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Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 17:34:01 GMT
Viewed: 
7130 times
  
In lugnet.cad, Steve Bliss wrote:
   OK, that wasn’t so hard. The script should be fixed now. I’ve pushed through re-renders for 58119 and x919. All other parts are queued for re-rendering, all images should be updated in a short time.

If anyone wants to look at the ldliterc.dat file, you can grab a copy at http://www.ldraw.org/library/unofficial/ldliterc.dat

Maybe it’s just me, but the parts on the tracker now seem to be very light. I looked at the ldliterc.dat above, and color 7 has the same setting as what is in ldconfig.ldr. However, the actual color being rendered seems too light. For example, here is an image from the part tracker:



Here is the same part rendered in LDView (with ldconfig.ldr turned on, and an attempt on my part to approximate the light angle used in ldglite):



Here it is from LDView with no lighting:



Note also that the images on the part tracker didn’t seem to be so light before. Does ldglite do something weird with colors when it’s using ldliterc.dat, Don? Or are the internal ldglite colors perhaps all somewhat dark to counteract bright lighting parameters?

--Travis


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 18:22:13 GMT
Viewed: 
7322 times
  
Travis Cobbs wrote:
For example, here is an image from the part tracker:

<<http://www.ldraw.org/library/unofficial/images/parts/52107.png>>

To my eyes, the proportions of that picture are completely off, that part
should have the proportions of a normal 1x2[x1], right? Not 1x2x0.72 or
whatever that picture shows...

--
Anders Isaksson, Sweden
BlockCAD:  http://web.telia.com/~u16122508/proglego.htm
Gallery:   http://web.telia.com/~u16122508/gallery/index.htm


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 18:36:46 GMT
Viewed: 
7284 times
  
In lugnet.cad, Travis Cobbs wrote:
   In lugnet.cad, Steve Bliss wrote:
   OK, that wasn’t so hard. The script should be fixed now. I’ve pushed through re-renders for 58119 and x919. All other parts are queued for re-rendering, all images should be updated in a short time.

If anyone wants to look at the ldliterc.dat file, you can grab a copy at http://www.ldraw.org/library/unofficial/ldliterc.dat

Maybe it’s just me, but the parts on the tracker now seem to be very light. I looked at the ldliterc.dat above, and color 7 has the same setting as what is in ldconfig.ldr. However, the actual color being rendered seems too light. For example, here is an image from the part tracker:



Here is the same part rendered in LDView (with ldconfig.ldr turned on, and an attempt on my part to approximate the light angle used in ldglite):



Here it is from LDView with no lighting:



Note also that the images on the part tracker didn’t seem to be so light before. Does ldglite do something weird with colors when it’s using ldliterc.dat, Don? Or are the internal ldglite colors perhaps all somewhat dark to counteract bright lighting parameters?

The actual truth may be lost to the sands of time, but I believe the ldlite colors were possibly copied from the original LDRAW colors, and the ldlite Windows lighting code was matched to that? I know I did a good amount of twiddling in the early days of ldglite coding to adapt the opengl material and lighting parameters to achieve what I considered nice shiny looking bricks with bright colors using the ldlite colors as is. I think you’re correct that I ended up with some fairly bright lighting params. Perhaps a bit too much ambient light?

Now I don’t remember exactly how the official ldconfig.ldr colors were arrived at, but they *are* significantly different from the ldglite colors. Perhaps they’re intended for a dimmer lighting model. Whatever, they certainly look a bit washed out and dull in ldglite. I suppose I should compare my lighting model code to yours to quantify the difference. Meanwhile, perhaps the official ldliterc.dat file should be modified to use the original ldlite colors where they already exist? (Edge colors could still be set to black to make the majority happy)

Don


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 19:01:48 GMT
Viewed: 
7536 times
  
In lugnet.cad, Don Heyse wrote:
   In lugnet.cad, Travis Cobbs wrote:
   light. For example, here is an image from the part tracker:



Here is the same part rendered in LDView (with ldconfig.ldr turned on, and an attempt on my part to approximate the light angle used in ldglite):



Here it is from LDView with no lighting:



Now I don’t remember exactly how the official ldconfig.ldr colors were arrived at, but they *are* significantly different from the ldglite colors. Perhaps they’re intended for a dimmer lighting model. Whatever, they certainly look a bit washed out and dull in ldglite. I suppose I should compare my lighting model code to yours to quantify the difference. Meanwhile, perhaps the official ldliterc.dat file should be modified to use the original ldlite colors where they already exist? (Edge colors could still be set to black to make the majority happy)

I’m pretty sure the ldconfig.ldr colors are designed to match the brick colors when no lighting is used (as in the second LDView picture above. If the ambient and diffuse terms add up to more than 1.0, the original colors end up getting washed out. I’m guessing that ldglite’s ambient and diffuse terms add up to quite a bit more than 1.0.

When I did the “subdued” lighting in LDView, I set it up so that the ambient and diffuse terms add up to 1.0. (It uses 0.5 for the intensity of both the ambient and the diffuse, actually.) Relatively recently I noticed that my regular lighting has a diffuse intensity of 1.0 and an ambient intensity of 0.2. I’m hesitant to change it now, though, since it’s been that way for so long. I’ll probably see what 0.8 diffuse looks like and change it if it seems OK.

--Travis


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 19:11:23 GMT
Viewed: 
7257 times
  
In lugnet.cad, Don Heyse wrote:
   Meanwhile, perhaps the official ldliterc.dat file should be modified to use the original ldlite colors where they already exist? (Edge colors could still be set to black to make the majority happy)

I’m open to improving the unofficial ldliterc.dat colors, but I don’t expect we want to use all the default ldlite colors -- unless they were tuned away from the original LDraw (ie, 4-bit VGA) colors.

The other issue is if we the built-in ldlite values for some colors, and the ldconfig.ldr values for other colors, some combinations might look odd.

Steve


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 20:27:22 GMT
Viewed: 
7596 times
  
In lugnet.cad, Anders Isaksson wrote:
   Travis Cobbs wrote:
   For example, here is an image from the part tracker:



To my eyes, the proportions of that picture are completely off, that part should have the proportions of a normal 1x2x1, right? Not 1x2x0.72 or whatever that picture shows...

I think it’s using an isometric matrix for the view, which leads to this effect. This matches the default output from ldraw.exe. Here is 3004.dat rendered with ldraw.exe and then scaled down to match the size of the image on the part tracker:



Note that when I scaled the image, I only set the horizontal size to match (52), and the locked aspect ratio produced the same vertical size automatically. I do agree that it looks “wrong”. I think the side studs on 52107 exaggerate the effect.

--Travis


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 20:37:13 GMT
Viewed: 
7918 times
  
In lugnet.cad, Travis Cobbs wrote:
   In lugnet.cad, Don Heyse wrote:
   In lugnet.cad, Travis Cobbs wrote:
   light. For example, here is an image from the part tracker:



Here is the same part rendered in LDView (with ldconfig.ldr turned on, and an attempt on my part to approximate the light angle used in ldglite):



Here it is from LDView with no lighting:



Now I don’t remember exactly how the official ldconfig.ldr colors were arrived at, but they *are* significantly different from the ldglite colors. Perhaps they’re intended for a dimmer lighting model. Whatever, they certainly look a bit washed out and dull in ldglite. I suppose I should compare my lighting model code to yours to quantify the difference. Meanwhile, perhaps the official ldliterc.dat file should be modified to use the original ldlite colors where they already exist? (Edge colors could still be set to black to make the majority happy)

I’m pretty sure the ldconfig.ldr colors are designed to match the brick colors when no lighting is used (as in the second LDView picture above. If the ambient and diffuse terms add up to more than 1.0, the original colors end up getting washed out. I’m guessing that ldglite’s ambient and diffuse terms add up to quite a bit more than 1.0.

