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FEATURE FILM 4K+ DIGITAL CINEMA UNCOMPRESSED EDITING AND SOUND MIXING
PLUS DIY MOVIE 35mm FILM SCANNING AND DIY 35mm FILM RECORDER SOFTWARE.

DANCAD3D (tm) DRAWING EDITOR, click on image for more info. and larger images. 3D ROBOTIC ANIMATION, click on image for more info. and larger images. 3D CONTOUR SURFACE, click on image for more info. and larger images. 3D CAM TOOL PATH, click on image for more info. and larger images. STEPPER MOTORS FOR CAM, click on image for more info. and larger images. DANCAM.EXE (tm) OPERATING 3D MILL, click on image for more info. and video. IM HELP STATUS, click on image for more info. and IM address.
Kodak (tm) LAD film negative scan image made with Canon XTi (tm) DSLR. Kinema Edit list Grading Levels #1 color correction tool . Kinema Edit list Grading Curves #1 color correction tool. Kinema Edit list Grading chroma Masking tool Vector display. Kinema Edit list Grading chroma Masking tool Waveform display. Kinema Edit list Grading Sharp/Soft filter tool. Kodak (tm) LAD image color corrected positive.
Click on these thumbnails for related information about my current software, features, and IM support. Hold [Shift] and click [Reload] to refresh IM thumbnail.

If are helping "Beta Test" you should report bugs and feel free to ask questions about the program's commands, it is best to email me at tempnulbox (at) yahoo (dot) com and put "DANCAD3D (tm) 24x7 SUPPORT SUBMISSION" in the email subject line so your mail is not deleted as junk. See Section: 8 for more information about support related issues. I want you to ask questions so long as they are on the subject and relate to the current program's commands. If you do not get some kind of reply assume I did not get your message and resend it and also try voice mail, postal form, etc. All submissions and correspondence become the sole property of Daniel H. Hudgins to do with as he sees fit, so stay on subject.

SECTION: 3.3.7.6
Revised INFOV27F.TXT text for upgrading to v2.7F.
This Section, About DANCAD3D.ZIP (tm), and Text from INFOV27F.TXT.

Copyright (C) 1986-2008 by Daniel H. Hudgins, All Rights Reserved.

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This Web site is dedicated to the thousands of "users" of my programs, those who have helped test my programs over the last 22 or so years, and especially those who shared their experiences with me.

You must read this notice: This is a licensed Web site (HTML document and associated files). You must read and agree to be legally bound in contract by the Terms of Use and conditions given in the End User License Agreement ("EULA"), Legal Notices, Instructions, Warnings, Disclaimers, and all other text in "SECTION: 0" of "This Web Site" (HTML document and associated files) before reading or using any of the information, software programs, and or files, contained in, linked to, and or associated with, "This Web Site" (HTML document and associated files). Any use or "Beta Testing" of "This Web Site" constitutes your acknowledgment of your full agreement with the current End User License Agreement ("EULA") and your decision to have this current license supersede all prior and contemporaneous agreements and understandings. Information and files in "This Web Site" (HTML document and associated files) have been placed here so that long time users of "The Author's" programs DANCAD3D.COM (tm) , DANCAM.EXE (tm) , or DANPLOT.EXE (tm) could help proofread the text of the documentation files or screens displayed, and also help test data files, example files, and or any software programs that might be made available from time to time, to aid "The Author" in finding mistakes, bugs, and other errors, omissions, defects, mistakes, and faults. Everything in "This Web Site" (HTML document and associated files) is "Beta Test", "Beta Code", Experimental, Preliminary, requires proofreading, or is being evaluated for possible revision, and is NOT warranted to be free of defect. To help "The Author" report any bugs, foul-ups, defects, or mistakes that you find, see "SECTION: 8" for instructions. "This Web Site" (HTML document and associated files) and all other files and programs by Daniel H. Hudgins are made available "AS IS" without warranty of any kind express, expressed, or implied. All offers and specifications are subject to change or discontinuation without notice of any kind. Please read "SECTION: 8" of "This Web Site" (HTML document and associated files) before trying to contact "The Author."


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This Section.

This section has text mostly about revisions to the "Beta Test" version v2.7F of my CAD and v2.74 CAM programs, and might be looked to for updated information relating to changes from v2.7E, regarding some of the revised or added program features. There may be changes made in versions subsequent to the revisions of the version of v2.7F that alter what is described in this section as it applies to that subsequent version. See also any other documentation files, and pages in this Web site (HTML document) for additional and or any more recent information.

The HTML documentation in this SECTION: 3.3.7.6 was derived from the text in the file INFOV27F.TXT that is, or was at one time, included in my *.ZIP file archive DANCAD3D.ZIP (tm). You may find the current revision of DANCAD3D.ZIP (tm) to download by going to SECTION: 9.70.51.0. My file DANCAD3D.ZIP (tm) may also archive some other types of files like the ones described in this section, so check the current *.ZIP file in its current revision to see what exactly might be in it.

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Documents may be available to download from time to time, you can check SECTION: 9 to see what the current situation with regard to downloadable files is. The names of these documentation files may change, and they may be edited, combined, or eliminated in the future, without notice.

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Use the "Edit, Find in page Ctrl+F" or "Edit, Find (in this page)... Ctrl+F" command in your browser to search for keywords within the documentation text in this HTML page. You will need to search over again in the other pages in this HTML document for the same keyword since your browser may not search for a keyword beyond the current page that is loaded.

Click here to go back to the top of this page.

About DANCAD3D.ZIP (tm).

My current file DANCAD3D.ZIP (tm) is a *.ZIP file that holds the current "Beta Test" versions of my programs and associated files for "Beta Testing." This section refers to the preliminary revision of the v2.7F version of the programs, look for other sections or documentation relating to any subsequent revisions.

The use and copying of these programs and files are governed by my current Terms of Use and End User License Agreement ("EULA") which are located in SECTION: 0 of this "Beta Test" Web site. You must read and fully agree to be legally bound by the current End User License Agreement ("EULA") before you use or "Beta Test" any of the files in my file DANCAD3D.ZIP (tm). If you are unable to read and agree to the current End User License Agreement ("EULA") do not use or "Beta Test" any of the files in my program distribution, the DANCAD3D.ZIP (tm) archive file.

Be sure that you scan the programs and files in my DANCAD3D.ZIP (tm) for virus or other contamination since you are responsible for checking them before you use them. These programs and this information are made available "AS-IS" and are without warranty of any kind express, expressed, or implied. Since these programs are "Beta Test" you must agree to become a "Beta Tester" before you make any use of them, see the End User License Agreement ("EULA") in this "Beta Test" Web site for more information. Be sure to read the current instructions in this "Beta Test" Web site regarding procedures for reporting program bugs and other such problems.

On some systems the *.ASC data files, or *.MAC macro files, may be able to be renamed *.TXT to avoid certain kinds of file type misinterpretation by text editor type programs and such. Thank you for helping test these "Beta Test" CAD and CAM programs.

A *.TXT file version, similar to some of the text in this S0303076.HTM Section, may be included in the v2.7F revision of my DANCAD3D.ZIP (tm) file (see the "downloads" SECTION: 9 of this "Beta Test" Web site). See the text in any files like README.*, FILES.TXT, and INFOV27F.TXT stored in my current DANCAD3D.ZIP (tm). You should check for the current types of document files because they may be more up-to-date than this *.HTM file, or it is possible that this HTML file could be more up to date, depending on which one got worked on last.

Click here to go back to the top of this page.

Text from INFOV27F.TXT.

Below is text from file INFOV27F.TXT that was written to be included in a preliminary revision of version v2.7F of my DANCAD3D.ZIP (tm) distribution for preliminary information about changes in version v2.7F of the CAD and v2.74 of the CAM programs. You should read this information before you try to use or "Beta Test" the revised programs. This information is in addition to the previous documentation, i.e. a supplement to, and does not go into detail about many of the previously documented features, so you should therefore review the other sections and documentation as well. See also INFO16.TXT in file DANCAD16.ZIP (tm) for revisions relating to v3.7 of the programs.

The text of INFOV27F.TXT was derived from some notes I made to myself as I worked on the code for v2.7F, so you should check this document, and the other documentation, against the programs before you do any "serious" testing of the programs since there may be some differences between the descriptions here and the current state of development of commands and features in the programs. Please report any discrepancies between the documentation and the programs or files that you find. Some of the text from this section may have been incorporated into the other sections of this Web site, in doing that some of the text may have been further revised, and so may contain additional information, therefore after reading through all of this section you should also read through all of the other portions of this Web site, even those portions that might seem to be duplicates.

I have kept this preliminary information in one long file so that you can use the "find in page" feature of your HTML browser to search for a keyword relating to some new command or feature you are looking for more information about, otherwise you might have to search through more files.

See also the This Section and About DANCAD3D.ZIP (tm) sub-sections above, as well as SECTION: 9.70.0.0 and SECTION: 9.70.51.0 for more information about v2.7.



                             DOCUMENT: INFOV27F.TXT

         Copyright (C) 2003 by Daniel H. Hudgins, All Rights Reserved.

