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Monthly Archives: October 2010
More precision
The effort of making pointing algorithm more precise continues. After the introduction of hammer tool, it became more urgent, because the subcubes of smaller size are harder to pinpoint. Give it a try now, it should be better. If you … Continue reading
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Hammer
Hammer is the new tool that was added to 3DTin yesterday. So far you could compose a 3D object by placing cubes on top of each other. Now with the hammer tool you can break those cubes into smaller ones. … Continue reading
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on Chrome 8
I tried 3DTin on Chrome 8 as soon as it showed up in dev channel last week. Good news is, if you have graphics card capable of handling WebGL, then Chrome 8 has got WebGL anti-aliasing right (at least on … Continue reading
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Pointer Accuracy
As was pointed out by early users, placing a cube at specific location or pointing to an existing cube with mouse was inaccurate (little off-the-mark). To address this issue, I added a cursor cube few weeks ago. It at least … Continue reading
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WebGL Speedup
When I implemented the WebGL backend couple of weeks ago, I mentioned that the performance improvement is not as good as it should be. Yesterday I spent some time on that and figured out how to make effective use of … Continue reading
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Cursor Cube
When you point at a cube using mouse pointer, 3DTin tries to deduce the exact cube you meant to point to in 3D space. It uses the content of the scene, orientation of view and the 2D coordinates of your … Continue reading
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WebGL ready
If you have been following 3DTin since beginning, you would know it was originally written on top of WebGL. That was back in early summer, in the first implementation of 3DTin. The second revision, adopted a cube based modelling approach … Continue reading
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