34 |
do post-effects -- need to expose rectangle - mosaic. |
do post-effects -- need to expose rectangle - mosaic. |
35 |
- what about laziness? |
- what about laziness? |
36 |
|
|
37 |
- Screen-space dicing paperquad polishing |
- homogeneous coordinates throughout transformation hierarchy! |
38 |
- homogeneous coordinates throughout transformation hierarchy! |
- needed for improving texture coordinate interpolation quality |
39 |
- needed for improving texture coordinate quality |
in nonlinear views |
40 |
- Transform::isWGood()? |
- Transform::isWGood()? |
41 |
|
|
42 |
|
- GL vs non-GL split of coordsys; do the systems under the fisheye |
43 |
|
using matrices |
44 |
|
|
45 |
Implementation |
Implementation |
46 |
"""""""""""""" |
"""""""""""""" |
53 |
|
|
54 |
- canvas view 2d: show *where* (what dir.) there is more text / stuff |
- canvas view 2d: show *where* (what dir.) there is more text / stuff |
55 |
- [mudyc] what's this? |
- [mudyc] what's this? |
56 |
|
- some visual indicator of where the rest of the stuff is on a canvas, i.e. if |
57 |
|
far right from anything I should see it. Something like a "radar" |
58 |
|
|
59 |
- libpaper: optimized paper generation in pbuffer! |
- libpaper: optimized paper generation in pbuffer! |
60 |
|
|
138 |
2003-05-10: |
2003-05-10: |
139 |
- "DEADLINE": YLEM journal fillets |
- "DEADLINE": YLEM journal fillets |
140 |
|
|
141 |
|
2003-05-08: |
142 |
|
- document dicing code, clean up the messy parts not |
143 |
|
needed any more. |
144 |
|
|
145 |
2003-05-07: |
2003-05-07: |
146 |
- [mudyc] how we can see from mouse click what |
- [mudyc] how we can see from mouse click what |
147 |
node(notes on pp canvases) was clicked if any? |
node(notes on pp canvases) was clicked if any? |
148 |
- put some example code to AbstractMainNode2D.doMouse |
- put some example code to AbstractMainNode2D.doMouse |
149 |
|
- MATCHER HIERARCHY!!! |
150 |
|
|
151 |
- [benja] buoyoing with two-focus interface |
- [benja] buoyoing with two-focus interface |
152 |
(one main buoy manager, one buoy manager |
(one main buoy manager, one buoy manager |
153 |
at the bottom of the screen showing pp papers) |
at the bottom of the screen showing pp papers) |
154 |
|
|
|
2003-05-06: |
|
155 |
|
|
156 |
============= |
============= |
157 |
Past: |
Past: |
158 |
============= |
============= |
159 |
|
|
160 |
|
2003-05-07: Jkl |
161 |
|
- Finish new dicing for paperquads - much better |
162 |
|
- the important ideas for solving the problem: |
163 |
|
1. don't try pure recursion. Splitting a triangle |
164 |
|
must also split its neighbour. Having the real |
165 |
|
structure of the mesh and an edge split operation |
166 |
|
there is good |
167 |
|
2. Don't forget source space. When splitting a triangle, |
168 |
|
choosing the longest edge in *source* space produces |
169 |
|
balanced meshes - quite often almost *structured* ones, |
170 |
|
without any of the bookkeeping hassles. Avoids |
171 |
|
lengthened triangles. |
172 |
|
3. Use discrepancy and probe points liberally. When choosing |
173 |
|
whether to split a triangle, the previous point allows |
174 |
|
us now to just generate a new point at the center |
175 |
|
and see how far it is from linear. The distance is then |
176 |
|
the splitting criterion. |
177 |
|
|
178 |
|
|
179 |
2003-05-06: [ tired + depressed; none of AGPU proposals taken ] |
2003-05-06: [ tired + depressed; none of AGPU proposals taken ] |
180 |
|
- nothing. Rested |
181 |
|
- second place in monthly Blitz Go tournament of Helsinki Go Club |
182 |
|
- feeling somewhat better |
183 |
|
|
184 |
2003-05-05: |
2003-05-05: (LOTS) |
185 |
- new lego invoice to Virva |
- new lego invoice to Virva |
186 |
|
|
187 |
- DEADLINE: IV'03 camera-ready copy! |
- DEADLINE: IV'03 camera-ready copy! |
188 |
- formatting problems |
- formatting problems |
189 |
|
|
190 |
- DEADLINE: IV'03 controllers |
- DEADLINE: IV'03 controllers |
191 |
|
- finished 01:45 |
192 |
|
|
193 |
|
|
194 |
2003-05-04: |
2003-05-04: |