Scatter 0.0.2.2 beta

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Scatter 0.0.2.2 beta // The Garage

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Post by remnar // Aug 26, 2008, 2:33am

remnar
Total Posts: 105
Hello. Here is the latest version of the Scatter dll plugin for model side.


The new changes are listed in the rtf file.


Here's a link to my first video tutorial:

http://home.comcast.net/~remnar/scatter_tut_1.rar

I personally don't like my awkward voice, but I will still accept comments and critics. :D


Here's the 2nd tutorial covering the voxels and swappo feature.

http://home.comcast.net/~remnar/scatter_tut_2.rar


Edit: 0025 makes some small updates and adds a new feature called Fractals, which is experimental and I'd like to see some people make use of it if possible. Also the zip file includes documentation. You can load it by opening the index.html file or if you have Scatter open in Truespace, you can press the F1 key. I kind of took the lazy approach the documentation, however it is still beta and there's always room for improvement. :jumpy:

Post by remnar // Aug 26, 2008, 4:04am

remnar
Total Posts: 105
I thought I'd mention what tutorial I'm working on now. It covers the Voxel feature and Swapo in Particle Manager. For some reason, Truespace doesn't like copying a lot of complex objects. I have a tree that has a lot of verts and faces. If I try to use this in voxels, even at 1% Object Count, Truespace crashes and burns. However, if I use a low poly object such as a cube as the particle, then all is well. I then can use Swapo in Particle Manager to swap the cubes with the tree. Of couse the more complex the tree, the longer it'll take Truespace to process the visual.

Post by remnar // Aug 26, 2008, 10:23am

remnar
Total Posts: 105
After many tests and debugging, I cannot for the life of me find why the voxel feature is so unstable. Even using 1% of potential objects (which is about 40-80 depending on the settings) still crashes and burns Truespace and breaks the plugin even more till I reboot. When I debug, all is fine, no problems, no memory leaks, no using memory outside what is allocated. What I'm guessing is that the calculations are happening so fast that the memory being allocated has no time to catch up to be used. Which explains why during debuging, everything is one line a time which gives plenty of time for things to work. I have kingston memory installed and it's good. Either this is a delphi problem or a problem in the way Truespace deals with memory. I don't know really. If i had some one to analyze my code and make suggestions, it'd make things easier. I'm a lone ranger in this so all I can do is just guess. I would suggest not using this feature, I may have to scrap it.

This really torques me off, there is nothing wrong with my code that I see. However I have some questions to the devs about some sdk functions. If I called tsxLoadData, do I need to free it after I used it? What I'm doing is passing the tsxImage.data variable to an array pointer of CtsxColor. This works and I am able to work with the data that way. I don't need to allocate the color array pointer therefor there's nothing to free.

I'll explain how the voxel feature works.
The user clicks a button and it shows the Truespace image browser which you can choose the image you want to use. I restricted the image size by 32400 pixels. That way we aren't dealing with anything bigger than a standard integer type for maximum allocated items. The user uses a color pick tool to choose a pixel out of the image. Then the user chooses how the function will filter with that color (>=, <=. !=, etc).
I make a call to tsxLoadData and check the result to make sure nothing bad happened.
I pass the tsxImage.data parameter to a variable pointer to an array of CtsxColor.
With a nested loop of the y and x dimension of the image, I make calculations to convert where a pixel (if found by the user options) might be on a flat plane in Truespace. This is just math, and no copying as of yet. I am making allocations to dynamic arrays but there is nothing wrong going on that I can see. All allocations are made and freed correctly. I am using an array of CtsxVector3f here.
Next we calculate the number of particles (copies of objects) that we are going to make. This is done using a percentage a user sets. In this case, 1% of the total potential particles (which is usually in the many thousands using this feature). So the total number of particles will be around 40-80 or a bit more.
The next step is making an array of indices which is needed in case the user decides to use the interpolate option. So instead of just using 0 to the number of particles (interpolate off), the interpolation is calculated using some math to interpolate between 0 and the number of particles and the maximum potential. This effect makes placing the particles across the entire surface instead of being linear.
Next we allocate the particle array and make copies of the particle object the user chose. I am using tsxGNodeCopy and all is well (in debugging). I also use tsxGNodeSetName here, and tsxMNodeSetInvisible to make processing the copies faster.
I make another particle array (that keeps track of multiple passes of particles depending on how many groups were in the main object) and pass the pointer from the original array to this one because in case of an error or user abort, I can use this array to delete any objects that were created. This is also freed at the end of the function.
If the user selected to apply a pixel color to the objects, I use a tsxMaterial that was already allocated before the calculations start, apply a CtsxColor of the pixel to it, and paint the copied object. The tsxMaterial is freed at the end of the function. I do it this way so we don't have a lot of allocation/deallocation going on with it. It is no problem and I see results.
I use the array of CtsxVector3f to move the copied particles.
I free some allocated arrays.
I then add the particles to the scene one by one.
I then group them (if the user selected that option).
Then the group (or particles) are set visible with tsxMNodeSetVisible
Allocated memory is freed. End of program.

