These scroll bars translate the sideways, height and depth coordinates of
the camera position for the X,Y and Z axis respectively. Even though these
sliders are active they don't take effect until (in 2D) the "Stand"
control is checked. In 3D they are always active in different combinations
with each other and to simulate a joystick the unpaired label can be dragged
while an opp.click on a dragged label will center the camera on that axis.
In the old 2D mode, the depth scroll had a special feature in that when
the grid is rotating around the Z-axts and you translated the depth in or
out along the Z-axis the program detected this as
a request to perform an "autozoom". Following on from this, the system
will detect certain points at which to reverse the autozoom. This will happen
when all the features have "floated" Off
the screen or have floated onto the screen. If there is a PictureList
loaded then, when everything has gone off the screen, the next picture
is loaded. These described 2D features have been replaced
in the 3D series by random perturbations to the camerapos in the absense
of mouse movements.
From inGridX 0.8.2, to stop before all the items have come onto the screen,
. You can then resume the spin
without any autozoom. This way you can easily choose what items
to appear on screen. As these help files can't yet give a feel for the entertaining
effects that one can create with inGridX, rest assured some of these controls
are needed for art's sake.
While items are "floating" off the screen and if you have checked the speech
checkbox, then the "Full" label is copied
to the system clipboard for your speech reader, etc. This does not apply
to the "Split" right half of the construct
because it would be going off the screen at the same time.
For Perturbations as introduced in inGridX 2.5
use a smaller Scope(frustrum) to increase the camera travel and a larger
Blending.value for greater dampening. (N.B. a zero Blending.value disables
automatic perturbations. In Direct3D mode the Blending value acts as a movement
dampener and now when the camera stops moving due to this effect then a randomized
perturbation is introduced into the camera to keep the motion from becoming
dull, i.e., user required movement. A Negative Blending value will never
enter Wireframe Mode upon encountering a random perturbation to the camera
position. Otherwise its positive value affects how often Solid or Wireframe
objects are animated. A Maximum value will always present a Wireframe animation.
A positive value will cause the screensaver to close on a mouse move otherwise
a click is required. Moving pictureboxes of featured layers now display over
the FullScreen Direct3D screensaver.)
pictures are preserved for 2D backgrounds
pressing apostrophe queues a capture to disk
If inGrid.BackToFront.Value And inGrid.UpsideDown.Value And inGrid.BlankPictures.Value
= vbChecked Then
floating picturebox controls and various other settings
are randomly set and at the end of a 4D (Directx) wireframe sequence an autocount
of 2D (GDI) or 1D (Textual/analytic) features is presented as the basis of
the ShowMe screensaver.