When I did the “subdued” lighting in LDView, I set it up so that the ambient and diffuse terms add up to 1.0. (It uses 0.5 for the intensity of both the ambient and the diffuse, actually.) Relatively recently I noticed that my regular lighting has a diffuse intensity of 1.0 and an ambient intensity of 0.2. I’m hesitant to change it now, though, since it’s been that way for so long. I’ll probably see what 0.8 diffuse looks like and change it if it seems OK.

I’d leave your setup alone since it seems to work well with the current color list. You’re right about ldglite. I didn’t like dark shadows, or maybe I run my monitor too dark to avoid migraines, but the lighting settings do add up to more than 1.0. To get something I liked with my equipment, I cranked the ambient up to 0.75 and set the diffuse light at 0.5. Does the distance to the diffuse light have any effect? Mine is pretty far back behind the camera.

The ldglite ambient and diffuse lights could be set to your “regular” settings with following command line settings:

-lc-1000,1000,1000,1,1,1 -lC0.2,0.2,0.2

Maybe using a different location than (-1000,1000,1000)?

Anyhow, here’s my lighting and materials setup for shaded rendering. What else are we doing differently, besides one/two sided lighting?

Don


// Set the light way up and behind us.  Will this make it too dim?
// NOTE: The LDRAW polys are not CCW compliant so the normals are random
// LdLite uses 2 opposing lights to avoid the problem with normals?
// I attempted this below but it does not seem to work for OpenGL.
// Hmmm, perhaps LdLite just took the fabs() of normals instead.
// If I calculate normals then I could do that too.

// x, y, z, dist divisor.  (divisor = 0 for light at infinite distance)
GLfloat lightposition0[] = { -1000.0, 1000.0, 1000.0, 0.0 };
GLfloat lightcolor0[] =  { 0.5, 0.5, 0.5, 1.0 }; // Half light
GLfloat lightcolor1[] =  { 0.75, 0.75, 0.75, 1.0 }; // bright light

glEnable(GL_LIGHTING);

// Medium diffuse light for some minor shadow effects
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lightposition0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor0);

// Bright ambient light for the whole scene.
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightcolor1);

// 2 sided lighting because I'm too lazy to use BFC.
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

// OpenGL's color material feature provides a less expensive way to change
// material parameters. With color material enabled, material colors track
// the current color. This means that instead of using the relatively
// expensive glMaterialfv routine, you can use the glColor3f routine.
//
// Ambient and diffusion properties for front and back faces.
// Full ambient and diffusion for R, G, B, alpha ???
GLfloat full_mat[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat half_mat[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat no_shininess[] = { 1.0 };
GLfloat lo_shininess[] = { 5.0 };
GLfloat mid_shininess[] = { 15.0 }; // Seems nice for plastic chrome and  gold.
GLfloat hi_shininess[] = { 50.0 }; // { 100.0 };

glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, full_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat);



Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 21:25:21 GMT
Viewed: 
8070 times
  
In lugnet.cad, Don Heyse wrote:
   I’d leave your setup alone since it seems to work well with the current color list. You’re right about ldglite. I didn’t like dark shadows, or maybe I run my monitor too dark to avoid migraines, but the lighting settings do add up to more than 1.0. To get something I liked with my equipment, I cranked the ambient up to 0.75 and set the diffuse light at 0.5. Does the distance to the diffuse light have any effect? Mine is pretty far back behind the camera.

The distance would matter, except that you’re using a directional light. Since the w component of your light position is 0.0, it’s a directional light. As such, -1,1,1 is the same as the -1000,1000,1000 that you have. (How’s that for intuitive? Set the w coord of the light position to 0 and it’s directional; set it to non-zero and it’s a point light. It took me forever to track this down in the documentation when trying to get light.dat point lights to work.)


   The ldglite ambient and diffuse lights could be set to your “regular” settings with following command line settings:

-lc-1000,1000,1000,1,1,1 -lC0.2,0.2,0.2

Maybe using a different location than (-1000,1000,1000)?