Terms  of use:  This "Beta Test" document may only be used in accord and within
the limitations imposed by the current End User License Agreement "EULA" posted
at the author's Web site www.DANCAD3D.com (sm) in file S0000000.HTM,  any other
use  or  copying  is  prohibited.  This  document  is  provided "AS IS" without
warranty of any kind express,  expressed,  or implied.  Mistakes,  errors,  and
omissions should be reported according to the instructions in SECTION: 8 of the
current "On-Line" version of my Web site www.DANCAD3D.com (sm).

This preliminary document has some brief descriptions of changes made to my CAD
and  CAM programs DANCAD3D.COM (tm),  DANCAD87.COM (tm),  DANCAM.EXE (tm),  and
DANPLOT.EXE (tm) between the release of v2.7E and the "Beta  Test"  release  of
v2.7F.  This  file  is  meant  to  be included in the initial "Beta Test" v2.7F
distribution to help long time users acquaint themselves with some of the  many
changes  that  have been made to the programs.  If you are not a long time user
you will most probably need to read all of the text located at my  "Beta  Test"
Web  site  www.DANCAD3D.com (sm) before you read this document in order to make
practical use of it.  This document is not a complete list of changes  made  to
the  programs,  and may not reflect the operation of the version of the program
accompanying it in all respects.  The programs may be still undergoing  change,
so  the  results  obtained  from  any  of  the  commands  may be different than
expected,  and the operation of older commands may have changed as well.  Since
so many changes have been made to the programs you should not expect any of the
commands  to  operate  as  you  have  used  them  in  the past,  and you should
frequently back-up and save what you are working on so that  you  do  not  lose
everything  when  the program crashes.  All specifications,  descriptions,  and
instructions are subject to change without notice.

Be sure to see also the file INFO16.TXT that is in archive DANCAD16.ZIP (tm).

I would like to thank the thousands of users of my  programs  who  have  helped
"Beta Test" the many revisions of my programs since about 1986, I hope you will
enjoy checking out some of the newer program features that I have spent so many
years working on.  Best wishes for success in your projects.

---
MISCELLANEOUS NOTES ABOUT CHANGES IN CAD V2.7F MAY 25, 2003

The  hidden  line removal in the CAD programs has undergone considerable change
since the last revision of v2.7E.  A Z-Buffer is now used in  combination  with
triangle  sorting  in order to reduce problems associated with triangle sorting
and thereby hopefully make drawing elements for  display  in  the  hidden  line
display modes easier.  Also 3D elements loaded through the DXF file type should
display  better using the Z-Buffer since the Z-Buffer is relatively indifferent
about the size of the triangles and how the  triangles  are  organized  in  the
element.  In  converting  the  hidden  line removal to use a Z-Buffer it became
apparent that with a few more changes I could have the program export  drawings
as  24  bit  "true-color"  BMP files at resolutions in excess of what the video
board might support,  and that with a  few  more  changes  I  could  add  anti-
aliasing, photo backgrounds, edge outline shading, and such.  The anti-aliasing
can  be  used  in  the 24 bit BMP "true-color" files on simple line drawings to
reduce the "jagged" lines and allow large drawings to be output  in  color  for
printing  on  raster  type  color  printers,  or  for  printing on a four color
printing press in "postable" size,  and such.  The Z-Buffer  is  limited  to  a
maximum size of 2.1GB,  or the amount of free disk space on the Z-Buffer drive,
so the maximum drawing  size  is  reduced  with  the  use  of  oversampling  or
undersampling for anti-aliasing, i.e. the maximum size image in a BMP file that
you  can save would be saved without any anti-aliasing being performed.  The Z-
Buffer that DANCAD87.COM (tm) makes is somewhat larger than the  Z-Buffer  that
DANCAD3D.COM  (tm)  makes,  so  DANCAD3D.COM (tm) has a slightly larger maximum
image size when saving a 24 bit BMP file. Z-Buffers cannot be exchanged between
DANCAD87.COM (tm)  and  DANCAD3D.COM  (tm)  since  they  are  compiled  to  use
different  numeric  formats that are incompatible.  Some other commands such as
MUTATE and CRT BACKGROUND were changed to work with the new options  associated
with  the  Preview command's use of the Z-Buffer.  In the drawing editor the Z-
Buffer changes add some more display modes.  These  changes  are  discussed  in
more detail below.

---
PARTIAL LIST OF CHANGES IN V2.7F

*  Z-Buffer  now  used  to  help  simplify  drawing 3D elements,  each pixel is
processed by  depth  rather  than  just  whole  triangles  allowing  shapes  to
intersect and display with the outside parts showing.

*  The View Hidden Configure command in the Drawing Editor has been changed and
now lets you enter a path for the Z-Buffer storage.  This is included since the
Z-Buffer can be up to 2.1GB in size and may need to  be  in  its  own  harddisk
partition, or on a drive other than the one the CAD program files are installed
onto.

* "Unlimited" polygons,  i.e.  triangles,  in a 3D hidden line display or hard-
copy.  The Z-Buffer can be saved and filled repeatedly,  thereby allowing  more
triangle  elements  to  be  included in the image than can fit into the drawing
workspace at one time.  This may allow you to create images with many  elements
and elements that have smooth curves made of many small triangles.

*  Anti-aliasing  oversampling  to  smooth  "jagged" lines in 24 bit output BMP
files.  Anti-aliasing sets some pixels at a mixture of  the  surrounding  color
and  the line color when the line path falls partly over the pixels rather than
directly over their center,  this tends to make angled lines look smoother when
the image is viewed from a sufficient distance.

* Sub-Pixel undersampling allow display of details smaller than one pixel to be
displayed as a change in color in 24 bit output BMP files.

* Higher quality 24 bit "true-color" like output to a BMP file can be made with
a computer using any type video board, even Hercules (tm) monochrome, since the
video  board  is  not  used for forming the image,  the image is formed in a Z-
Buffer stored on the harddisk.

*  Adjustable  color dithering to improve 24 bit color output on video displays
that might have 6 bit channels, and such.

*  24  bit  BMP  file  can  be used as a photo background for 2D or 3D drawings
plotted for output as a 24 bit BMP file.

* The CRT BACKGROUND can now output the background image as a 24 bit  BMP  file
as well as a Pixel file.

*  The default video aspect ratio,  i.e.  a value of 1.0,  has been adjusted to
output square pixels when BMP files are saved from the video  screen  in  video
modes that use square pixels such as 640 by 480,  800 by 600, 1024 by 768, 1600
by 1200.  The video aspect ratio should be set to 1.0 before saving a BMP  file
of  the  video  screen  when the video mode has square pixels in order to avoid
distortion of the saved image.

*  A new graphics "mode" BMP,  a.k.a.  F0B24,  has been added to flag that a 24
bit BMP file of variable size and shape is to  be  saved.  New  variable  names
have been assigned to the display values associated with this graphics  "mode."
The video aspect ratio value,  set through the main menu Change command, should
be set to 1.0 before using the BMP graphics mode to save a 24 bit BMP  file  in
order to produce square pixels and avoid distortion of the saved image.

* Mutate command has new modes for use with the hidden line display modes.  The
Mutated  element  can  be  flagged for special treatment in some display modes.
Mode 1 is now like mode 102.  Mode 100 is like the old  mode  1,  that  is  the
mutated  triangles are not flagged as mutated.  Mode 102 flags the triangles as
mutated by setting the  second  bit  of  the  triangle's  second  line's  shape
attribute.  Mode  103  flags  the  triangle as both mutated and to be displayed
with shaded edge outlines in display modes that shade  the  edge  outlines,  by
setting  both  the  first and second bits of the triangle's second line's shape
attribute.

* Correct command has two new modes, CORRECT F L, i.e. Correct Filter Lines, to
filter triangles and dots out of a line element, and CORRECT F T, i.e.  Correct
Filter Triangles,  to filter "bad" triangles and free lines out of  a  triangle
element.  CORRECT  F L cam be used before some commands that convert lines into
triangles so that dots, i.e.  very short line segments,  that might have gotten
into  the  source  element  by  accident  while drawing it can be automatically
removed.  CORRECT F T can be used to filter out very small  or  thin  triangles
that  cause  error messages when some other commands are used,  these triangles
are generally to small or thin to show up well in  the  display  and  so  their
removal  would  not  be  noticed.  These two new filters have been incorporated
into some of the other commands to screen and filter elements in order to avoid
some problems later with the  program  reporting  error  messages  relating  to
elements being manipulated or displayed.

* The SORT command now has two modes, mode 1 sorts far to near (back to front),
and mode 2 sorts near to far (front to back).

*  The way the LINETYPE command processes triangle elements was revised so that
the first bit of the second line of the triangles' shape byte could be  set  in
order to flag that you want the edge outlines shaded in some display modes, and
also  to  bypass  the  second  bit of the second shape byte so that the mutated
element flag bit would not be changed when you alter the other attributes.

* The default video raster aspect ratio has been changed so  that  now  when  a
video  aspect  ratio  adjustment  of  1.0  is entered in the main menu's Change
command the raster on the video display should be adjusted to have a 4:3 shape.
This should conform better to the display of VGA 640 by 480 display mode  on  a
LCD or flat panel display that has square pixels.  This also helps reduce small
corrections  that would be needed when converting BMP or Pixel files into ASCII
tool path files for use with the CAM programs, since square pixels in the image
would conform to even scaling factors for the X and Y axis on the machine tool.
Some video modes or monitors do not use the 4:3 aspect ratio,  so  compensation
with the video aspect ratio option of the main menu Change command,  or the use
of the Magnify command may still be required under some circumstances.

