2010-09-17

arclight qt update

Project description and download.

2010.09.17

  • Replaced the ad hoc compositing with proper routines. The underlying image data is now stored in 32-bit floats, alpha premultiplied. All layers are composited with standard Porter-Duff source over method.
  • Replaced the control for selecting arcs with a very early-draft browser button. Click it and drag left or right to change arcs.
  • Added new model and UI for colours. The model stores a series of color types, currently just single colour and two-colour. The UI allows the color types to be selected in the same way that arcs are, via a browser button. Each colour type has its own set of controls (standard RGBA for single colour, RGBA*2 for two-colour).
  • Added Glow FX, for drawing feathering operations.
  • Changed the way arcs load distance and normal data (see arc/arc_source). They now work by placing a new arc node at the head of a chain responsible for loading the desired type of data. The new way is much simpler and faster then the old modulation system (which still exists as a general mechanism, it just is no longer used for this purpose), and necessary for arcs to be true generic processing objects, but there were some kinda neat side effects to the old way that should be retained.

2010.09.08

  • Added a nested parameter framework for reporting and modifying parameters throughout the FX and arc trees. The linchpin is the param::Url class, a simple integer stack storing a location path.
  • Added a little eye candy for the arc presets, now they are rendered images instead of just names.

2010.08.31

  • Added arc engine, the generic shaders that fill the object. Arcs work by processing distance and normal info from the source geometry arbitrarily. Four different hardcoded arcs are included. Four raw shapes have been implemented: Chain, Constant, Binary and Sine.
  • Rewrote the rendering engine. It's a lot simpler, but probably a little less ready to be run on two or more threads. We'll see how that plays out.
  • Futzed with the beveling algorithm. It's better for some cases, worse for others, and overall equally as unusable in general.

No comments:

Post a Comment