Copyright (C) 1986-2011 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 25 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) , DANCAD87.EXE (tm), DANCINEL.EXE (tm), DANCINES.EXE (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 look over "SECTION: 8" of "This Web Site" before contacting "The Author."
SECTION: 4.20 is for some information and illustrations relating to example images of the various Display Modes that affect the way drawing elements are displayed.
The Perspective Display Modes relate to the way the lines and edges of the triangle elements are colored in and outlined. The Perspective Display Modes also control how line elements, triangle elements, or mixed elements will be processed for display.
See Section: 3.1.25.0 for a detailed discussion of issues relating to Perspective Display Modes, Printing Display Modes, and other issues related to this Section.
The Stereoscopic Display Modes relate to the way the right and left eye views will be formatted for display. Different stereoscopic viewing methods require different formatting of the two images, these formatting options are controlled through a code number. Various other values are associated with each formatting code number so as to optimize the display for each Stereoscopic Display Mode, and its relation to the particular elements being displayed. The Perspective Display Mode selected affects the appearance of the images used for the Stereoscopic Display Formatting, i.e. you can use all of the Perspective Display Modes with any of the Stereoscopic Display Modes giving a large variety of combinations, only some of which would be of interest generally.
See Section: 3.3.7.8 for a detailed discussion of issues relating to Stereoscopic Viewing Methods, Anaglyph glasses, and other issues related to this Section.
The modes available and the images they produce may be altered in other program revisions, so the images generated by the program version you have may not match the illustrations shown here. Variations in the code used in different program, revisions and versions can affect the results, so you should not expect the same results from different versions and revisions of the programs. The Author reserves the right to make any kind of changes at any time without notice.
Some Browsers may not display the larger size illustrations properly, so you may only be able to view the smaller sizes of each illustration. You should turn off the shrink-to-fit feature in your browser, if it has one, since that can distort or degrade the illustrations or make thin lines disappear.
This YINYANG1.MAC example macro code illustrates how to generate filled in areas for use when rendering triangle elements. The automatic output macro command, O from the Main Menu, used in conjunction with the Weave command in the Drawing Editor can be used to automatically code some of the necessary commands for this type of drawing element. See Appendix: B for more information about macro commands.
VERSION v3.7L
TEXT
LOCATE 1 1 ECHO YINYANG1.MAC Copyright (C) 2005 Daniel H. Hudgins, All Rights Reserved.
LOCATE 1 3 ECHO This is an example macro for perspective display mode 24.
LOCATE 1 4 ECHO Display the element made using perspective display mode 24.
DELAY 1000
; OPEN as NEW file: YENYANG1.MAC. 1:39:55 p.m., Wednesday, March 23, 2005.
INITIALIZE { No elements in workspace when file was opened as new }
POLYGON 360 90 3 4 1 0 0 { This is element 1 }
POLYGON 180 90 1.5 4 1 0 0 { This is element 2 }
# 2 OFFSET ZERO 1.5 0 0
LET START_LN.VAR -> START_LINE 2 { from [P]ull point }
ALTER [ START_LN.VAR + 0 ] 2.99999 0 0 3 0 0 4 1 0 0
JOIN 1 2 { Join two elements }