* The 20 series of hidden line display modes has been modified so that mode  21
now does the outlining of the edges in the same color as the triangle fill, and
mode  24 does the triangle fill without the outlining of the edges.  The change
to mode 21 and mode 24 are to allow for the production of traveling  mats  that
will fit the outline of the shapes when the shapes are displayed with outlines,
that  is  the  outlining  changes the size of the silhouette mate somewhat,  so
there needed to be a option to make the mate with or without the outlining.

* A new display mode 6 was added that displays the triangles in  a  surface  as
random  colors other than the background fill color.  This new mode can be used
with the Preview or DISPLAY command, and in the Drawing Editor.

* In the Drawing Editor when you select the View Hidden Hidden command you  now
can  have the option to select from some video mode codes like the ones used in
the main menu Preview command.  Since the  drawing  editor  is  limited  to  16
colors in this revision,  only display modes 1,  2, 3, 4, 5, 6, 20, 21, 22, 23,
and 24 are implemented.  Of these only 1,  2,  3,  6,  and 23 would be of  much
frequent interest probably.  Mode 23 fills the triangles in the triangle color,
and  outlines the flagged triangle edges in the opposite color.  Display mode 3
shows the normals and fills in the triangles for hidden line removal,  see also
the  Hidden  Correct  Set  command from the drawing editor root menu to set the
length of the normals so that you can see them in display mode 3.

* File BMPTEST2.MAC was revised to take into account the change in the  default
aspect ratio.

* Some changes were made to DEMO1.MAC, with regard to the aspect ratio changes,
and to the file made for printing.

*  Two of the triangle attribute bits have been assigned new meanings.  The one
bit of the triangle's second line shape  attribute  flags  that  you  want  the
triangle  edges  to  be  displayed  with  depth  shading when a display mode is
selected,  such as mode 63,  that can display shaded  triangle  edge  outlines.
There  is  no special command for setting this bit from the menus,  but you can
select "Tall" shape with the Lines edit  Line  style  command  in  the  drawing
editor  in  order to set the one bit of the shape attributes for the element to
high and so activate this feature.  When the one bit of the shape attribute  is
low  the  edge  outlines  are  displayed without shading even in modes that can
display shaded outlines.  The second bit of the triangle's  second  line  shape
attribute  is  used  to flag that a triangle has been mutated from a free line.
There is no command to change the mutation flag bit, other than when the MUTATE
command is used originally to make the mutated element.  You could  change  the
MUTATE bit by editing an ASCII file of the element,  but I cannot think of much
of a reason for doing so.  When the second bit of the  triangle's  second  line
shape  attribute  is  high  the  triangle was mutated,  and low the triangle is
ordinary.

* If you are upgrading from some older version please note that in the  drawing
editor and main menu Preview command,  as well as some possible other commands,
when you want to interrupt the re-drawing of the screen you  should  now  press
the  [Ctrl]  key or the [Ctrl] and [X] keys,  rather than the [SpaceBar] as was
done in some previous versions of the CAD programs.

---
VIDEO ASPECT ISSUES WHEN SAVING COLOR BMP FILES

The video aspect adjustment value that is set in the main menu  Change  command
effects the aspect ratio of the pixels saved in color BMP files.  When you save
a BMP file of the screen,  and the video mode has square pixels, you should set
the video aspect adjustment to 1.0 to avoid  distorting  the  saved  image.  In
those  video  modes that do not have square pixels when the raster is displayed
as 4:3,  you may need to use the video aspect adjustment value to  correct  for
the difference between the raster shape and the BMP image later being displayed
as if it had square pixels.

When a color BMP file is saved from the video screen, e.g.  as when in the main
menu  Preview  command  after  the  image displays on the screen,  if the video
aspect adjustment has been set to a value other than 1.0 to make  up  for  your
screen shape,  the resulting BMP file may look correct on your monitor, but may
be distorted on some other person's monitor that is 4:3 or  some  other  aspect
ratio.  It is better to leave the video aspect adjustment at 1.0 and adjust the
height or width of your monitor if you can, so that images that you save as BMP
files  will  display  undistorted  on  other peoples monitors if they have also
adjusted their monitor to have square pixels.

The  24 bit BMP graphics mode is also effected by the value of the video aspect
adjustment in the main menu Change command.  It was setup this way so that  the
saved image would correspond to what is also displayed on the main menu Preview
screen,  and  so  that  you  can  make distorted images when needed for special
applications by setting the video aspect adjustment to a value other than  1.0.
For  most  applications you should set the video aspect adjustment value to 1.0
before saving a 24 bit BMP file of your elements in order to avoid  having  the
saved  image  be  distorted.  You  should  adjust  your monitor to an exact 4:3
raster shape if you can,  so that the video aspect adjustment can be set at 1.0
most of the time.

---
HARDDISK ISSUES WHEN USING THE Z-BUFFER

Since the Z-Buffer is stored on the computer's harddisk you should try  to  use
the  fastest  harddisk  possible for the Z-Buffer drive.  You can select the Z-
Buffer drive with the View  Hidden  Configure  command  in  the  CAD  program's
drawing editor.

The maximum size for the Z-Buffer file is currently about 2.1GB, so a full size
DOS FAT16 size partition will work if it is empty except for being used to hold
the  Z-Buffer.  Having  the  Z-Buffer  drive  formatted  FAT16 may make it work
somewhat faster than having it formatted FAT32,  but I have not tested the same
disk  formatted  both  ways yet,  you can check this on your system if the best
speed possible is an issue.  Running the CAD programs under Windows 95 (tm), as
the only active program,  may give faster results than under DOS 6.22 since the
ATA66  or  ATA100 drivers for the harddisk may not be operational under DOS.  A
7200RPM or faster harddisk with a 2MB or  larger  built  in  buffer  should  be
employed when possible.  If the Z-Buffer is just being used for the  1,  2,  4,
and  8  bit  screen  display modes you may be able to put the Z-Buffer in a RAM
disk if your system has enough free RAM memory, e.g.  512MB or more RAM.  A RAM
disk may not be faster for the Z-Buffer than a harddisk on some systems, so you
may need to test to see what works best on your system.

When  running  under  DOS  you  should  check the speed differences for various
settings of the disk cashing program, e.g.  read buffer active and write buffer
active,  or  just  read  buffer  active.  If the harddisk has a hardware buffer
built in,  using a software buffer may slow down the file access.  Likewise the
settings of the BUFFERS in the CONFIG.SYS file may make things faster or slower
depending  on  the type of harddisk used,  some older harddisks may have had no
buffer of their own,  and so without a software buffer might run very slow when
many random reads and writes need to be made one after the other.

You can try the example macro file ZBUFFER1.MAC (see below) to benchmark the Z-
Buffer  speed  with  different  settings of your harddisk cache.  If you do not
have enough free disk space to run the macro as it comes,  you can edit  it  to
reduce the X and Y pixel values,  or the oversample value, so that a smaller Z-
Buffer file is required.

---
HOW TO OUTPUT A VARIABLE SIZE 24 BIT "TRUE-COLOR" BMP FILE

The main menu Preview command and the macro DISPLAY command can now be used  to
output  higher quality versions of your drawings,  both 2D line drawings and 3D
hidden line rendered elements.  The output of the drawing is made in  the  form
of  a 24 bit BMP file using the "true-color" 24 bit color system.  The size and
shape of the drawing file saved can be adjusted by  entering  different  values
for the X and Y pixel dimensions, although the default width to height ratio is
4:3, i.e. Y = X * 0.75.

You  can then use some other program to print the 24 bit BMP file created by my
programs,  or you can use some other program to convert the BMP file into  JPG.
If  you convert the BMP file into JPG you should probably choose the "low loss"
or "minimum compression" modes do limit  the  degradation  of  the  image  from
compression.  Conversion  of the 24 bit BMP images into 8 bit GIF images is not
recommended since banding of the tones may appear in the image,  although  such
conversion  might be acceptable for line drawings or if larger dithering values
are used to compensate for a limited palette in 8 bit GIF images.

When you want to make a 24 bit BMP file by using the main menu Preview  command
you  enter  BMP at the video mode prompt,  then another special screen comes up
that lets you enter some values that control the quality and size of the  image
that  will  be  produced.  The  video "mode" BMP is a simple form of the actual
mode code which is F0B24,  which you may see  in  the  automatic  output  macro
associated  with  the  macro  GRAPH_MODE  command.  In  this  revision BMP gets
converted into F0B24, but this may change in other versions.

