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Bricksmith 2.5 adds the following
features:
- Multi-threaded file parser (10.6 64-bit only)
- Inlined primitives drawn with faster optimized structures
- Direct primitive vertex interaction
- Cursor-centric zooming
- Supports 3DConnexion mice for part orientation
It also fixes the following bugs:
- Fixed situation in which all viewports could disappear
- Fixed preserving perspective/orthographic view between launches
- Magnification trackpad gesture is smoother
Bricksmith 2.5 offers several more speed improvements; notably, it completely
expunges the obsolete and slow rendering method which was hitherto used to draw
inlined parts. Models which use inline parts could see substantial improvements.
(Datsville is a good example.)
Also new to Bricksmith is the long-awaited ability to reshape primitives using
onscreen handles, rather than typing in vertex coordinates.
Bricksmith requires Mac OS X 10.5 or later, and may be download it at
http://bricksmith.sourceforge.net/. It is both Intel and PowerPC native.
Sincerely,
Allen Smith
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In lugnet.announce, Allen Smith wrote:
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Bricksmith 2.4 adds the following
features:
- Drawing speed improvements of up to 1200%
- 64-bit native on Mac OS X 10.6
- Viewports fill their entire frame
- Supports displaying the newly-standardized direct RGB color syntax
- Supports displaying legacy blended colors from the original LDRAW
- Saved files are formatted in traditional LDraw text style instead of fixed-width columns
It also fixes the following bugs:
- Fixed part selection failures for certain indirectly-referenced objects
- Eliminated several extra redraws
You read that right: Bricksmith 2.4 is over ten times faster than Bricksmith
2.3 on a computer with a good graphics card. (Even with a woefully
underpowered graphics card, youll still see a huge improvement.) Bricksmith
2.4 actually achieves a faster framerate than LDView on my computer. Now you
can enjoy real-time interaction with models containing thousands of pieces!
Bricksmith requires Mac OS X 10.5 or later, and may be download it at
http://bricksmith.sourceforge.net/. It is both Intel and PowerPC native.
Sincerely,
Allen Smith
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Great !!!!
One request can you make it posible to edit inserted minifigures with
minifig generator ?
Thanks
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In lugnet.cad.dev.mac, Alex Taylor wrote:
snip
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Only problem with the highlevel part approach is you cant support mirrored
submodels higher up in the rendering tree (like eg the star destroyed mpd
uses) cause it will mess up the normals. Or did you find a way around that?
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Change the cull-face orientation ;-)
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snip
Duh, I was over thinking it big time. Thinking scaling etc would f-up the
normals, but with mirroring they will stay the same length. So you are right all
I have to do is check if its an mirror matrix and then change the OpenGL
culling direction for all the subparts.
Thanks.
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In lugnet.cad.dev.mac, Roland Melkert wrote:
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Your method is roughly the same as what LD4DStdudio does, except I use VBO to
stuff whole high level parts in index-ed arrays. The indices are then grouped
per color (16 being also a color) so a minimum of glcolors are needed during
rendering. So it seems display lists arent less then VBO at all to me.
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One drawback with VBOs is that - unlike displaylists - you cant stick arbitrary
GL calls in them. Im using lists because I need to be able to put matrix
operations in them as well as geometry.
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Only problem with the highlevel part approach is you cant support mirrored
submodels higher up in the rendering tree (like eg the star destroyed mpd
uses) cause it will mess up the normals. Or did you find a way around that?
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Change the cull-face orientation ;-)
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Optimizations I was thinking of for my new renderer are using only triangles
instead of 1 on 1 ld quads and triangles cause quads will be split by the
driver anyway. (not sure if its actually faster doing it yourself but Ill
have to test that.)
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I cant say Ive noticed the difference myself, but I suspect itll depend on
the hardware and drivers as much as anything.
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The conditional lines are indeed a pain, normal lines can go in vbo/display
lists much like the triangles but you have to test all conlines against the
the current projection matrix for every redraw. I was planning to do this
multithreaded (like LDView does).
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See my previous post :-) Offload the grunt-work to the graphics-card, and it
flies!
Alex
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