At 2:46 PM -0600 3/16/06, E. Tejkowski wrote:

Nice work on the interface. I've have also done something like this with similarly pleasant results. However, I disagree that it's not a pain to render all those images. For me it was a huge nuisance. Add to that Joe's idea of doing it in 3D (which I also did) and you are looking at a major time commitment for just one knob. Then, if you want to tweak something in the graphic, it's back to the drawing board and re-rendering it all... nevermind that you often need multiple designs in one interface. Ugh.

I think you need a better tool chain. With POV-Ray, for example, a single file can spit out all the images at once (it thinks it's generating an animation, but doesn't really care what you do with the images after it's done). If you need to tweak something, you tweak it, hit the Render command, and new images spit out all at once.

Depending on how you're using these images, you might need an additional post-processing step to massage them into the format you want for your app -- but that can be automated too (either in RB or with something like GraphicConverter).

You do have to learn the tools, but once you've got them, it's really very fast to pump out something like this.

I think what I'm really looking for is a combination of ideas here. I'd like to render one image as the background and like Joe said, the knob shadows will remain realistic, since shadows don't change as you rotate. Then, I'd like a small indicator like Phil mentioned that does the actual rotation. Trouble is, anytime I've tried to use the rotation in Shape2D, it never comes out feeling smooth. It always feels a little bit off, almost like it has "corners" in the travel. Maybe I just have bad math in my code.

The amount of mixing between pixels depends on the angle; there are certain magic angles (i.e. multiples of 90 degrees) that require no mixing at all, and other angles require more or less. This could be what you're seeing there.

Best,
- Joe

--

Joseph J. Strout
[EMAIL PROTECTED]
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