The first special 24 bit BMP prompt asks you for the  anti-aliasing  Oversample
value.  To  make  normal line drawings with "jagged" non-anti-aliased type line
edges on the sloped lines enter a value of 1.  A value of 1 allows larger  size
drawings   than  when  other  values  are  entered  since  no  oversampling  or
undersampling is being used.  A value of 4  is  the  default  since  the  anti-
aliasing begins to work well at a value of 4, i.e.  4*4:1 or 16:1 oversampling.
A oversampling value of 2, i.e.  4:1 oversampling,  does not work very well for
reducing "jagged" lines since the intermediate tones for the pixel are limited.
A  value of 3,  i.e.  9:1 oversampling,  is better than 2 but not as good as 4.
Values greater than 4 generally look better but may request a Z-Buffer that  is
too  large  since the Z-Buffer size increases by the square of the oversampling
or undersampling value.  Values up to 8 may be useful but  from  8  to  16  the
improvement  probably  becomes  less  noticeable.  Since the oversampling would
make lines "gray out" the program automatically  thickens  the  line  segments,
mutated lines, and triangle edge outlines in order to keep them at least a full
pixel  wide,  and generally two to three pixels wide so that the "jagged" lines
are reduced when the oversampling value is 2 or more.  If you do not  want  the
lines thickened,  set the oversampling to 1 and use the sub-pixel undersampling
to achieve anti-aliasing.  Setting the oversampling to 4 and the under sampling
to 2 can be a  useful  compromise  for  display  modes  that  produce  outlined
triangle edges,  such as display mode 63 and such, although some lines or edges
may look a little more "jagged" depending on the adjacent colors since in  some
ways the undersampling may undo the oversampling to some extent.

The  second  special  24  bit BMP prompt sets the sub-pixel undersampling.  The
undersampling can be used like the oversampling  for  anti-aliasing  to  reduce
"jagged" lines,  but does not thicken the line segments,  and so the larger the
value used the more "grayed out" thin lines will become.  Sub-pixel  resolution
might  increase  the apparent detail in some instances since when viewed at the
right distance the viewer may see a straighter line when some pixels are bright
or  dim  rather  than  being  just  set  or  not  set.   The  oversampling  and
undersampling can be used at the same time to control the width of the triangle
outlines,  for  instance  the  oversampling  could  be  set  at  4 to 8 and the
undersampling set at 2 or 3.  When both the oversampling and undersampling  are
used at the same time the Z-Buffer gets very large and so you may need to limit
the  values entered in order to keep the Z-Buffer within the limits of 2.1GB or
the free disk space available on the driver path you selected for the  Z-Buffer
with the drawing editor's View Hidden Configure command.

The third special 24 bit BMP prompt selects the X pixels of the finished image.
This lets you select the size of the BMP file image, and is set up for 300 dpi,
so a 10 inch wide image would be made by entering a value of 3000. 300 dpi is a
good  value  for  color  images that will be printed out and viewed from normal
distances,  you might try to use your photo editing software  if  you  want  to
change the image information,  but the file as saved should meet general needs.
The X pixels value,  that you enter,  should be able to be evenly divided by  4
without a remainder, e.g. enter 320 or 404, and not 401, 402, or 403, and such.

The  fourth  special  24  bit  BMP  prompt  selects  the Y pixels.  The program
normally defaults to a value of 0.75 times the X pixels for the Y pixels  since
that  value  gives  you a 4:3 raster shape for the drawing which corresponds to
the shape of the Preview screen when the on screen display modes are used.  You
can make the drawing taller or shorter by entering a different Y pixels  value,
for instance Y = X * 0.5625 gives you a landscape 16:9 wide screen ratio,  or Y
= X * 1.25 gives you a "portrait" 8:10 shape image.  You may need to adjust the
display scale if you make the image taller or shorter so that  the  image  fits
the  frame  as  you  like.  The  video aspect adjustment value in the main menu
Change command should generally be set to  1.0  unless  you  want  to  make  an
anamorphic compressed image for use in a wide screen movie.

The  fifth  special 24 bit BMP prompt lets you adjust the dithering of the tone
values to reduce the digital tone banding that can show up in  digital  images.
Internally the program calculates brightness values with greater precision than
the 24 bit BMP file can hold in its three 8 bit values for the Red,  Green, and
Blue components.  To try to preserve some of the apparent brightness  precision
over large areas the program can set pixels to a color higher or lower than the
rounded  off brightness value some of the time,  for instance if the brightness
was 128.25 the pixel might be set to 128 three quarters of the time and 129 one
quarter of the time giving about an average brightness of 128.25  to  the  eye.
This may help make the tones look somewhat smoother on average,  and may reduce
the tendency for bands to appear in the image when the  faces  of  objects  are
turned a angles such that the shading changes only a little from one end of the
face to the other end of the face,  for example if a cube is turned so that the
front edge is at brightness 130 and the back edge is  at  brightness  125  then
only  five  tones  would  be  presented if the values were rounded to the whole
values stored in the BMP file,  but if dithering was  used  the  shading  would
change  gradually from 130 all of the time to 130 half of the time and 129 half
of the time to 129 all of the time to 129 half of the time and 128 half of  the
time to 128 all of the time and so on down to 125 all of the time.  When viewed
from  a  distance  the  number  of  apparent shades may increase the larger the
shaded area is since the tone is taken as the average brightness of many points
to some extent.  Although the 24 bit BMP file allows 256 levels  of  brightness
for  each of the three spectral colors,  some display systems may only allow 32
or 64 levels of brightness for each of the three  spectral  colors.  Since  the
display  system  may  limit  the  shading  of the image tones,  you may need to
increase the dithering value to 4,  8,  or more in order  to  reduce  the  tone
"stepping"  and thereby reduce the tone banding in the images that you present.
Even if your video board uses 8 bit D2A converters,  if you want the  tones  in
the  image to be smooth looking on images you post on the internet you may want
to use larger dithering values than what you need for  your  personal  viewing.
If someone viewing your images has his computer set to the 8 bit, 15 bit, or 16
bit  "high-color"  video  modes  rather than the 24 bit "true-color" video mode
they may see noticeable tone banding in your images if you have too small of  a
dithering  value  entered.  It  would  be  nice if all display systems actually
displayed 24 bits of tone values so that the dithering could be set  to  a  low
value  all the time,  but since the number of colors displayed may actually not
extend to the 24 bit limit for each pixel on all display systems you  have  the
dithering  value  to  use  to try to compensate in some way for some aspects of
those limitations.  When outputting line drawings you may not want to  use  the
dithering since having the lines in a solid color may look better,  so in those
cases you might set  the  dithering  to  0.  Valid  values  for  the  dithering
increase by powers of two, so if the BMP file is displayed on a device that can
show  256 shades each for red,  green,  and blue the dithering is set to 1,  if
only 128 shades can be displayed dithering is set to 2,  if only 64 shades then
dithering is set to 4,  if only 32 then dithering is set to 8,  if only 16 then
dithering is set to 16,  if only 8 then dithering is set to 32,  if only 4 then
dithering is set to 64,  if only 2 then dithering is set to 128,  and if only 1
then dithering is set to 256.

After you enter the values that effect the  setup  of  the  Z-Buffer  file  the
program  asks  you for two filenames.  The first filename asked for is the name
of the background image,  the second filename asked for is the name of  the  24
bit  "true-color" BMP file you want the image saved into.  If you do not want a
background image loaded into the  Z-Buffer,  or  the  Z-Buffer  already  had  a
background  image  loaded  into  it,  do not enter the name of a background BMP
file, just press [Esc] then [Return] at the background filename prompt.  If you
do not load a background BMP file into the Z-Buffer the background  color  will
be  set  to  a  fill  color based on the color selected for line color 0 in the
palette table in the drawing editor's Setup Palette command.  If  you  want  to
make  a shaded background BMP file to use as a background image you can use the
CRT BACKGROUND command in the main  menu's  Files  Utilities  Video  Background
command.  The second prompt as mentioned is for the name of the 24 bit BMP file
to make,  if you want to abort the command and not make a file press [Esc] then
[Return],  i.e.  enter a blank filename,  and the program should return to  the
main  menu  without  making a file.  Be sure that you end the filename with the
extension .BMP since many programs may REQUIRE BMP files to have the  BMP  file
extension.

You  should  be  able  to view the 24 bit BMP file saved in some types of photo
editing or other graphics programs that read 24 bit  BMP  files,  such  as  the
version  of  MSPAINT.EXE  (tm) that comes with Windows 95 (tm) and such.  It is
best not to re-size or alter the image tones of the  24  bit  BMP  image  since
doing so may degrade the anti-aliasing and tone dithering benefits.  Rather use
the  settings  in  my CAD programs beforehand to try to have the image come out
the right size, brightness,  and such so that no alterations are required after
the  file  is  saved.  A  small  amount  of  sharpening may make the image more
"snappy" but can counteract the anti-aliasing somewhat and so should be done on
a copy of the original file in  case  you  do  not  like  the  effect  on  that
particular 24 bit BMP image file.

---
HOW TO REUSE THE Z-BUFFER FOR "UNLIMITED" POLYGONS IN A SINGLE RENDERING

Normally the Z-BUFFER file is erased after being used to render the image so as
to  free disk space.  In order to keep the Z-BUFFER you need to add a number to
the display mode passed to the Preview, DISPLAY,  JET ADD,  JET WORKSPACE,  DOT
ADD,  or  DOT WORKSPACE commands.  Several options can be achieved in this way,
with the values as shown here:

display mode +    0 = open new Z-BUFFER and erase Z-BUFFER after display.
display mode + 1000 = open new Z-BUFFER and keep Z-BUFFER after display.
display mode + 2000 = reopen old Z-BUFFER and keep Z-BUFFER after display.
display mode + 3000 = reopen old Z-BUFFER and erase Z-BUFFER after display.

