Whew, it's finally done, idx3d can now handle transparency.
The rendermodes have been replaced by a new field "material" in idx3d_Object.
The material is an instance of idx3d_Material and describes how the new
idx3d_Rasterizer should render the object. Detailed information can be obtained
in the idx3d_Object referece and the
idx3d_Material reference.
The Material Lab helps you
create materials, which can be saved and imported into any idx3d_Scene.
The demos have been converted to version 3.1.x, so you may take a look at their
source code to see how they work with the materials
instead of the rendermodes and textures.
idx3d can now handle multiple cameras (check data structures and rendering in the
idx3d_Scene reference).
idx3d has a new package idx3d.debug containing the
idx3d.debug.Inspector which helps you inspect instances of your idx3d objects.
Version: 3.006
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Build: [09.05.2000]
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Improvement
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The vertex normals are now more accurate since calculated with respect to both
normal and (new!) size of the neighboring triangles.
Surfaces now look even smoother.
The TextureLab can now show a 3d preview of the texture, projected onto a trefoil.
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Version: 3.005
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Build: [07.05.2000]
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Extension
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idx3d can now generate textures !
The new class idx3d_TextureFactory generates textures based on perlin noise,
so you no longer have to fetch Images over the net. An example of generated
textures is showed in Demo 11.
To make it easier for you to generate textures, the
TextureLab applet can be used to experiment with the various parameters.
There's also a new Rendermode: idx3d_T_Renderer renders unshaded textures, such as
the skybox in Demo 11.
idx3d_Color has a new function makeGradient(int[] colors, int steps), which
creates gradient palettes based on the colors passed as arguments. The palettes are
used in idx3d_TextureFactory.
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Version: 3.004
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Build: [20.04.2000]
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Bugfix / Extension
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The matrix of idx3d_Camera had a serious bug, as one of three vectors building this matrix
(the vector indicating the "right" direction) was inversed. The entire space conversion
(object space -> world space -> camera space) should now work correctly, same for the
texture mapping orientation. You may have to check your applications for weirdnesses, mainly
for mouse dragging problems (refer to the mouseDrag(...) methods in the updated sources of the demos).
Again thanks to Wilfred L. Guerin for reporting this bug !
idx3d_Object contains a new method idx3d_Object getClone() which clones
objects by returning a deep copy.
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Version: 3.003
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Build: [18.04.2000]
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Extension
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idx3d_ObjectFactory contains now methods to create
primitives such as cubes, boxes, spheres, cones and cylinders, all with correct u/v mapping.
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Version: 3.002
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Build: [06.04.2000]
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Bugfix
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The dirty handling in idx3d_Object had a bug which forced rebuilding the data
structures on every render() call, and the idx3d_CoreObject had a wrong implementation
of the rotate(...) function. Both bugs are fixed now, resulting in a smart speedup ! :)
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Version: 3.001
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Build: [04.04.2000]
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Bugfix
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Wilfred L. Guerin has found a bug in idx3d_Camera. The world matrix has been transformed
by the camera matrix instead of the inverse camera matrix, which caused serious trouble.
The bug is now fixed in this release, and idx3d_Matrix has a new method to calculate
the inverse matrix (Optimized with Maple).
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Version: 3.000
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Build: [21.03.2000]
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First release
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First release of idx3dIII
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