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abx### [at] abxartpl news:qur0kvogqji2b51vrdjlb63ako6urrr9eb@4ax.com
>> I was suggesting this path
> this become your constant error. patch!
OK, no need to get angry.
>> some time ago, along with additional chanels,
> You mean you proposed additional channels before old MegaPOV
> introduced postprocessing ?
Idea is to allow storing of additional informations per pixel in new file
format.
Format would be:
V,W,H
Names
Pixel00;Pixel01;Pixel02;...Pixel0W;
...
PixelH0;PixelH1;PixelH2,...PixelHW;
V is format version like 100 W=Width H=Height
Names is list of variables names stored for each pixel i.e.
R,G,B
mean that each pixel has standard RGB information ets.
Suggested informations:
R (G,B) - red channel of output pixel 0 - 255
r (g,b) - -||- as float 0.0 - 1.0
R2 (G2,B2) - -||- as 16 bit 0 - 65536
x,y,z - position of pixel(*) in scene relative to camera
xa,ya,za - -||- absolute
nf,nt - normal of surface in that point defined by 2 angles
(*) pixel - in case of AA, or focal blur - this would be the i.e. first
sub-pixel used for computing this pixel
user1,user2,user3 - user date, user can use them in code as additional
pigment or texture data
pigment { bozo ...
info { user1 1.0, user2 2.0 }
}
flags - user falgs - list of flags that are ON for this pixel
pigment { ...
flags { backgr, skin }
}
It would be very usefull for game developers. I will try to create a small
example why would I suggest thist patch in few days.
And to summ it up example of output image:
100,3,3
R,G,B,user1,flags
0,0,255,0,[backgr] 128,0,0,0,[] 0,0,255,0,[backgr]
200,0,0,1,[skin] 200,50,0,2,[skin eye] 200,0,0,1,[skin]
0,0,255,0,[backgr] 128,0,0,0,[skin] 0,0,255,0,[backgr]
and this image describes a hmm monster with in asciiart could look like
"
(*) (an alien "cyclope" with eye in middle)
A
and image is ready-to-use in game because it stores data about
- hit points for each area (user1)
- background (flags: backgr)
- monster skin where can it be hit (flags: skin)
- monster eye - from where can it attac by his thunders ;) (flags: eye)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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