When running w/o debugging line by line, it happens very quickly. I don't know what I'm doing wrong or if it's a problem with my compiler. If any one has any suggestions or can be of help, I'd appreciate it. If I can't find a solution to this, I will scrap the feature till I can either learn how to make custom interfaces with vc++ non visually or find what the bugger is in my app.

Post by Emmanuel // Aug 27, 2008, 9:29am

Emmanuel
Total Posts: 439
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Great video tutorial Remnar !


It really helps to understand Scatter workflow and get a good result in few minutes.

I hope you will get a response from Caligari (perhaps you should ask Vladimir) and solve your voxel issue.


Thanks a lot for Scatter ; definately one of the best plugins for trueSpace :banana:

Post by trueBlue // Aug 27, 2008, 9:33am

trueBlue
Total Posts: 1761
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[quote=Emmanuel;78900]Great video tutorial Remnar !

It really helps to understand Scatter workflow and get a good result in few minutes.
I hope you will get a response from Caligari (perhaps you should ask Vladimir) and solve your voxel issue.

Thanks a lot for Scatter ; definately one of the best plugins for trueSpace :banana:[/quote}
I totally agree nice work with the UI too.
Thank you Remar!:jumpy:

Post by remnar // Aug 27, 2008, 1:40pm

remnar
Total Posts: 105
Thanks for your comments. I had to redo the narration and it turned out better this time. Camtasia is a very good video editor. It has better features than Windows Media Maker, but it has the same interface style. I'd like to get this up on Youtube, but the result would look bad and be too small. Also if you like or dislike the music I added, please say so. The intro part was just something I threw together real fast. I used Maker to do the credits part which is a lot better imo. I wasn't sure what to put into credits, so I just put in the software I used.


I am currently playing around with vc++ and I'll tell ya, I am very inexperienced with it, and it's so very hard to do simple things, I have to resort to using free 3rd party solutions, even to just paint a image. Right now I can't seem to change a cursor over a control and it's uber frustrating. Delphi is so much easier and straight forward, I just wish I had the money to buy the latest version (11.x ?), then I can yell at whoever owns it (not Borland any more) on the stability issues.

I wish the new SDK would be ready soon, but even it was ready today it'd take me a long time to learn to use it. I still don't know how it will be used, if it's just for making custom script objects or what. I'm used to the current 6.6 sdk, it's like riding a bike that I can just get back on and easily understand and use (though windows programming in vc++ is a bi... even with MFC). So far I've been able to write some code in vc++ to open a Truespace 6.6 texture browser and paint that image onto the tool form. Not only did I have to use a 3rd party custom control, but I had to figure why reds were becoming blue, and it was because I had to flip the image data from RGB to BGR; *sigh* so unintuitive. If any one knows any great websites for vc++ dummies like me, please share. I know a few which helped but I really need to learn this stuff so I can stop using crashspaztic Delphi.

Post by Jack Edwards // Aug 27, 2008, 1:56pm

Jack Edwards
Total Posts: 4062
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You'll need to use Visual Studio 2005/2008 to compile the new SDK.

It's C++ and full access to everything in Workspace. You will need to know ATL and COM to use it. So it's a really steep learning curve at first, but Frootee and I should be able to share our experience to help you get up to speed faster.

Post by remnar // Aug 27, 2008, 6:29pm

remnar
Total Posts: 105
I'm currently playing with visual studio 2005, you know the one w/o a resource editor (very lame). So I use a external resource editor to make my dialog and other basic controls, adding images, strings etc.. I have 2 tester dll's for learning. One is a win32 dll and the other is a mfc static link dll. My win32 dll is a lot cleaner than the mfc one, since I do basic stuff in one cpp file (no h files needed). As for ATL and COM, I have no experience with those in vc++. I remember making ActiveX controls in VB years ago. I am hoping the SDK will come with some code examples, and a base plugin project like the 6.6 has.