My default light “position” is 0,0,1. Note that for directional lights, this is treated as a direction, not a position, although the documentation seems ambiguous about the whole issue. (It may be the inverse of the direction, but it’s definitely a direction.)


   Anyhow, here’s my lighting and materials setup for shaded rendering. What else are we doing differently, besides one/two sided lighting?

Note that if BFC is disabled in LDView, it uses two-sided lighting also any time the light vector doesn’t equal 0,0,1. And even when BFC is enabled, it uses two-sided lighting for all non-BFC geometry.

I’d suggest you update your comments to reflect the fact that it’s a directional light. I’d then change the default to -1,1,1 instead of -1000,1000,1000, since those produce the same result. You might even mention that the 0 in the w coordinate of the light vector is what triggers the “directional light” behavior.

  

// Set the light way up and behind us.  Will this make it too dim?
// NOTE: The LDRAW polys are not CCW compliant so the normals are random
// LdLite uses 2 opposing lights to avoid the problem with normals?
// I attempted this below but it does not seem to work for OpenGL.
// Hmmm, perhaps LdLite just took the fabs() of normals instead.
// If I calculate normals then I could do that too.

// x, y, z, dist divisor.  (divisor = 0 for light at infinite distance)
GLfloat lightposition0[] = { -1000.0, 1000.0, 1000.0, 0.0 };
GLfloat lightcolor0[] =  { 0.5, 0.5, 0.5, 1.0 }; // Half light
GLfloat lightcolor1[] =  { 0.75, 0.75, 0.75, 1.0 }; // bright light

glEnable(GL_LIGHTING);

// Medium diffuse light for some minor shadow effects
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lightposition0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor0);

// Bright ambient light for the whole scene.
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightcolor1);

// 2 sided lighting because I'm too lazy to use BFC.
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

// OpenGL's color material feature provides a less expensive way to change
// material parameters. With color material enabled, material colors track
// the current color. This means that instead of using the relatively
// expensive glMaterialfv routine, you can use the glColor3f routine.
//
// Ambient and diffusion properties for front and back faces.
// Full ambient and diffusion for R, G, B, alpha ???
GLfloat full_mat[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat half_mat[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat no_shininess[] = { 1.0 };
GLfloat lo_shininess[] = { 5.0 };
GLfloat mid_shininess[] = { 15.0 }; // Seems nice for plastic chrome and  gold.
GLfloat hi_shininess[] = { 50.0 }; // { 100.0 };

glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, full_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat);


I think that your glMaterialfv call with GL_AMBIENT_AND_DIFFUSE is redundant, since the glColorMaterial call overrides anything you set. (Note that I do something similar in LDView, and haven’t yet gotten around to verifying that it can be removed.) I’m also pretty sure that your first glColorMaterial call is clobbered by your second one, so is also redundant.

I’m pretty sure that if you changed your ambient from .75 to .5, you’d end up with the same lighting that LDView has in “subdued” mode.

--Travis


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Thu, 4 Oct 2007 22:23:11 GMT
Viewed: 
7825 times
  
In lugnet.cad, Travis Cobbs wrote:
   In lugnet.cad, Don Heyse wrote:
   I’d leave your setup alone since it seems to work well with the current color list. You’re right about ldglite. I didn’t like dark shadows, or maybe I run my monitor too dark to avoid migraines, but the lighting settings do add up to more than 1.0. To get something I liked with my equipment, I cranked the ambient up to 0.75 and set the diffuse light at 0.5. Does the distance to the diffuse light have any effect? Mine is pretty far back behind the camera.

The distance would matter, except that you’re using a directional light. Since the w component of your light position is 0.0, it’s a directional light. As such, -1,1,1 is the same as the -1000,1000,1000 that you have. (How’s that for intuitive? Set the w coord of the light position to 0 and it’s directional; set it to non-zero and it’s a point light. It took me forever to track this down in the documentation when trying to get light.dat point lights to work.)

