Re: [Bf-committers] Projection matrix export to Python

2010-12-29 Thread migius
 Now - if Projection matrix could be exported python ( and also used in
 rendering pipeline, not only preview ), this might be a good feature
...
 - just instead of glOrtho or glPerspective to
 use glLoadMatrix ( and respective function in render pipeline)
...
 Now I do not need a feature, so have less motivation to make a complete a
 patch, but still decided to share idea.
 

Hi Sergey,
great idea! thank you for sharing.
I was missing this functionality in Blender. It could be very useful for 
technical renderings (engineering, architecture).
I would appreciate if you do this patch.
thanks,
migius 
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[Bf-committers] Projection matrix export to Python

2010-12-29 Thread Sergey Kurdakov
Hi migius

 It could be very useful for technical renderings (engineering,
architecture).

I need to find where to apply projection in renderer.
If I do, I will send patch, otherwise - it is just idea so far

Regards
Sergey

Hi Sergey,
 great idea! thank you for sharing.
 I was missing this functionality in Blender. It could be very useful for
 technical renderings (engineering, architecture).
 I would appreciate if you do this patch.
 thanks,
 migius
 --

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[Bf-committers] Projection matrix export to Python

2010-12-28 Thread Sergey Kurdakov
Hi,

recently, while investigating possibility to solve one of our internal
rendering problem I got a look at

dimetric and trimetric projections ( see set of links )
http://www.significant-bits.com/a-laymans-guide-to-projection-in-videogames
http://www.gamedev.net/reference/articles/article1269.asphttp://www.gamedev.net/reference/articles/article1269.asp#NEN2536
http://www.compuphase.com/axometr.htm
http://www.ul.ie/~rynnet/keanea/dimetric.htm

I did not find a way to change projection matrix from python, and because
I'm relatively new to code, I just changed added to wmOrtho   my custom
function ( which was used in place of wmOrtho in couple of places) like

void wmOrthoCustom(float x1, float x2, float y1, float y2, float n, float
f,float scalex,float scaley,float scalez)
{

float l=x1/*x1*/, r=x2, b=y1, t=y2/*y1*/ , f_=f/*f*/ , n_=n/*n*/; //n - ear
f - far r - right

glMatrixMode(GL_PROJECTION);
glLoadIdentity();


orig_projmat[0]=scalex*(2./(r-l)); orig_projmat[4]=0; orig_projmat[8] =0;
orig_projmat[12]=-(r+l)/(r-l);
orig_projmat[1]=0; orig_projmat[5]=scaley*2/(t-b); orig_projmat[9] =0;
orig_projmat[13]=-(t+b)/(t-b);
orig_projmat[2]=0; orig_projmat[6]=0; orig_projmat[10]=scalez*(-2/(f-n));
orig_projmat[14]=-(f+n)/(f-n);
orig_projmat[3]=0; orig_projmat[7]=0; orig_projmat[11]=0;
orig_projmat[15]=1;

glLoadMatrixf(orig_projmat);

glMatrixMode(GL_MODELVIEW);
}



where scales vars I added as members of Camera and exported to python, which
allowed me to change relations between axes in object view window.

Now - if Projection matrix could be exported python ( and also used in
rendering pipeline, not only preview ), this might be a good feature  at
least at blendernation someone got interested while I was asking question.

It is not just very difficult - just instead of glOrtho or glPerspective to
use glLoadMatrix ( and respective function in render pipeline), but adds
some flexibility.

Now I do not need a feature, so have less motivation to make a complete a
patch, but still decided to share idea.

Regards
Sergey
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