The option to reuse the Z-Buffer applies to all display modes that use  the  Z-
Buffer  and  not just the BMP or F0B24 display mode.  In those modes that write
directly to the screen,  bypassing the Z-Buffer,  you  can  include  the  extra
elements  in  the Pixel background image so they are "behind" the elements from
the Z-Buffer,  or draw them over the image from the Z-Buffer once it  has  been
displayed  on the screen.  The end result for writing just to the Z-Buffer or a
mix of writing directly to the screen as well as writing  to  the  Z-Buffer  is
about  the  same,  it is just that somewhat different steps are used to get the
result.

To fill a Z-BUFFER more than one time you first add 1000 to  the  display  mode
and use the DISPLAY command,  then initialize the workspace load the additional
elements and add 2000 to the display mode and use  DISPLAY  to  reopen  the  Z-
BUFFER  file for more filling,  you can repeat using 2000 plus the display mode
over and over adding more and more elements to the Z-BUFFER file,  when you are
down  to  the last filling you can add 3000 to the display mode and use DISPLAY
which will fill in the final elements display the completed seen and then erase
the no longer needed Z-BUFFER file.

You do not need to erase the Z-BUFFER after the final filling,  but you do  not
want  to  reopen it if you are going to start rendering a different image since
parts of the images would get mixed up.  When you are going to add a background
you would want to add the background only to the first filling of the  Z-BUFFER
since  the  mixing  of the colors at the edges during anti-aliasing will not be
correct if you change the background after the first filling.  If you  are  not
using  oversampling  or  undersampling  it  might  be  possible  to  change the
background in the Z-BUFFER after the first filling.  You cannot change  the  Z-
BUFFER  size  and  other  settings  between  fillings,  and the perspective and
lighting values should also remain the same for all fillings, in most cases, so
as to avoid things looking wrong,  e.g.  having the light come  from  different
angles on different elements in the same rendering.  You can change the display
mode  between  fillings,  you might display some fillings using display mode 74
and some using display mode 73 in order to only have some elements  have  their
flagged  edges  outlined.  You might also want to change the perspective values
between fillings of the Z-BUFFER if you want to display a line drawing  over  a
3D  element  to  insert  labels  or  other  text  and such (when the video mode
displays line drawings to the screen,  rather  than  the  Z-Buffer,  you  would
display what is in the Z-Buffer onto the screen,  then display the line drawing
on top of that image that is on the screen,  i.e.  by not resetting  the  video
graphics mode between displaying the Z-Buffer and the line drawing element.)

One  peculiarity of the initial revision of v2.7F is that when you are saving a
24 bit "true-color" BMP file all display modes write to the Z-BUFFER, including
the display of free lines used for line drawings,  but when you are  displaying
1,  2,  4, and 8 bit images onto the screen, and not to a 24 bit BMP file, free
lines are drawn DIRECTLY TO THE SCREEN and not into the Z-BUFFER since  drawing
free lines directly to the screen is generally much faster than drawing them to
the  Z-BUFFER  file.  When  displaying  on the screen,  display modes in the 10
series display both lines and triangles directly to the screen bypassing the Z-
BUFFER in order to display more quickly.  All triangle elements used  with  the
hidden line display modes are displayed using the Z-BUFFER.  Normally this dual
path  to  the  screen  is  not a problem since everything ends up on the screen
anyway in the 1, 2, 4,  and 8 bit video modes,  but if you want to express free
lines  into  a  Z-BUFFER that you want to keep and then display the Z-BUFFER on
the screen later you need to first use the MUTATE command to convert  the  free
lines into triangles so that they will get expressed by Preview or DISPLAY into
the  Z-BUFFER rather than onto the screen directly.  Another approach is to not
plot the mutated free lines to the Z-BUFFER,  but to display the Z-BUFFER  then
save  the  image  as  a  pixel  file and use that pixel file as a background to
display the free lines over later with the Preview or DISPLAY commands.

Another peculiarity of the Z-BUFFER in the initial revision of  v2.7F  is  that
the  printer  strips  associated with the DOT and JET commands normally use the
same Z-BUFFER over and over again for each of the many strips that make up  the
page,  so  only  one  Z-BUFFER  file  is used even though many strips are used.
However when you add 1000 to the display mode to create a Z-BUFFER that will be
saved,  EACH STRIP CREATES ITS OWN Z-BUFFER file,  and you end up with a set of
numbered files,  ZBUFFER.1, ZBUFFER.2 and so on.  This can require a very large
amount of disk space,  so be sure that the Z-BUFFER path is set to a disk  with
lots of free disk space.  When there is only one Z-BUFFER file being used it is
usually named ZBUFFER.0, or something like that, so the extension might be used
to tell if you have a set of files or just one by checking for the existence of
file ZBUFFER.0 along the Z-BUFFER path.

Another reason for keeping the Z-BUFFER might be when most of the scene remains
the same and motionless during an animation.  You would first create a Z-BUFFER
and  fill it with the static background image and stationary 3D elements of the
scene that you wish to have the animated elements appear  in.  You  would  then
make  a  copy of the Z-BUFFER with the static elements so that you would have a
copy under another filename that would not get overwritten the  next  time  you
use  the  DISPLAY  command.  You would then reopen the Z-BUFFER with the static
elements in it by using the DISPLAY command with the  use  of  the  perspective
mode  being  added to 2000 or 3000,  and then the new elements that change from
frame to frame would be filled into the Z-Buffer so  that  they  are  with  the
other  elements  already  in the Z-Buffer file.  When you are ready to make the
next frame you copy the Z-BUFFER with the background and static  elements  back
to  its  original  name,  keeping the original duplicate for making more copies
later,  and then use DISPLAY to add the second set of moving elements in  their
next  positions,  and  so  on.  By only displaying the moving part of the scene
into the copy of the Z-BUFFER that contains the background and static  elements
you  can probably save some of the sorting and filling time by not having to do
those steps to the unchanging parts of the scene over and over again.

---
CHANGES TO MACRO COMMANDS

The macro GRAPH_MODE and DISPLAY commands have been altered to support the  new
BMP and F0B24 graphics modes.  Since several additional parameters are required
for  the making of the 24 bit BMP file the LET and LET$ macro commands are used
before the DISPLAY command in order to pass the needed values via the harddisk.

VERSION v2.7F
; Example macro to save 24 bit BMP file.

WYSIWYG 1

LET  B24OVER_.VAR = 4               ; anti-aliasing oversample value
LET  B24UNDER.VAR = 2               ; sub-pixel undersample value
LET  B24XPIX_.VAR = 800             ; x pixels value
LET  B24YPIX_.VAR = 600             ; y pixels value
LET  B24DITHE.VAR = 4               ; tone dithering value
LET$ B24BACK_.VAR = "MYPHOTO.BMP"   ; background 24 bit BMP image
LET$ B24NAME_.VAR = "MYCGI.BMP"     ; name for 24 bit BMP file to output to

GRAPH_MODE BMP

LET LS0ZFAR_.VAR =  -7.75           ; far lambert lighting point
LET LS0ZNEAR.VAR =  +5.50           ; near lambert lighting point
LET LS1XDEG_.VAR =   0              ; light source x rotation
LET LS1YDEG_.VAR = -75              ; light source y rotation
LET LS1ZDEG_.VAR = -45              ; light source z rotation
LET LS0LAMB_.VAR =  0.85            ; lambert brightness
LET LS0REFL_.VAR =  0.8             ; lambert reflection brightness
LET LS1BRIG_.VAR =   1              ; light source brightness
LET LS1REFL_.VAR =   1              ; light source reflection brightness

# 1 DISPLAY -20 -20 0 -10 240 74 0 0 ; make the 24 bit BMP file

TEXT

; End example macro to save 24 bit BMP file.

If you want to make an image that uses more elements or triangles than can  fit
into  the  drawing  workspace  at one time you can use the DISPLAY command more
than one time to fill the Z-BUFFER more than once.  In  Graphics  mode  BMP  or
F0B24, a BMP file will be created each time DISPLAY is used so that you can see
what  has been displayed to the Z-BUFFER,  but you can just ignore the BMP file
made after each filling of the Z-BUFFER and only keep the final one made  after
the last filling of the Z-BUFFER file.

Normally the Z-BUFFER file is deleted after the BMP file is output to free disk
space.  In  order  to keep the Z-BUFFER you need to add a number to the display
mode passed to the DISPLAY command.  Several options can be  achieved  in  this
way, with the values as shown here:

display mode +    0 = open new Z-BUFFER and erase Z-BUFFER after display.
display mode + 1000 = open new Z-BUFFER and keep Z-BUFFER after display.
display mode + 2000 = reopen old Z-BUFFER and keep Z-BUFFER after display.
display mode + 3000 = reopen old Z-BUFFER and erase Z-BUFFER after display.