I think knew that at one point based on the comment about “dist divisor”. And I suspect I didn’t reduce it to -1,1,1 so I could easily switch to a point light source at that location. (yeah, that’s it... ;^)

  
   The ldglite ambient and diffuse lights could be set to your “regular” settings with following command line settings:

-lc-1000,1000,1000,1,1,1 -lC0.2,0.2,0.2

Maybe using a different location than (-1000,1000,1000)?

My default light “position” is 0,0,1. Note that for directional lights, this is treated as a direction, not a position, although the documentation seems ambiguous about the whole issue. (It may be the inverse of the direction, but it’s definitely a direction.)

It seems like the direction toward the light source. Maybe so you can convert a directional light to a point light by changing only the w? Works for me...

   I’d suggest you update your comments to reflect the fact that it’s a directional light. I’d then change the default to -1,1,1 instead of -1000,1000,1000, since those produce the same result. You might even mention that the 0 in the w coordinate of the light vector is what triggers the “directional light” behavior.

Probably should fix the comments. But first I gotta find out where I got the idea that w coord was a “distance divisor”. Probably mixed it up with some older graphics API...

  
  

// Set the light way up and behind us.  Will this make it too dim?
// NOTE: The LDRAW polys are not CCW compliant so the normals are random
// LdLite uses 2 opposing lights to avoid the problem with normals?
// I attempted this below but it does not seem to work for OpenGL.
// Hmmm, perhaps LdLite just took the fabs() of normals instead.
// If I calculate normals then I could do that too.

// x, y, z, dist divisor.  (divisor = 0 for light at infinite distance)
GLfloat lightposition0[] = { -1000.0, 1000.0, 1000.0, 0.0 };
GLfloat lightcolor0[] =  { 0.5, 0.5, 0.5, 1.0 }; // Half light
GLfloat lightcolor1[] =  { 0.75, 0.75, 0.75, 1.0 }; // bright light

glEnable(GL_LIGHTING);

// Medium diffuse light for some minor shadow effects
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, lightposition0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor0);

// Bright ambient light for the whole scene.
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightcolor1);

// 2 sided lighting because I'm too lazy to use BFC.
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

// OpenGL's color material feature provides a less expensive way to  change
// material parameters. With color material enabled, material colors  track
// the current color. This means that instead of using the relatively
// expensive glMaterialfv routine, you can use the glColor3f routine.
//
// Ambient and diffusion properties for front and back faces.
// Full ambient and diffusion for R, G, B, alpha ???
GLfloat full_mat[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat half_mat[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat no_shininess[] = { 1.0 };
GLfloat lo_shininess[] = { 5.0 };
GLfloat mid_shininess[] = { 15.0 }; // Seems nice for plastic chrome and  gold.
GLfloat hi_shininess[] = { 50.0 }; // { 100.0 };

glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, full_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, no_mat);


I think that your glMaterialfv call with GL_AMBIENT_AND_DIFFUSE is redundant, since the glColorMaterial call overrides anything you set. (Note that I do something similar in LDView, and haven’t yet gotten around to verifying that it can be removed.) I’m also pretty sure that your first glColorMaterial call is clobbered by your second one, so is also redundant.

Yes, It’s a bit of a mess there because I wanted examples of everything in one place so I could cut and paste when I experimented with the shininess for chrome and gold.

   I’m pretty sure that if you changed your ambient from .75 to .5, you’d end up with the same lighting that LDView has in “subdued” mode.

I tried that, but it still doesn’t seem to match. Your colors look a bit “warmer” to me for some reason. Am I Hallucinating? It’s probably just an optical illusion based on the different backgrounds of the pics, but I can’t seem to see through it.

