home *** CD-ROM | disk | FTP | other *** search
- RenderStar-2 eXtension-24 v1.0 Extra Technical Documentation
- ---------------------------------------------------------------------------
-
- -- The weitek engine does not report time correctly, use the -s option for
- correct time in secs.
-
- -- The dos/apx engine does not report time correctly.
-
- -- If (-m) is set on the comline a "live" memory test is never performed
- even with (-h). on the 860gx with apx 5.9.1 a live memory test will
- hang the system. just force the engine with (-m) in a batch file and never run
- without it.
-
- -- Cmf "lifting"
- -----------
- This allows one to alter the cmf range off a file from within the
- stream. This allows for loading files with overlapping cmf usage and
- then "lift" one of the datafile's cmf range to a higher (or lower) value.
- With aditional movement one can now combine different rendering projects !
-
- cmflift_struct : filename value
-
- Example:
-
- file A with cmf range [0..10]
- file B with cmf range [0..20]
-
- ...
- data_files : A B
- ...
- Viewport
- ...
- mtrans_struct : B 1000 1000 0 # move file B to another location
- cmflift_struct : B 11 # lift cmf range from [0..20] to [11..31]
- ...
-
- -- The engine now runs under MicroSoft Windows in the background
- and uses virtual memory managed by Windows.
-
- When the engine is started up normally it will claim full mem
- in the old way. under windows it will always get and detect 2meg.
-
- By setting "cfig386 render2 -win30limit 4000000" you can force the
- engine to use 4meg virtual memory under windows. it will still use
- full normal mem when run from dos. by setting the win30limit to the
- amount of mem usualy free in windows you can keep the engine from
- swapping too much ...
-
- -- The engine can use upto 4giga of memory and checks for this
- amount or less. see pharlap.doc for more info on new and extra pharlap
- settings.
-
- -- 100% transparent in color maps don't have highligths on them.
-
- -- Lightsources can have their own shadow buffer, allowing for as many shadow
- buffers as there are lights (and one for the sun). the shadow file is
- attached to the mlf in the tail of the mlf file :
-
- mlfsdw_str : index_of_li sdw_file_name
-
- and with a new switch in the rc1 file :
-
- mlfsdw_mode : on/off
-
- mlf's shadows can be smooth too by setting in the rc1 file :
-
- mlfsdw_type : use/smooth.
-
- the shadow should be shot from the point of view of the light source.
- the shadow will then be rendered in "EXT" mode that means that only that part
- off the image on which shadow is important has to be in the buffer. pixels
- outside the buffer will not be in the shadow. since the shadow is linked directly
- to the intensity of the light, the shadow will vary in tint with the distance from
- the light.
-
- -- Foreground file same as background but r,g,b = 0,0,0 is skipped just like
- copymess. allows you to "paste" a rendering between see-through foreground
- and a background.
-
- -- Global ambient can be used to lift or lower the
- shade values. fi. in an interior model the slf can be set to zero and then the
- ambient can be used to get a non directional base shade level :
-
- ambient_int1 : [-256...+256]
-
- -- True color maps tga's can be type 1, 2, 9 and 10.
-
- -- 8bit pcx files can be used as textures. the search method is now as follows:
-
- texture map = "name"
- search working dir for name.gif
- search working dir for name.pcx
- search working dir for name.tga
- search default dir for name.gif
- search default dir for name.pcx
- search default dir for name.tga
- texture map = "..dir\name"
- search ..dir for name.gif
- search ..dir for name.pcx
- search ..dir for name.tga
-
- -- When dithering everything with the background color will be skipped.
- this eliminates the strange moire patterns in single color backgrounds.
- but the color may still be "moved" in rgb space by the quanter.
-
- -- The -w Option allows fast wireframe output for vport checking.
-
- -- The -e Option to load and scan elevation data files (Check
- RenderStar Technology BV for extra technical documentation)
-
- -- The -f option to output tga's upside down with first pizel bottom left.
- this is tga's default way. else tga's will be output with first pixel
- top left. don't use -f if you plan to use the output as bitmap for rs.
- The -f option only works when rendering in 24 bit.
-
- -- The -o option will generate an file for standard output but not echo
- anything to the screen anymore.
-
- -- 512 cmf entries.
-
- -- -d option to trace all data readin for oem to debug vol writers.
-
- -- -F option to excute some floating point exceptions tests.
-
- -- long "spike" polygons removed from 860 versions.
-
- -- strange floating "lines" in flat polygons removed.
-
- -- Palettes up to 128 colors are supported by the engine but will create problems
- when loaded into the shell.
-
- -- new color procerdural materials, these where made for rendering elevation
- models but can be usefull in other cases as well.
-
- -color by elevation: the z value in world space is used to color the object.
- a gradient technique much like color fog is setup using the material
- parameters:
-
- type : 76
- p1 : the start z value
- p2 : the start hue value
- p3 : the start saturation value
- p4 : the end z value
- p5 : the end hue value
- p6 : the end saturation value
-
- -color by slope: colors the polygon according to its slope.
- red is zero slope, blue is maximum slope (= straight up).
-
- type : 77
- p1 : the saturation
-
- -color by aspect: colors the polygon according to the compass direction it is facing.
-
- blue Y
- red green |
- yellow O---X
-
- type : 78
- p1 : the saturation
-