To fill a Z-BUFFER more than one time you first add 1000 to  the  display  mode
and use the DISPLAY command,  then initialize the workspace load the additional
elements and add 2000 to the display mode and use  DISPLAY  to  reopen  the  Z-
BUFFER  file for more filling,  you can repeat using 2000 plus the display mode
over and over adding more and more elements to the Z-BUFFER file,  when you are
down  to  the last filling you can add 3000 to the display mode and use DISPLAY
which will fill in the final elements display  the  completed  scene  and  then
erase the unneeded Z-BUFFER file.

Adding the values 1000,  2000, or 3000 should only be done when the Z-Buffer is
going to be used by the display mode selected,  when the display goes  directly
to  the  video  screen  adding these values to the display mode probably has no
useful or defined effect.

You do not need to erase the Z-BUFFER after the final filling,  but you do  not
want  to  reopen it if you are going to start rendering a different image since
parts of the images would get mixed up.  When you are going to add a background
you would want to add the background only to the first filling of the  Z-BUFFER
since  the  mixing  of the colors at the edges during anti-aliasing will not be
correct if you change the background after the first filling.  If you  are  not
using  oversampling  or  undersampling  it  might  be  possible  to  change the
background in the Z-BUFFER after the first filling.  You cannot change  the  Z-
BUFFER  settings  between  fillings,  and  the  perspective and lighting values
should also remain the same for all fillings to  avoid  things  looking  wrong.
You  can change the display mode between fillings,  say have some fillings done
by using display mode 74 (e.g.  2074) and some done by using  display  mode  73
(e.g. 2073) in order to only have some elements have outlined edges.  You might
want  to  change the perspective values between fillings of the Z-BUFFER if you
want to display a line drawing over a 3D element to insert labels or other text
and such.

The variables used for the display modes may get erased after  each  use,  this
helps produce error messages and make sure that you have stated the values that
you want used, and that the values read are not just old variables left on your
harddisk from some time in the past.

Normally in the 1,  2,  4, and 8 bit per pixel video modes the background image
is loaded onto the screen by using the LOAD PIXEL command  before  the  DISPLAY
command,  and  the  DISPLAY  command writes in parts of the screen over what is
there.  Since the 24 bit per pixel BMP output file comes from the Z-BUFFER  and
not  the video screen,  the background image is loaded into the Z-BUFFER rather
than the screen.  When the 1,  2,  4,  and 8 bit per pixel video modes are used
you do not need to state the variables that pertain to the 24 bit per pixel use
of the Z-BUFFER, you just use the DISPLAY command and the Z-BUFFER will be made
up according to the screen dimensions without anti-aliasing since anti-aliasing
is  not  implemented  for the video modes with very limited colors since subtle
color changes are needed to have the anti-aliasing work well.  If no background
image is loaded then the background color comes from the setting of color 0  in
the  line  color  number  to  line color color number palette table,  see Setup
Palette in the Drawing Editor, or the PALETTE macro command.

Below is the macro code for example macro file ZBUFFER1.MAC  (tm).  This  macro
may be included in the v2.7F distribution DANCAD3D.ZIP (tm) file.  ZBUFFER1.MAC
(tm) shows commands used to create,  fill, and reopen a Z-BUFFER file, so as to
make a 24 bit "true-color" BMP file as the output.



VERSION v2.7F
TEXT
LOCATE 1 1
OUTPUT$ "ZBUFFER1.MAC (tm) Copyright (C) 2003 by Daniel H. Hudgins, All Rights Reserved."

LOCATE 1 3
OUTPUT$ "Example macro to fill the Z-Buffer more than once and save to a 24 bit BMP file."
LOCATE 1 5

OUTPUT$ "The 24 bit "%true-color"% image from the Z-Buffer is output to file ZBUFFER1.BMP"
LOCATE 1 6
OUTPUT$ "that you can try to look at with another graphics program e.g. MSPAINT.EXE (tm)."
LOCATE 1 7
OUTPUT$ "If the macro crashes it is probably because you do not have enough free disk"
LOCATE 1 8
OUTPUT$ "on your harddrives.  You can try editing this macro to reduce the X & Y pixels"
LOCATE 1 9
OUTPUT$ "and or the oversample and undersample values to reduce the disk space demands."

LOCATE 1 11
OUTPUT$ "Since the Z-Buffer used does not use the video board, a SVGA is not required"
LOCATE 1 12
OUTPUT$ "for this macro to run.  The image is not displayed on the screen, it is just"
LOCATE 1 13
OUTPUT$ "output to a BMP file that you can try to view or print from some other program."

LOCATE 1 15
OUTPUT$ "You can edit the GRAPH_MODE if you rather have the output come out on the screen"
LOCATE 1 16
OUTPUT$ "since all the elements displayed are triangle elements.  You may wish to change"
LOCATE 1 17
OUTPUT$ "the display modes if you are going to display using monochrome or 16 color mode"
LOCATE 1 18
OUTPUT$ "e.g. try mode 1 for monochrome, and 23 for 16 color, plus 1000, 2000, or 3000."

LOCATE 1 20
OUTPUT$ "The screen will go black for a long time while the program is working, this"
LOCATE 1 21
OUTPUT$ "macro takes about 10 minutes on a 733MHz PIII, the main menu shows when done."

LOCATE 1 23
OUTPUT$ "See also the information in file INFOV27F.TXT and at www.DANCAD3D.com (sm)."

LOCATE 1 25
OUTPUT$ "Press [Return] to continue."

WAIT

TEXT
LOCATE 1 1
OUTPUT$ "Working: Making elements..."

INITIALIZE

POLYGON 72 72 0.5 14 1 0 0 { This is element 1 }
#    1 OFFSET CURRENT 3.0 0 0
#    1 LATHE D 360 350
#    1 ROTATE Z 90 0 0
#    1 ROTATE Z 0 0 -85


BEGIN_NEW_ELEMENT { Number:    2 }
APPEND          0          1          0        1.2          1          0 1 1 0 0
APPEND        1.2          1          0        1.2         11          0 1 1 0 0
APPEND        1.2         11          0          0         11          0 1 1 0 0
#    2 LINETYPE 9 1 0 0
#    2 LATHE D 6 6        ; 1:13:22 a.m., Friday, May 16, 2003.

BEGIN_CUBE { Element 3 }
APPEND_LINE         -4        6.6          4         -4        5.4          4 1 1 160 0
APPEND_LINE          4        5.4          4          4        5.4  7.7806525 1 1 208 0
APPEND_LINE          4        5.4          4          4        6.6          4 1 1 160 0
APPEND_LINE         -4        6.6          4         -4        6.6  7.7806525 1 1 208 0
APPEND_LINE         -4        5.4         -4         -4        6.6         -4 1 1 160 0
APPEND_LINE          4        6.6         -4          4        6.6 -7.7806525 1 1 208 0
APPEND_LINE          4        6.6         -4          4        5.4         -4 1 1 160 0
APPEND_LINE         -4        5.4         -4         -4        5.4 -7.7806525 1 1 208 0
APPEND_LINE          4        5.4          4          4        5.4         -4 1 1 160 0
APPEND_LINE          4        6.6         -4  7.7806525        6.6         -4 1 1 208 0
APPEND_LINE          4        6.6         -4          4        6.6          4 1 1 160 0
APPEND_LINE          4        5.4          4  7.7806525        5.4          4 1 1 208 0
APPEND_LINE         -4        6.6         -4         -4        5.4         -4 1 1 160 0
APPEND_LINE         -4        5.4          4 -7.7806525        5.4          4 1 1 208 0
APPEND_LINE         -4        5.4          4         -4        6.6          4 1 1 160 0
APPEND_LINE         -4        6.6         -4 -7.7806525        6.6         -4 1 1 208 0
APPEND_LINE         -4        5.4          4         -4        5.4         -4 1 1 160 0
APPEND_LINE          4        5.4         -4          4  1.8193475         -4 1 1 208 0
APPEND_LINE          4        5.4         -4          4        5.4          4 1 1 160 0
APPEND_LINE         -4        5.4          4         -4  1.8193475          4 1 1 208 0
APPEND_LINE          4        6.6         -4         -4        6.6         -4 1 1 160 0
APPEND_LINE         -4        6.6          4         -4 10.1806525          4 1 1 208 0
APPEND_LINE         -4        6.6          4          4        6.6          4 1 1 160 0
APPEND_LINE          4        6.6         -4          4 10.1806525         -4 1 1 208 0
{ End CUBE type DIAGONAL }                 ;  1:16:14 a.m., Friday, May 16, 2003.
#    3 CENTER_FOR_CUBE -4 5.4 -4           ;  1:16:16 a.m., Friday, May 16, 2003.
#    3 LINETYPE 12 1 1 0 ; set tall equal shape so edges can be shaded.