Have fun,

Don


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Fri, 5 Oct 2007 12:59:51 GMT
Viewed: 
7994 times
  
In lugnet.cad, Travis Cobbs wrote:
   In lugnet.cad, Anders Isaksson wrote:
   Travis Cobbs wrote:
   For example, here is an image from the part tracker:



To my eyes, the proportions of that picture are completely off, that part should have the proportions of a normal 1x2x1, right? Not 1x2x0.72 or whatever that picture shows...

I think it’s using an isometric matrix for the view, which leads to this effect. This matches the default output from ldraw.exe. Here is 3004.dat rendered with ldraw.exe and then scaled down to match the size of the image on the part tracker:



Last night, I updated the rendering script to use L3Lab’s “Front-Upper-Right” view for most parts (Baseplates use a top-down view, panels use “Back-Upper-Left”). The actual parameter/array is: 0.7071,0,0.7071,0.3536,0.866,-0.3536,-0.6124,0.5,0.6124

I also changed the scale from .85 to 1.0, which seems to fit the new images to about the same size as old images.

Do the unofficial images look better now?

Steve


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Sun, 7 Oct 2007 19:00:24 GMT
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Steve Bliss wrote:
Do the unofficial images look better now?

Yes, at least to me :-)

--
Anders Isaksson, Sweden
BlockCAD:  http://web.telia.com/~u16122508/proglego.htm
Gallery:   http://web.telia.com/~u16122508/gallery/index.htm


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Sun, 7 Oct 2007 20:47:13 GMT
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In lugnet.cad, Anders Isaksson wrote:
Steve Bliss wrote:
Do the unofficial images look better now?

Yes, at least to me :-)

To me also.  I meant to respond, but my verification email address was down
temporarily when the original message was posted, and I forgot to respond later.

--Travis


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Wed, 10 Oct 2007 00:56:45 GMT
Viewed: 
7591 times
  
In lugnet.cad, Steve Bliss wrote:
  
  
  
   For example, here is an image from the part tracker:



Last night, I updated the rendering script to use L3Lab’s “Front-Upper-Right” view for most parts (Baseplates use a top-down view, panels use “Back-Upper-Left”). The actual parameter/array is: 0.7071,0,0.7071,0.3536,0.866,-0.3536,-0.6124,0.5,0.6124

I also changed the scale from .85 to 1.0, which seems to fit the new images to about the same size as old images.

Do the unofficial images look better now?

Looks better to me too. What’s the rest of the command line look like? I wonder if maybe we can tweak it one more time to convince the edge lines to meet at the corners.

Don


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Wed, 10 Oct 2007 03:45:45 GMT
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In lugnet.cad, Don Heyse wrote:
Looks better to me too.  What's the rest of the command line look like?
I wonder if maybe we can tweak it one more time to convince the edge lines
to meet at the corners.

It looks about like this:
ldglite -a<matrix> -ld -Q -b15 -i1 -MS<outfile>.png <infile>.dat

Lugnet is insisting on eating the matrix text (I seem to remember this happening
before, sometime).  So the matrix looks something like:
0.7071,
0,
0.7071,
0.3536,
0.866,
-0.3536,
-0.6124,
0.5,
0.6124
... but all on one line.

Steve


Subject: 
Re: Why LDraw.org doesn't use ldconfig.ldr ???
Newsgroups: 
lugnet.cad
Date: 
Wed, 10 Oct 2007 14:02:53 GMT
Viewed: 
8208 times
  
In lugnet.cad, Steve Bliss wrote:
In lugnet.cad, Don Heyse wrote:
Looks better to me too.  What's the rest of the command line look like?
I wonder if maybe we can tweak it one more time to convince the edge lines
to meet at the corners.

It looks about like this:
ldglite -a<matrix> -ld -Q -b15 -i1 -MS<outfile>.png <infile>.dat

I think I had some issues with the GL_POINT implementation on
that version of OSMesa OpenGL.  If you're bored, you could
try adding a line width to see if that makes the line endpoints
come out right.

Something like -w1.3 or -w1.1 or maybe even -w0.9 could possibly
do it.

Don


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