LUNAPAINT

miker1264 · 984

miker1264

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on: April 07, 2021, 05:46:46 PM
Yesterday out of curiosity I was playing with LunaPaint to get it to use my new TIFF Datatype for "Export Project" to save using datatypes. I changed a few items in the "Export_Import.c" file.

LunaPaint is nicely organized and although it needs a few enhancements it looks very promising as a paint app and for graphics effects. I compiled and tested it on x86-64.
« Last Edit: April 07, 2021, 05:56:31 PM by miker1264 »



salvo

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Reply #1 on: April 07, 2021, 05:57:03 PM
At the moment it is the only program that supports layers and you can create animations :)

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miker1264

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Reply #2 on: April 07, 2021, 06:23:00 PM
LunaPaint has the basic framework in place.

With a few modifications it could support Load Multi-Image, Add To Multi-Image, Export Multi-Image. That would allow loading frames from TIFF images and selectively displaying them or exporting them. Multi-Image functions would also work for icons or animations.

Export one frame and Export frames was meant for saving animations. But it could easily be expanded to support Multi-Images. A Multi-Image is my classification of a File that can contain multiple images such as an icon, or tiff file, or an animation file.

If we add a new Cycle Gadget in Export Project just under "Datatype" called "BitDepth" and set the values to 8bit, 24bit, 32bit we could integrate BitDepth Conversion and Color Quantizing at Save Time. The conversion takes place just before saving the image. It might be nice to add a ProgressBar at the bottom of Export Project. Just a few nice additions. It has great potential as a paint program.  :)
« Last Edit: April 07, 2021, 06:30:08 PM by miker1264 »



salvo

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Reply #3 on: April 07, 2021, 06:27:34 PM
I agree with you has its potential, there is no support for the text too and then if you create a new document tells you how many frames must be, I suppose both for a possible creation of an animation
« Last Edit: April 07, 2021, 06:32:42 PM by salvo »

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miker1264

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Reply #4 on: April 09, 2021, 04:50:02 PM
I'm working on Several " Additions & Enhancements" for Luna Paint. Hopefully this will make it into a "Premium Paint Program & Graphics Editor for AROS".

Recently I added BitDepth Conversion to the Export Project Module. I hope to add Color Quantizing also as soon as I figure out how to implement the "Wu Algorithm' for use with AROS.

I am also considering adding a "Color Quantizing Module" with Image Preview where the user may select the Quantizing Algorithm, Number of Colors, and the Output Save Options.

I am considering adding "Save ILBM Image" for Saving ILBM, HAM6, HAM8 with Both ChunkyToPlanar & Ham Conversion. Being able to Save ILBM seems almost mandatory since Deluxe Paint & Personal Paint had those legacy image options as well.
« Last Edit: April 09, 2021, 05:13:35 PM by miker1264 »



salvo

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Reply #5 on: April 09, 2021, 05:23:27 PM
well miker :)

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miker1264

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Reply #6 on: April 09, 2021, 05:40:16 PM
@salvo

In the process of "playing with pixels" with Luna Paint I'm also learning about MUI & Zune Modules that will be used in "Other Grahics Aplications" such as User Interface for 3D Rendering.




salvo

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Reply #7 on: April 09, 2021, 06:16:44 PM
Well many users will be happy, a rendering program has long been waiting for too much time and it is also a gap of Aros, I thank you about your commitment ;)

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salvo

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Reply #8 on: April 09, 2021, 06:21:48 PM
unfortunately I have not been lucky with the realsoft regarding real3d for amiga 68k which last version was released of public domain, I had asked if they could do the port on aros, they were very happy to take a dip in the past, but there are not there managed due to unsolved dependencies during compilation, okay at least we tried :-\

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miker1264

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Reply #9 on: April 09, 2021, 07:08:26 PM
Lunapaint is very modular and easy to update.

Real3D v3.5 is available for free download for 68k. It may work on AROS 68k and it may work with AmiBridge.

But Blender for Amiga OS4.1 is available. The sources for the Amiga Port are also available. It would be relatively easier to port Blender for AROS rather than re-write an Amiga 68k renderer.

But a sample Raytracer using MUI is certainly an option as well. It may be possible to put together a RayTracer Demonstration App with Window Interface and ButtonBar Menu. Several "Scenes" could be available to Render and Save to File using Datatypes. That would be cool to play with using OpenGL. 


But I'm not as good as deadwood or some of the other top'notch, experienced AROS developers. So it may take me a while.  8)
« Last Edit: April 09, 2021, 07:31:02 PM by miker1264 »



salvo

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Reply #10 on: April 09, 2021, 07:30:59 PM
yes a program that makes use of mui is raystorm, it seems to me that you were working on it :)

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salvo

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Reply #11 on: April 09, 2021, 07:32:57 PM
Take all the time you want would miss ;)

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miker1264

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Reply #12 on: April 13, 2021, 06:13:00 AM
New Lunapaint About Box.

Good things are happening. Coming soon...



deadwood

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Reply #13 on: April 13, 2021, 06:26:10 AM
Nice :)



salvo

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Reply #14 on: April 13, 2021, 01:01:36 PM
yes nice miker :)

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