LETTERING
DANCAD3D
0 6 4.05   0 0 0    0.6 0.8
10 1 0 0    0 0.4 0.5 6.666
C J DANCAD3D.FON      ; Element 4, 1:38:12 a.m., Friday, May 16, 2003.
# 4 MUTATE 103
# 4 ERASE

# 0 OFFSET C 0 -3.5 0

{ STOP } ; you can stop here and use Preview to display in mode S640C256

# 1 SAVE ASCII JOINELE1.ASC
# 2 SAVE ASCII JOINELE2.ASC
# 3 SAVE ASCII JOINELE3.ASC
# 4 SAVE ASCII JOINELE4.ASC

INITIALIZE

LOAD ASCII JOINELE1.ASC             ; load first set of elements

LET  B24OVER_.VAR = 2               ; anti-aliasing oversample value
LET  B24UNDER.VAR = 1               ; sub-pixel undersample value
LET  B24XPIX_.VAR = 640             ; x pixels value
LET  B24YPIX_.VAR = 480             ; y pixels value
LET  B24DITHE.VAR = 4               ; tone dithering value
LET$ B24BACK_.VAR = ""              ; no background when making background
LET$ B24NAME_.VAR = "BACKGRO1.BMP"  ; name for 24 bit BMP file to output to

GRAPH_MODE BMP                      ; set video mode for CRT BACKGROUND

CRT BACKGROUND 21 0.999 2 4

TEXT

LET  B24OVER_.VAR = 4               ; anti-aliasing oversample value
LET  B24UNDER.VAR = 1               ; sub-pixel undersample value
LET  B24XPIX_.VAR = 640             ; x pixels value
LET  B24YPIX_.VAR = 480             ; y pixels value
LET  B24DITHE.VAR = 4               ; tone dithering value
LET$ B24BACK_.VAR = "BACKGRO1.BMP"  ; background 24 bit BMP image
LET$ B24NAME_.VAR = "ZBUFFER1.BMP"  ; name for 24 bit BMP file to output to

GRAPH_MODE BMP                      ; the video mode must be reset each time

LET LS0ZFAR_.VAR =  -4.85           ; far lambert lighting point
LET LS0ZNEAR.VAR =  +5.85           ; near lambert lighting point
LET LS1XDEG_.VAR =   0              ; light source x rotation
LET LS1YDEG_.VAR =  80              ; light source y rotation
LET LS1ZDEG_.VAR = -70              ; light source z rotation
LET LS0LAMB_.VAR =  0.875           ; lambert brightness
LET LS0REFL_.VAR =  0.875           ; lambert reflection brightness
LET LS1BRIG_.VAR =  0.900           ; light source brightness
LET LS1REFL_.VAR =  0.900           ; light source reflection brightness

# 1 DISPLAY -22 -20 0 -22 92 1074 0 0 ; open a new Z-BUFFER file.

TEXT

INITIALIZE

LOAD ASCII JOINELE2.ASC             ; load second set of elements

LET  B24OVER_.VAR = 4               ; anti-aliasing oversample value
LET  B24UNDER.VAR = 1               ; sub-pixel undersample value
LET  B24XPIX_.VAR = 640             ; x pixels value
LET  B24YPIX_.VAR = 480             ; y pixels value
LET  B24DITHE.VAR = 4               ; tone dithering value
LET$ B24BACK_.VAR = ""              ; no background on second fill of Z-BUFFER
LET$ B24NAME_.VAR = "ZBUFFER1.BMP"  ; name for 24 bit BMP file to output to

GRAPH_MODE BMP                      ; reset video mode

LET LS0ZFAR_.VAR =  -4.85           ; far lambert lighting point
LET LS0ZNEAR.VAR =  +5.85           ; near lambert lighting point
LET LS1XDEG_.VAR =   0              ; light source x rotation
LET LS1YDEG_.VAR =  80              ; light source y rotation
LET LS1ZDEG_.VAR = -70              ; light source z rotation
LET LS0LAMB_.VAR =  0.875           ; lambert brightness
LET LS0REFL_.VAR =  0.875           ; lambert reflection brightness
LET LS1BRIG_.VAR =  0.900           ; light source brightness
LET LS1REFL_.VAR =  0.900           ; light source reflection brightness

# 1 DISPLAY -22 -20 0 -22 92 2074 0 0 ; reopen Z-BUFFER file in mode 2074.

TEXT

WYSIWYG 1
{ PALETTE 1 0 8 }

INITIALIZE

LOAD ASCII JOINELE3.ASC             ; load third set of elements

LET  B24OVER_.VAR = 4               ; anti-aliasing oversample value
LET  B24UNDER.VAR = 1               ; sub-pixel undersample value
LET  B24XPIX_.VAR = 640             ; x pixels value
LET  B24YPIX_.VAR = 480             ; y pixels value
LET  B24DITHE.VAR = 4               ; tone dithering value
LET$ B24BACK_.VAR = ""              ; no background on second fill of Z-BUFFER
LET$ B24NAME_.VAR = "ZBUFFER1.BMP"  ; name for 24 bit BMP file to output to

GRAPH_MODE BMP

LET LS0ZFAR_.VAR =  -4.85           ; far lambert lighting point
LET LS0ZNEAR.VAR =  +5.85           ; near lambert lighting point
LET LS1XDEG_.VAR =   0              ; light source x rotation
LET LS1YDEG_.VAR =  80              ; light source y rotation
LET LS1ZDEG_.VAR = -70              ; light source z rotation
LET LS0LAMB_.VAR =  0.875           ; lambert brightness
LET LS0REFL_.VAR =  0.875           ; lambert reflection brightness
LET LS1BRIG_.VAR =  0.900           ; light source brightness
LET LS1REFL_.VAR =  0.900           ; light source reflection brightness

# 1 DISPLAY -22 -20 0 -22 92 2073 0 0 ; reopen Z-BUFFER file in mode 2073.

TEXT

INITIALIZE

LOAD ASCII JOINELE4.ASC             ; load forth & final set of elements

LET  B24OVER_.VAR = 4               ; anti-aliasing oversample value
LET  B24UNDER.VAR = 1               ; sub-pixel undersample value
LET  B24XPIX_.VAR = 640             ; x pixels value
LET  B24YPIX_.VAR = 480             ; y pixels value
LET  B24DITHE.VAR = 4               ; tone dithering value
LET$ B24BACK_.VAR = ""              ; no background on second fill of Z-BUFFER
LET$ B24NAME_.VAR = "ZBUFFER1.BMP"  ; name for 24 bit BMP file to output to

GRAPH_MODE BMP                      ; reset video mode

LET LS0ZFAR_.VAR =  -4.85           ; far lambert lighting point
LET LS0ZNEAR.VAR =  +5.85           ; near lambert lighting point
LET LS1XDEG_.VAR =   0              ; light source x rotation
LET LS1YDEG_.VAR =  80              ; light source y rotation
LET LS1ZDEG_.VAR = -70              ; light source z rotation
LET LS0LAMB_.VAR =  0.875           ; lambert brightness
LET LS0REFL_.VAR =  0.875           ; lambert reflection brightness
LET LS1BRIG_.VAR =  0.900           ; light source brightness
LET LS1REFL_.VAR =  0.900           ; light source reflection brightness

# 1 DISPLAY -22 -20 0 -22 92 3074 0 0 ; reopen Z-BUFFER file then erase it.

TEXT

; End macro to fill Z-BUFFER more than once and save 24 bit BMP file.





The same general idea of keeping the  Z-BUFFER  and  the  need  for  the  macro
command to be preceded by the necessary Z-BUFFER and lighting variables applies
to  the JET ADD,  JET WORKSPACE,  DOT ADD,  and DOT WORKSPACE commands.  As may
have been mentioned above,  when the Z-BUFFER is saved  from  the  DOT  or  JET
commands a set of files is saved, one Z-BUFFER file for each of the many strips
that  make  up  the DOT or JET page.  Because of the high resolution of the DOT
and JET pages the size of the set of Z-BUFFERS  will  take  up  a  considerable
amount  of  disk  space,  so it is important that you have sufficient free disk
space if you are going to try to preserve the Z-BUFFER while using the  DOT  or
JET  commands.  The  perspective display modes that effect the retention of the
Z-BUFFER can also be accessed through the main menu Preview command as well  as
the Hardcopy Jet Add,  Hardcopy Jet Workspace,  Hardcopy Dot Add,  and Hardcopy
Dot Workspace commands.

The SORT command now has two modes:

# 1 SORT 1 ; sorts triangles back to front
# 1 SORT 2 ; sorts triangles front to back

The MUTATE command has some new modes that effect the display of triangles:

# 1 MUTATE 1    ; Convert free lines to triangles, like mode 102 now
# 2 MUTATE 2    ; like in v2.7E
# 2 MUTATE 3    ; like in v2.7E
# 1 MUTATE 100  ; line mode 1 in v2.7E
# 1 MUTATE 102  ; lines to triangles, flag as mutated
# 1 MUTATE 103  ; like 102 but also flag for shade by depth

Mutate mode 100 is not generally recommended since the  shine  of  the  surface
reflection from the light sources can show up in the rendering depending on the
angle of the element and the display mode.

Mutate mode 102 sets the second bit of the second line in each triangle's shape
byte  so  that the program knows that the triangles have been mutated from free
lines and can give them special treatment.

Mutate mode 103 sets the first and second bits  of  the  second  line  in  each
triangle's  shape  byte  so  that the program will shade the mutated element by
depth in display modes, such as perspective display mode 64,  that support that
option.  Although  you  might  want  use this feature to have the mutated lines
shade along with the other elements in a 3D rendering,  because the lines going
toward the back of the display space when rotated can get very dark,  you might
prefer to use mutate mode 102 to keep the line color constant  at  all  depths.
These  new  mutate  modes  are also available through the Mutate command in the
drawing editor.