I know it is currently in beta, but one thing I can think of that needs checking is how data works between the SDK and the Ts interface. I don't like it when I have a function that returns a short when I need a float (the value shown in Ts). Currently this is a big problem using the current 6.6 SDK physics. I just couldn't work with the values because there was no documentation on how the values between the interface and the SDK are to be converted (I experimented with some and just couldn't figure it out). This was happening in tsxLight but there was documentation on it so I was able to deal with it. But still it's something I don't like and hopefully maybe you devs can work on that.


Today my plugins (including a new tester dll from scratch) started throwing me Access Violations with the tsxImageBrowser again, including the memory leak of the error object. I uninstalled Delphi. I am now going to look for a earlier version (turns out D7 and a few other versions have memory leak problems reported and never fixed) or find a freeware version that I can work with. If I have to buy a pro-licensed version, I would have to wait a long time to save up for it, then charge money for Scatter (and other free plugs) and I don't want to do that. Right now I'm going to try to stick with the VS2005 express edition and try to learn the ATL/COM stuff.

Post by stan // Aug 28, 2008, 4:07am

stan
Total Posts: 1240
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The atl libraries are not included in vs 2005 express version either, so it maybe of little use. I have it but went back to vs 2003 which I have a full version of, with an older version of atl libraries. You may have to get vs 2008 to compile any new plugin samples for workspace.

Post by frootee // Aug 28, 2008, 4:14am

frootee
Total Posts: 2667
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Hi Remnar. You won't need the PRO Version of Visual Studio 2008.


Check this post in the Tech FAQ in the Tech forum:


http://forums1.caligari.com/truespace/showpost.php?p=72399&postcount=11


By doing that, you can get VS2008 Standard for around U.S. $179.


If you go to Amazon.com there are perks. Basically I got my copy of the Upgrade for $149. HooYah!



froo

Post by teamonkey // Aug 28, 2008, 7:52am

teamonkey
Total Posts: 107
Hello. Here is the latest version of the Scatter dll plugin for model side.

...my first video tutorial:
http://home.comcast.net/~remnar/scatter_tut_1.rar
I personally don't like my awkward voice,


Thanks for making Scatter. I really hope you make a version for the Workspace side.

Good to hear some guitar music in the video! :banana:

Don't worry about your voice, it's fine and perfectly understandable. Some of Caligari's own videos had pretty bad announcer voices. Yours isn't half as bad as some of them.

For me, the video was straight forward and to the point, very understandable. I watched it once and was able to start using Scatter right away with no problems.

The only criticism I have is that damn tapping/popping sound in the background. What type of mic were you using? It sounds like you are either picking up the sound of mouse clicks or else you're tapping the mic or you're too close to the mic.

So far, well done on Scatter! ! I look forward to seeing more. :D

Post by remnar // Aug 28, 2008, 3:39pm

remnar
Total Posts: 105
That clicking/tapping sound is from the head set. For some reason when I moved my mouth or my head, the recording picked it up.

I probably will use the same credit video but I might change the title video between each tutorial.

Thanks for the comments, and keeping them coming. Also you can ask questions about the features if they not clear.

Edit: I forgot to mention that since I could not find an alternative to the Delphi compiler I just reinstalled it. I just have to put up with the compiler bugs until I get better at using vc++. Btw a new license for Delphi 2009 is almost a woppin $900. I may consider getting vs updgrade as the pricing is a lot better.

Post by Jack Edwards // Aug 28, 2008, 10:49pm

Jack Edwards
Total Posts: 4062
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Also VS2008 has a fully functional 90-day trial last I looked. So you can make sure you'll be able to work with it before committing to buying.

Post by remnar // Aug 30, 2008, 11:30pm

remnar
Total Posts: 105
I made an update on the original post, but I also want to make sure people know about the updates. I probably should set up a web page again. Anyway here is the 2nd tutorial I made. It's a bit sloppy but still should be useful. This one covers the use of the voxels and swappo features.


http://home.comcast.net/~remnar/scatter_tut_2.rar


I been trying to get the size of the video down but Camtasia isn't cooperating with custom options. It either renders without sounds, or doesn't render at all giving me a message about something missing I need to install from Microsoft. Windows Movie Maker doesn't allow me to use custom resolution, it's always fixed, so I'm not sure what to do about it. In any case, the videos are high quality, meant to be on a CD.


