implemented.
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Now the cube looks better also in large sizes. and I use proper triangles for the corners.
What do you think about the new layout?
Sorry if it wasn't clear; I meant like this. If a side-side is chosen it's vertical. If a top/bottom-side it's horizontal. So top is always up. But haven't tried how you made it now, maybe that's better.
But this is what I meant - you cannot rely on this. How would you for example rotate when the cube is in this state and the user presses the Top-Front edge?: If you say, always horizontal, I can implement this for the case that "to Nearest" is off.
I mean only if "to nearest" is off, then the edges next top TOP or BOTTOM faces always result in a horizontal, and the FRONT-RIGHT etc always vertical.
OK, I will implement this that way. Many thanks for your valuable feedback!
Yes, the triangle was too large, this is now fixed:I like the new cube! But the top and bottom face is still slightly recessed? The triangle corner stick out a little.
TrianglePoint.png
This is possible but is this really desired? I mean when you choose the "to Nearest" option you explicitely don't want to have extra turns. Otherwise you could bee "to nearest" off.Is it possible to know the orientation of the cube?
Idea is this: Click on a face to rotate to nearest. Click face again and cube is reoriented to the standard view. This would be useful for a quick way to reset the orientation.
This is a very good idea. I will implement this.Other thing that's in other apps and depending on orientation: If viewing a face straight on there are arrows to rotate to the other not currently visible faces. What do you think?
I have done this via a new button in form of a dot. This is its behavior (just rotates 180 degrees):
This wasn't how I meant, I meant to rotate only 90* and only to next face when looking straight at a face. So the arrows aren't visible if user isn't looking straight at a face. See user behavior at 0:06 (faked with numpad keys)
0:23 in video is showing how "Click facing face to orient default orientation" could be convenient. I'm imaging I'd want to use "to nearest" on. But it's still convenient to sometimes get to the default views quickly.uwestoehr wrote: ↑Wed Feb 24, 2021 12:26 amThis is possible but is this really desired? I mean when you choose the "to Nearest" option you explicitely don't want to have extra turns. Otherwise you could bee "to nearest" off.Is it possible to know the orientation of the cube?
Idea is this: Click on a face to rotate to nearest. Click face again and cube is reoriented to the standard view. This would be useful for a quick way to reset the orientation.
Code: Select all
static GLubyte xbmp[] = { 0x11,0x11,0x0a,0x04,0x0a,0x11,0x11 };
...
glBitmap(8, 7, 0, 0, 0, 0, xbmp);
static GLubyte ybmp[] = { 0x04,0x04,0x04,0x04,0x0a,0x11,0x11 };
...
glBitmap(8, 7, 0, 0, 0, 0, ybmp);
static GLubyte zbmp[] = { 0x1f,0x10,0x08,0x04,0x02,0x01,0x1f };
...
glBitmap(8, 7, 0, 0, 0, 0, zbmp);
In principle yes. But the existing style sheets don't use yet the parameters that define the colors.
But for this we have the triangle buttons. Why won't you use them?
This is possible, but this contradicts the idea of rotating to nearest. I mean also with the Nearest option turned on, you can alreadsy get what yu want via the orientation toolbar buttons.