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3 Commits
Author SHA1 Message Date
ExPikaPaka d2ba88c93d Texture displacement: animations that play on their own, and art for the
rest of the panel

The animations advanced one frame per mouse movement and stood still
whenever the mouse did. schedule_extra_frame() only guarantees an idle
event at the moment the next frame is due; GLCanvas3D::on_idle() returns
without rendering anything unless something marked the canvas dirty by
then, and nothing had. set_dirty() on the gizmo is what on_idle reads,
through GLGizmoBase::update_items_state(), to find out there are frames
still to draw.

Thirty-odd more pictures, covering the paint tools, brush size, the
connected-area fill, the five views, the five projections, subdivision,
feature-adaptive refinement, remeshing, hard edges, slivers, geometry
smoothing, filament mixing and denoise.

The generator grew three more drawing languages beside the shaded relief,
each picked by what the setting is rather than by taste: a flat mesh of
triangles where the subject is the mesh or a tool, a section where the
subject is where the surface sits relative to where it was, and a flat ramp
of greys where the subject is which filament a spot ends up as. Lighting a
colour illustration or looking down on a vertical change would both add a
second thing moving between two pictures meant to differ in one.

Mapping is one ball with the checker laid on it five ways, which is the
whole of what choosing a projection does - except Unwrap, which is not a
projection onto the model and so is drawn as the flat layout it produces.
2026-10-13 13:53:06 +02:00
ExPikaPaka fc5ac6d2a5 Texture displacement: illustrate the settings that are a shape
Ten more tooltips get a picture: Depth, Tile size, Repeat/Mirror, Invert,
Smoothing, Edge fade and Blend as stills, Depth, Rotation and Midlevel as
animations. All drawn by scripts/gen_texture_displacement_tips.py from the
same arithmetic the feature uses, one motif throughout, so that whatever
differs between two of them is the setting and nothing else.

Midlevel is drawn in section instead of as a relief. Shading reads slopes,
so a height field moved up or down as a whole shades exactly as it did
before - and where the relief sits relative to the surface is the entire
meaning of that setting. From the side, against the bare surface, it is the
one thing visible.

A single picture is now capped at 10 em tall and centred in its column,
rather than drawn at the tooltip's full width, where a square one came out
as tall as the text beside it was long.
2026-10-13 13:33:05 +02:00
ExPikaPaka 64ddc1fbba Texture displacement: tooltips beside the panel, with illustrations
The panel is pinned to the right edge of the canvas, so a tooltip left to
follow the mouse covers the very control it explains. panel_tooltip()
places every tooltip in the gizmo to the left of the panel instead - or of
the texture picker, while a tooltip is coming from inside that popup - the
same placement the picker itself already uses.

A tooltip can now carry pictures under its text: stills, or GIFs that loop
while it is open. Several settings in this panel describe a shape rather
than a number, and a sentence about a shape is read twice and understood
once. Files live in resources/images/texture_displacement and are named by
a tooltip; one that is missing is skipped, so a tooltip without its art yet
is exactly the text tooltip it was before.

AnimatedTexture decodes a file once and uploads a GL texture per frame -
wxImage for stills, wxGIFDecoder for GIFs, whose frames are composited here
with the disposal method each one asks for. An animation restarts when its
tooltip opens and asks the canvas for a redraw timed to its next frame.

Tile and Rotation are wired up as the first two; scripts/
gen_texture_displacement_tips.py draws their relief from the same
arithmetic the feature uses. docs/HLSD/tooltip-illustrations.md covers the
rest.
2026-10-13 13:21:17 +02:00