If you have any comments or questions, please ask. As for porting this plugin to workspace, it's not going to be possible at the moment. The new SDK is way beyond my understanding and skill. I apologize for the negatives, but it's just the way it is.

Post by remnar // Sep 8, 2008, 1:13pm

remnar
Total Posts: 105
I been working on fixing the memory issues with using the voxel feature of scatter. So far I found and fixed one issue. However there is another which I cannot figure out. I am using spot1_BW.tga from the Ts texture directory as the image to base particle creation on. I set the filter to find pixel colors greater than RGB(32,32,32). Out of 16384 pixels (width * height), the filter finds 7672. Seems like a lot, but memory allocation isn't showing a huge jump in my available memory. I have 1.5gb of ram plus a page file in case of running out of memory. The function allocates memory just fine, no problems until it starts copying objects. tsxGNodeCopy is what I'm using to copy a user selected object. During debugging, at about 12 or more copies, Truespace generates a message saying "System Out Of Memory", yet I have plenty of memory as shown in the Window Task Manager and I am still able to continue stepping through the debug. This is another issue where I cannot find the problem. Is it the compiler or is it Truespace? Certainly I am not using a lot of memory otherwise I'd see the drop in the Task Manager. For those familiar with Delphi, I am using dynamic arrays to handle data and ts objects. When I create a copy of a ts object, it gets moved into an array. The array is allocated with SetLength and it is allocated correctly. So I am not accessing any non-allocated memory. So why is Truespace throwing this message, yet the compiler doesn't see it and keep on going till an Access Violation occurs? Also note that the object I'm copying is just a small simple cube (6 faces, 8 verts). This problem doesn't occur if I use a percentage of the total filtered pixel count. If I use 50% it works and I get a nice result. This is also kind of strange, there was a time that I tested this before at 100% using the caligari.jpg image and it worked then. Is it a problem with windows xp? I have winxp sp3. I just don't understand why Truespace chokes on this function.

Edit: I found the problem, maybe. Why this worked before and not now isn't something I understand. However the problem was with casting the tsxImage data pointer to a dynamic array. The reason to do this is because in order to work with the image data, you need a structure of some type like an array of bytes (unsigned char) or CtsxColor. I allocated the array size but it didn't help, so I changed the dynamic array type to a pointer to a fixed array type, and now every thing works. Again I've made an ass of myself because of my lack of brain cells. I'll release the next version soon. If you have any suggestions or problems with Scatter please report them so I can include in the next version. As for there being a work space version, that's not something that is possible for me. If someone wants to try and convert my Delphi code over to ATL/COM, and keep the plugin free (or pay royalty lol), I am willing to hand over my code. Good luck trying to create the custom controls w/o MFC lol.

Post by remnar // Sep 8, 2008, 8:11pm

remnar
Total Posts: 105
Updated to 0.0.2.3.

Post by remnar // Sep 11, 2008, 11:58pm

remnar
Total Posts: 105
I'm working on version 0024. This new version will have fixes and features added to the Animation feature of the Particle Manager. So far every thing works nice except there's one issue. When recording key frames where the start frame starts somewhere other than 0, the recording still sticks a key frame at 0 then jumps to proceed to do the rest correctly. The result is a interpolated animation from 0 to start frame and I'm not even recording it. I've asked if I can get some support on the older SDK at the SDK forum, but if not, I may have to code in the deletion of that key frame if possible (which I think is sloppy).


Also I forgot to hook the function up to capture keystrokes, so that will be included in this next version. It will allow you to press Esc when Scattering, or doing any other potentially long processes and give you a message to cancel or not.


Once I start getting most of this stuff fixed up and documentation done, I want to start on adding extra animation features to this plugin. I'm not sure how to go about it, but basically I want to add another tab for animation. The animation ideas I had was for generating waves, visibility, or something. This is where I need your input, on ideas for this.


To change the subject I believe I can include the feature to copy over animation of the particle object and keep it relative, thanks to clips. I also want to support nurbs curves and surfaces but I don't know how to go about that. The SDK provides UV points and knots of the Nurb but that's it. I don't know how to work with that to find a point on the surface. I may have to start doing research, but this idea has been on my mind for a while.


If you have any ideas or problems with Scatter or how it works, please tell me. I need your input to make it better. By the time the next version of Ts is released, I hope to have some understanding of the new SDK, but the way I see it now I'd need a engineering degree to even make the interface in vc++ lol. Delphi supports Com but not ATL (i'm not really sure), so I don't think I can use another language with this new SDK.