# 1 WEAVE E E E S 1.0000000000E-06
# 1 CORRECT G
{ start part 2 }
POLYGON 720 180 3 4 1 0 0 { This is element 1 }
# 2 ROTATE Z 0 0 -90
POLYGON 360 180 0.2 4 1 0 0 { This is element 4 }
# 3 OFFSET ZERO -1.5 0 0
JOIN 2 3 { Join two elements }
# 2 WEAVE S E E S 1.0000000000E-06
APPEND_LINE 0 0 0 0 3 0 4 1 40 0
APPEND_LINE -1.3 0 0 -1.3 0 0 4 1 64 0
{ Triangle }
# 2 CORRECT L
{ ----------------------------------------- }
POLYGON 360 180 1.5 4 1 0 0 { This is element 3 }
# 3 ROTATE ZERO 0 0 180
# 3 OFFSET ZERO -1.5 0 0
POLYGON 360 180 0.2 4 1 0 0 { This is element 4 }
# 4 ROTATE ZERO 0 0 180
# 4 OFFSET ZERO -1.5 0 0
{ --- }
JOIN 3 4 { Join two elements }
# 3 WEAVE S E E S 1.0000000000E-06
JOIN 0 { Join all elements }
; make copy of "body"
# 1 COPY_ELEMENT_IN_WORKSPACE
# 2 OFFSET CURRENT 0 0 0
# 2 CENTER_ON_POINT 0 0 0
# 2 ROTATE C 0 0 180
# 2 LINETYPE 2 1 0 0
# 2 LINETYPE 1 1 0 0
; "eyes"
POLYGON 360 360 0.2 1 1 0 0 { This is element 3 }
# 3 OFFSET ZERO -1.5 0 0
# 3 FAN E -1.5 0 0
# 3 COPY_ELEMENT_IN_WORKSPACE
# 4 OFFSET CURRENT 0 0 0
# 4 CENTER_ON_POINT 0 0 0
# 4 ROTATE C 0 0 180
# 4 LINETYPE 4 1 0 0
; reset line widths
# 1 LINETYPE 4 10 0 0
# 2 LINETYPE 1 10 0 0
# 3 LINETYPE 1 10 0 0
# 4 LINETYPE 4 10 0 0
; outline element for mutate
POLYGON 360 90 3 4 1 0 0 { This is element 1 }
POLYGON 180 90 1.5 4 1 0 0 { This is element 2 }
# 6 OFFSET ZERO 1.5 0 0
LET START_LN.VAR -> START_LINE 6 { from [P]ull point }
ALTER [ START_LN.VAR + 0 ] 2.99999 0 0 3 0 0 4 1 0 0
JOIN 5 6 { Join two elements }
{ start part 2 }
POLYGON 720 180 3 4 1 0 0 { This is element 1 }
# 6 ROTATE Z 0 0 -90
POLYGON 360 180 0.2 4 1 0 0 { This is element 4 }
# 7 OFFSET ZERO -1.5 0 0
JOIN 7 6 { Join two elements }
{ ----------------------------------------- }
POLYGON 360 180 1.5 4 1 0 0 { This is element 3 }
# 7 ROTATE ZERO 0 0 180
# 7 OFFSET ZERO -1.5 0 0
POLYGON 360 180 0.2 4 1 0 0 { This is element 4 }
# 8 ROTATE ZERO 0 0 180
# 8 OFFSET ZERO -1.5 0 0
{ --- }
JOIN 8 7
JOIN 7 6
JOIN 6 5
; make copy of "body"
# 5 COPY_ELEMENT_IN_WORKSPACE
# 6 OFFSET CURRENT 0 0 0
# 6 CENTER_ON_POINT 0 0 0
# 6 ROTATE C 0 0 180
# 6 LINETYPE 0 10 0 0
; "eyes"
POLYGON 360 360 0.2 1 1 0 0 { This is element 3 }
# 7 OFFSET ZERO -1.5 0 0
# 7 COPY_ELEMENT_IN_WORKSPACE
# 8 OFFSET CURRENT 0 0 0
# 8 CENTER_ON_POINT 0 0 0
# 8 ROTATE C 0 0 180
# 8 LINETYPE 0 10 0 0
; reset line widths
# 1 LINETYPE 4 5 0 0
# 2 LINETYPE 1 5 0 0
# 3 LINETYPE 1 5 0 0
# 4 LINETYPE 4 5 0 0
JOIN 8 7
JOIN 7 6
JOIN 6 5
# 5 LINETYPE 8 15 0 0
# 5 MUTATE 1
# 5 ERASE_ELEMENT
# 5 OFFSET CURRENT 0 0 0.02
; STOP adding to file: YENYANG1.MAC. 3:13:43 p.m., Wednesday, March 23, 2005.
This YINYANG2.MAC example macro code illustrates how to display filled in areas for use when rendering triangle elements. The automatic output macro command, O from the Main Menu, used in conjunction with the Preview command in the Main Menu can be used to automatically code some of the necessary commands for this type of element display. See Appendix: B for more information about macro commands.
VERSION v3.7L
TEXT
LOCATE 1 1 ECHO YINYANG2.MAC Copyright (C) 2005 Daniel H. Hudgins, All Rights Reserved.
LOCATE 1 3 ECHO This macro displays the filled in elements made by YINYANG1.MAC.
DELAY 1000
; OPEN as NEW file: YINYANG2.MAC. 4:54:56 p.m., Sunday, April 17, 2005.
INITIALIZE { No elements in workspace when file was opened as new }
RUN YINYANG1.MAC
WYSIWYG 1 { Preview }
PALETTE 1 0 0 { Preview or Save Pixel }
GRAPH_MODE COLOR { Preview or Save Pixel }
# 0 DISPLAY 0 0 0 -1.0E+18 230 24 0 0
{ --------------------------------- }
LOCATE 1 1 ECHO Press [Return] to continue...
WAIT
; STOP adding to file: YINYANG2.MAC. 5:17:39 p.m., Sunday, April 17, 2005.
; End Macro