Two new options were added to the CORRECT command that filter elements.

# 1 CORRECT F L ; filters out dots and triangles, keeps free lines
# 2 CORRECT F T ; filters out lines and "bad" triangles, keeps good triangles

The "F" stands for Filter mode,  the "L" stands for  Line  mode,  and  the  "T"
stands  for triangle mode.  The "L" filter is used internally by the program to
"prep" line elements before some of the commands  that  convert  line  elements
into  triangles,  so  as to remove line segments that are very short or have no
length,  since it is not allowed that the resulting triangles made from a  line
source  element  would  have  no length on one side.  The "T" filter is used to
remove triangles that have no length on one side,  and might also  be  able  to
remove free lines from a triangle element.  If a free line is stuck between the
first  and  second  lines  in a triangle the free line and the first and second
lines of the corrupted triangle will probably get deleted since the program has
no way of associating parts of a triangle that are not made of consecutive line
segments in the workspace.  Since  both  filters  delete  line  segments  these
commands  tend  to  work  faster when the element being filtered is the element
with the highest element number, rather than an element somewhere in the middle
because when an line segment gets deleted all  of  the  line  segments  with  a
higher  line  number need to be shuffled down by one line number,  so the fewer
lines above the one getting deleted the better.  These  new  filters  are  also
accessible through the drawing editor's Hidden Correct command.

The  CRT  BACKGROUND command was altered to make a BMP file rather than a Pixel
file when the graphics mode BMP or F0B24 is set.  The same variables that  need
to proceed the DISPLAY command when graphics mode BMP or F0B24 are used need to
precede  the  CRT  BACKGROUND  macro command so that the program will know what
kind and size of Z-Buffer to setup and what the name of the 24 bit BMP file  to
make should be.

LET B24OVER_.VAR =   1             ; anti-aliasing oversample value
LET B24UNDER.VAR =   1             ; sub-pixel undersample value
LET B24XPIX_.VAR = 800             ; x pixels value
LET B24YPIX_.VAR = 600             ; y pixels value
LET B24DITHE.VAR =   4             ; tone dithering value
LET$ B24BACK_.VAR = ""             ; no background when making background
LET$ B24NAME_.VAR = "BACKGROU.BMP" ; name for 24 bit BMP file to output to

GRAPH_MODE BMP ; set video mode for CRT BACKGROUND

CRT BACKGROUND 21 1 2 4

In  the  above example the value passed to B24OVER_.VAR will probably have some
effect on the appearance of the background image since  two  colors  are  being
mixed  in  a  random "texture" like pattern.  When CRT BACKGROUND is writing to
the screen using the 1, 2, 4, or 8 bit per pixel video modes the variables used
with the 24 bit BMP file mode are not required in v2.7F.

The GRAPH_MODE command should now accept the new "graphics" modes BMP and F0B24
which for the time being should do the same thing.  You should reset the  video
mode  with the macro TEXT command so that you are back in video text mode after
using the BMP or F0B24 graphics mode.

GRAPH_MODE BMP
; command that uses BMP mode here
TEXT

GRAPH_MODE F0B24
; command that uses F0B24 mode here
TEXT

Be sure to set the correct graphics mode before using any of the commands  that
require  that  the program be in graphics mode.  The display variables that are
used by the hidden line display modes and the BMP or F0B24 graphics mode should
be assigned before being required each time the command is called that uses the
variable values,  since the variables may be erased after being  read.  Erasing
the  variables after they are read might help insure that the values being read
are "fresh" assignments and not old values left on the harddisk from some  time
before.

The  LINETYPE  command  was  altered  to  treat  elements  that  have triangles
differently than elements that are made of free lines.  In a  element  made  of
triangles  the  first bit of the shape byte in the second line of each triangle
tells the program to shade the edge lines that are set to show in display modes
that show them.  Since there is no special command to set this bit you can  use
the  macro  LINETYPE  command to set this bit.  This bit being set in the shape
byte of the first line in a triangle has no defined effect at this point in the
development of the program.

# 1 LINETYPE 14 3 1 0 ; have edges shaded when right display mode is selected
# 1 LINETYPE 14 3 0 0 ; do not shade flagged edges in any display mode

Since there is no special command for setting this bit, you can use the drawing
editor's Line edit Line style command to set the line  type  to  "square  tall"
when  you  want  the edges shaded,  and "square equal" when you do not want the
edge outlines shaded at any time.  By controlling the shading of the  edges  by
an  attribute  bit  in  the  drawing element rather than by selecting a special
display mode you can have some element's edges shaded and some  not  shaded  in
the same rendering.

The  LINETYPE  command  was also modified so as to bypass the second bit of the
triangle's second shape attribute byte, so that the element mutated from a free
line flag bit,  the second bit in the second shape byte,  would not get changed
when  you  use  the LINETYPE command to alter the color or edge line width of a
triangle element.  You should not edit triangle elements made in, or to be used
in v2.7F, in versions or revisions of the CAD programs prior to v2.7F since the
presence of these control flag bits in triangle elements  was  not  defined  in
those  versions,  and  the  bits may get improperly altered or have undesirable
effects.  In general,  drawings or elements made in a newer version or revision
should  not be used in older versions or revisions since the code that supports
newer features is not the same or even present in older versions.

Since  LINETYPE  is  set  to bypass the mutated flag bit,  you cannot use it to
alter the mutated flag bit.  This is probably not a problem since that  bit  is
only used to flag mutated triangle elements.  If you need to alter that bit you
can  save  the  element  as an ASCII file and use the search and replace in the
Write command or some other text editor  to  change  the  second  shape  byte's
values,  you  can  edit  the automatic output macro you saved while drawing and
change the mutate mode so that when you regenerate the drawing the  mutate  bit
is  not  set,  or  you can try to mutate the triangles back into free lines and
then mutate them back into triangles but use a different mode the second time.

Some new or altered perspective display modes are accessible:

 6 = fill triangles with random colors not background color with no edges
21 = fill triangles with triangle color, outline edges in same color
24 = like 21 but without the edge outline

These new or changed modes are  also  available  from  the  main  menu  Preview
command and the drawing editor's View Hidden Hidden command.

---
CHANGES TO  V2.74  AND  V3.74 CAM PROGRAMS IN MAY 9, 2003 REVISIONS.

Since  the  default  video  aspect ratio was changed in the CAD programs I have
also revised the CAM programs so that the difference between the programs might
not be another reason for adjusting the monitor's controls.  One of the reasons
that the video aspect ratio was changed was that BMP  graphics  files  normally
have  a  one-to-one  square pixel shape.  When BMP graphics files are converted
into ASCII tool path files,  through use of the file utility or JET commands in
the  CAD programs,  fewer adjustments might need to be made if the video aspect
ratio matches the BMP file aspect ratio,  and therefore parts manufactured from
tool  path  files made through such conversion might not need to be compensated
for aspect conversion ratios if all the aspect ratios used are  for  1:1  pixel
shapes,  i.e.  a  4:3  raster  shape when the BMP file is 640 by 480 pixels and
such.  Some video board's or video modes pixel shapes do not  have  1:1  square
pixels,  so  you  may still need to use the Magnify command or the video aspect
adjustment in the CAD program's main menu's Change command to make  adjustments
for  those circumstances in order to get the X and Y axis in the tool path file
generated to come out with even height to width motor steps  for  corresponding
to even proportions in the BMP file converted.

The  default  video aspect ratio was changed to 4:3 in the CAM programs so that
flat panel video monitors that do not have height or width controls but do have
square pixels will be more likely to display shapes proportioned appropriately.
If you have a CRT video monitor you should set the video aspect  adjustment  in
the  programs  to 1.0 and adjust the monitors controls to have the video aspect
test pattern come out square.  If your CRT monitor  does  not  have  height  or
width adjustments and does not display a 4:3 raster,  or your LCD or other flat
panel display does not have square pixels,  then you might try using the  video
aspect  adjustment  in the programs to compensate for differences in the aspect
ratios.  The aspect ratio adjustment in the programs  effects  the  display  of
shapes  in the "Teach" mode's graphic display,  and the video aspect ratio test
pattern.  If you are using  the  Hercules  (tm)  video  mode  on  a  monochrome
graphics  monitor the monitor's aspect ratio is probably wider than 4:3,  so if
things had looked correct on it in previous revisions you will probably have to
make an aspect ratio adjustment now in the software.  If you are using a  color
monitor  it  is  probably  displaying  an aspect ratio near 4:3,  although some
monitors have bezels that are a wider shape,  so the width of the image on  the
screen  may  not  fill  the  screen's width when the raster is adjusted to show
square pixels,  i.e.  you will have more black space at the sides of the raster
than at the top and bottom.

---
ADDITIONAL INFORMATION

Please  visit  my Web site On-Line at:  http://www.DANCAD3D.com/ for additional
information.  Please  report  bugs,  mistakes,  or  other  problems  with  this
document or the programs,  see SECTION:  8 at the current On-Line version of my
Web site for current instructions.
















































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