Post by remnar // Sep 18, 2008, 9:48pm

remnar
Total Posts: 105
This is a technical rant I have when developing this plugin.

I'm going through and tweaking some changes in Scatter. I change the option group in the Options panel on the About form to use a custom toggle group option box for a better looking option group. The about form was created and made visible in the tsxRightClick event. The scatter form is being created and made visible in the tsxLeftClick event. 2 forms created in 2 different events on another form. Somehow having the custom toggle group control on the about form in sight, when opening it in Truespace (tsxi icon right click), then left clicking the tsx icon to open the scatter form, the create procedure for the scatter form causes an OS exception!


I spent hours trying to figure this one out. First I tried remaking all the files (because sometimes they get corrupted and weird stuff happens). I also rebooted. That didn't work. So I back up my scatter form script and code, and start rippin the dang thing appart bit by bit to find out what's causing the problem. Turns out having a standard option group on the scatter form was causing the problem. The custom toggle option group is derived from a TCustomGroupBox and a TCustomToggleGroup class. I looked through my code to make sure I'm not messin with any outside classes or something and it looks good to me. So I'm thinking this is another screwy Delphi compiler issue that can't be repeated so easily. So I then move the creation procedures for the about and scatter forms to a Initialization block. All is well, but the conclusion I have is that Delphi is "...screwier than my aunt Rita, and she's a screw!"

Post by frank // Sep 19, 2008, 10:49am

frank
Total Posts: 709
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I think we have the same Aunt Rita!


;-)


Anyways, I want to encourage you to press on. I really like the Scatter plugin (use it very often) and want to see development of it continue.


...especially since tSx developers are becoming fewer and fewer.

Post by Vizu // Sep 19, 2008, 11:51am

Vizu
Total Posts: 628
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Weeeeeeeeeeeeeeeeha to my tiny friend from Mississippi :)


Okay i start to download and watch the Tutorial.

I´m sure i never will need it but i love Videos ;)

I am just a still modeler / renderer.

Post by frank // Sep 19, 2008, 1:31pm

frank
Total Posts: 709
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Ha ha! HEY VIZU!!!! What it ist? :-)


Yeah, Scatter is an excellent tool. Always handy for grass, leaves on trees, greeble renders, etc.

Post by remnar // Sep 19, 2008, 6:07pm

remnar
Total Posts: 105
The next release will be of much better quality. Right now I'm working on interface enhancements and minor fixes, and documentation. I'm thinking of releasing the next version w/o the docs when I get done with the graphical enhancements because documentation takes a very long time.

Post by remnar // Sep 20, 2008, 1:40am

remnar
Total Posts: 105
0024 is now available, you can download and read about it on the first post.

Post by trueBlue // Sep 20, 2008, 1:17pm

trueBlue
Total Posts: 1761
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Thank you Remnar this a great plug in! I really hope that you go forward with the Explode implementation ASAP, that would be awesome. Remember Exploder? That was great fun! :)
This could be a Vista32 issue but I notice that I am not able to see all of the Close icon.
15250
When minimized as well.
15251
When I enable Tooltips the icons disappear and then when I minimize it is worse then the above.
15252
Is the word Tool Tips necessary on the tooltips? I would think that the name of the attribute would better and if not possible then perhaps removing it all together would be best. Is there any Help Documents available even if it is not complete?

Post by remnar // Sep 21, 2008, 8:06am

remnar
Total Posts: 105
Exploder? No sorry I don't remember. Could you elaborate?


Wow that Scatter window looks really messed up. I'm on Windows XP which is what the plugin was developed on. I'll try to figure out a way to get the tool tip header to change. The ? and x icons on the buttons are just caption text. The triangle is the only one that is loaded from a resource which is compiled with the program. For them to just disappear is weird. The minimization is messed up because the vista window isn't being erased like it should be. I might be able to fix that. I have posted a couple of images on how it looks on xp.


As for tool tip messing up the controls on the form, it shouldn't be doing that. The tool tip function replaces the default function on the software, and all it does is draw the shape and paint the color and text. It has no code to mess with any shaping of other controls. Every time Microshaft puts out a new OS it screws every thing up, no one I know likes vista lol. :rolleyes:

Post by remnar // Sep 21, 2008, 9:33am

remnar
Total Posts: 105
I managed to code a custom title for the tool tip, however I'm not sure what you want for a title. So far I have the title showing 'Main Object' for all the interface controls for the main object. Or do you want a more detailed title? It is confusing on what to put up there. Like for that box that shows the name of the object, should the title show 'Static Text'? I could have it say 'Main Object Name' but that is already a given in the description. I could eliminate the title, it's up to you.

