. And when it has been utilitized, it has been brain-damaged. Why can't these people do smoothing in scanline mode? It's a lot easier to implement than in ray-tracing mode... > I think they should also offer some kind ascii format of their objects. This >way someone could write a myriad of programs to manipulate te objects which >could supplement the main programs. What's that? You don't read IFF? Script files in Sculpt-3D **do** work, and you can generate the geometry with it (no thanks to the documentation). I had to play around with it quite a bit before I realized what the documentation was missing. The correct way to generate a face (and all its vertices and edges) is with a line like: (x1,y1,z1)-(x2,y2,z2)-(x3,y3,z3)-(x1,y1,z1) That's right, you have to repeat the first vertex! The documentation doesn't make this clear, but I finally figured out that you're just generating edges when you specify coordinate pairs, and then Sculpt-3D checks all the edges and constructs faces only when it finds three connected edges. This (and the fact that it checks every vertex to make sure it isn't a repeat) makes scripts **extremely** slow to load. As I recall, there were also a couple of obvious omissions in the script language -- I think there's no way to set the observer location or target, and maybe one or two others. Anyway, I've given up on the script files and have written some routines that generate the IFF scene files, and they're **much** easier to work with. Since my surface modeler reads ASCII files, and I wrote a program that converts my surface model files into Sculpt-3D scene files, in effect I have what you have asked for: a way of inputting Sculpt-3D data in an ASCII file. It's not finished (currently only writes geometry info), but if you want a copy anyway you can mail me a disk with return postage (P.O. Box 784, Stroudsburg PA 18360). (What's that? You've never heard of my surface modeler? That's because it's just a small feature in a larger, commercial product -- to be released "some time next year".) > What is 3-Tuple? Is it a complete system like Sculpt- Animate? Who is Fred >Mitchell? Has he said anything about reflection mapping? Yes, it is a complete system, written by Fred Mitchell, president of MitchellWare. It hasn't been released yet, but I spoke with Fred after last month's JAUG meeting and he said he had already implemented texture mapping. I'm not sure if reflection mapping is the same as texture mapping, but 3-Tuple sounds to me like a very powerful package. There was actually a "review" in last month's Amiga/World, but it was VERY deceptive and I wouldn't pay much attention to it. (Either Fred lies alot about features, or the copy Amiga/World got was really old, or the reviewer didn't have the slightest idea what he was talking about.) Instead, just use the address on the review to write to MitchellWare and ask for a brochure. It tells much more. --Ken Van Camp ARPANET: kvancamp@ARDEC.ARPA -or- kvancamp@AC4.PICA.MIL BITNET: (use above through normal gateways, like UBVM.CC.BUFFALO.EDU) USENET: uunet!ardec.arpa!kvancamp@UUNET.UU.NET 'Tis better to Shell, than to shell out the dough.