Post by trueBlue // Sep 21, 2008, 12:50pm

trueBlue
Total Posts: 1761
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I managed to find a link on the old forum about Exploder here:
http://forums.caligari.com/discus/messages/1580/12460.html?
There is a video showing it's use too. It was really easy to use as I remember. It just seemed fitting that your plug in Scatters so why not Shatter and or Explode too. Reading your ReadMe file it looks like you already have something in store along these lines anyway.
As for the Tool Tips title, personally I would eliminate it.
I do not mean to cause you grief, I can still use your UI as is, I just wanted to share with you what I am seeing.

Post by remnar // Sep 22, 2008, 9:46pm

remnar
Total Posts: 105
I'm not sure what to do about some of the interface bugs on vista. It looks more like a vista issue than anything else. The spin edit box looks like it was sized which it shouldn't be happening. The label captions look like they were not drawn (only takes a call to refresh to fix that I guess). Thanks for sharing what is going on, even though it kinda urks me to see that it's messed up on the latest version of windows. I still appreciate the input and please keep posting any other issues and ideas you may have.

I can remove the title from the tool tips, no problem there as I have customized the code to do that already. As for the roll up button and the custom title bar, that is just a cheap work around using someone elses code. It works great on XP but it look like I may have to figure out how to actually modify the real title bar and put custom buttons on it. I am curious on how the color panels and gradient color panel bar is working on vista.

Thanks for linking info about exploder. I don't think exploder has anything to do with scatter. Although I could make it have something to do with it. But it would be difficult. What I'm thinking is taking the particle object, explode it and scatter the pieces onto the main object. If that is a feature you can use, I'll look into it.

I'm also thinking about a way to enhance the Voxels feature to include more images. Like so far we have the bottom plane image. It only move particles along the z axis depending on your input and color of the pixel. What if you were to use a YZ plane image and a XZ plane image to place the pixels into a shape using those images? I've seen it done somewhere but I think it was a college project posted on the net.

Edit: By looking at that opened scatter window in vista, I can see that the width is cutting off the close button and part of the group box. All I need to fix it, is a compiler variable to determine what version of windows is running. So far I have not found anything to give that info. The functions that I have access to only tells me if it's windows 95, 98, ME XP and NT, there's no info for vista I can find. I'll keep researching on this. Once I find a way to get the OS version for vista, then I can try to fix these issues.

Post by remnar // Sep 24, 2008, 9:42am

remnar
Total Posts: 105
I have learned how to customize the actual title bar of a form. It's a lot easier than I imagined. So far I have been able to paint a gradient effect, center some text, and add functional buttons on the title bar. However I have a problem with sizing the form when it's in a tool window state. It seems to have a limitation on how much I can set the height. This usually can be overriden using WM_GETMINMAXINFO and setting the ptMinTrackSize variable to 0,0. This works fine for width, but height is sstill restricted, and I am wondering if any coder has had a issue with this? I have googled and looked at many forums and I can't find an answer. It's one of those annoying bug/feature that can't be fixed so easily. A solution would be to draw my own title bar, but I want the form to be resizable manually. Height is restricted to 34 regardless of the overrides, but it turns out at 34, client height is 0 when the title bar type is dialog and 8 when its toolwindow. I am not sure how the customized windows in the modeler side works unless you are not using the actual title bar. If you roll them up, they work correctly and are quite small. Is there some special dialog property you had to set to get them to size properly?

Post by remnar // Oct 1, 2008, 4:19am

remnar
Total Posts: 105
I been reading up on fractals and was thinking of creating my own in Truespace. I want to add this feature into scatter since it's a very simple concept. Pretty much the fractal concept here is just repetitive symmetry. The following images were just test runs using 1 cube and applying 3 iterations. I have tried using 4 but Truespace really bogs down and it's getting irritating that I have all this memory yet Ts can't handle a few hundred objects very well. Could just be the video card I don't know, but this feature could generate thousands of objects. This is just a cube, imagine using a sphere. I tried that but I stopped it half way on iteration 1; I didn't want to wait hours for 3 iterations lol.
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