gThumb is an image viewer and browser for the GNOME Desktop. It also includes an importer tool for transferring photos from cameras.
"Grrrate program. But where is jalbum.net now? 3-10-12"
March 10, 2012 | By i_tango
Version: jAlbum 10.4.4
Pros
Love the user friendly part.., the design.., the simplicity, the clear instructions., and the price...
Cons
I can't upgrade right now... There site is down. When will it be back up..? 10 pm 3-10-12...
Summary
I'm keeping it.., even if I can't buy the upgrade... lol
"Unimpressive."
March 3, 2012 | By sebhealth
Version: jAlbum 10.4
Pros
free that's all.
Cons
unimpressive Well, I didn't "get it" - I downloaded it, clicked around to create an album and was totally unimpressed.
"Outstanding online album resource for anyone!"
October 27, 2011 | By dominguez138
Version: jAlbum 10.1.2
Pros
Easy to set up albums.
Plenty of themes to choose from.
Does not invade your image source - you choose the images you want shown.
Easy to protect private albums.
Annual cost is small and worth every penny!
Don't need to be a geek to use it.Cons
None that come to mind at the moment.
have not had any difficulty with any of its aspects.Summary
JAlbum is an excellent tool to capture any all photos you want to place in an album. Creating an album is so easy, unlike some of the other album creating software available on the Internet. Annual cost is reasonable for hosting your albums, if you don't have your own service. Go and get JAlbum - you won't be disappointed.
"Nice software. Easy to use."
June 30, 2011 | By rozarius
Version: jAlbum 9.5
Pros
Easy to use. The ability to batch process imagery is very nice.
Cons
Not enough free space available.
Summary
Our dance uses this program to upload pictures for club members to view functions or special occasions. It's a very easy to use program and works very well for what we need.
"Latest versions doesn't work"
March 6, 2011 | By billhartmann
Version: jAlbum 9.1.3
Pros
I liked the earlier versions.
Cons
Don't know why this one. Have removed it, re-installed
Summary
Sometimes upgrades are not so good
"I've used it since it first came out and I love it."
December 10, 2010 | By bjeanneb
Version: jAlbum 8.13
Pros
Ease of use, variety of formats, ease of publishing, ease of making changes, excellent presentation ("look"), FREE.
Cons
It's sometimes difficult to tell what a certain "skin" will do until you build an album.
"Great application to share images online!"
November 17, 2010 | By snowmowgli
Version: jAlbum 8.12.2
Pros
Easy to use, moderately flexible, well organized, sophisticated uses.
Cons
No cons. Works great.
Summary
Awesome product, makes publishing photos on your website easy.
"Does what it promises and is fairly easy to use."
October 19, 2010 | By HowieC42
Version: jAlbum 8.12
Pros
Easy to create a web photo album from your pictures and upload it to your Jalbum account.
Cons
Not so easy to initally create web album for your own website but once established can be updated easily.
Summary
My overall experience was a very positive one.
"Jalbum is a great album creator. Very easy to use."
September 23, 2010 | By brucehjohnsonataoldotcom
Version: jAlbum 8.9.3
Pros
Jalbum has been great from the beginning and just keeps getting better
Cons
None. I have never had Jalbum hang or do anything wierd.....
Summary
Jalbum is the best album creator I have ever used. Makes my photo collection look very professional with no effort on my part.
"Good, But Doesn't Handle Directories Correctly"
May 10, 2010 | By riw
Version: jAlbum 8.7.2
Pros
Makes very nice looking albums in a very simple way. Overall, probably one of the best freeware album making packages available.
Cons
Doesn't handle directories well at all. The origin, output, and directories are mixed up in some weird dance of directories, forcing them to be in three different locations, and yet unmovable once the album is created.
Summary
A good album creation program if you like to keep your pictures in one set of directories (and never move them), you like to keep your album definitions in one set of directories (and never move them), and you like to publish through the jalbum web site, or some other web site, rather than using the albums created by directly transferring them someplace through ftp.
"Looks good but slow"
October 25, 2011 | By magician_1
Version: MoreMotion Web Express 3.3
Pros
It's free looks like it would work very good.
Cons
Slow as all get out. I don't want to take the time for this program to do what what it is doing.
"It doesn't seem to function. :("
October 18, 2011 |
Version: MoreMotion Web Express 3.3
Pros
It looks good.
Cons
I couldn't even get started with using this. The only thing that seem to function was when you clicked on New project but, I tried to find a project to open and it was sluggish to go from one folder to another. This program just doesn't seem to function at all.
Summary
I found this 3.3 version because I sorted the search out with Editor's picks. From looking at the photos it looked promising. When I downloaded this program recently in the year 2011 on my Vista laptop, I didn't realize this program was made in 2006 when I downloaded it. I thought maybe it wasn't working because it was not made for Vista but, I tried it on my XP Desktop PC and still could not get it to function. I notice a lot of the Moremotion programs cost a lot of money and this one is FREE. I am beginning to wonder if they stripped this Web Express program down to make it FREE and um...seemingly worthless. Maybe the new flashplayers or something caused this program to be nonfunctional. I can't believe how many people downloaded this program. I guess the program worked at one time in the past. I'm going to do some more digging to try and get it to work but, I am pretty sure I will be removing this program today. Maybe I will fire up my old Windows 98 Desktop PC and try using the program on that...NOT...Ha ha!!!!
"It free... isnt it?"
July 10, 2011 | By Nicholas53
Version: MoreMotion Web Express 3.3
Pros
None, could not evaluate.
Cons
Start on Register page and as soon you click on "Click here to get Unlocking code" you must download a newer evaluation version.
Summary
Wasted bytes to download. Not recommended.
"Adware:OpenCandy! Beware before downloading!!!"
February 18, 2011 | By onthedlman
Version: MoreMotion Web Express 3.3
Pros
The old version worked, but I remember having to clean my hdd for adware infection. Now this latest version has another embedded adware!
Install if you want your PC to slow to a crawl after adware bombardment!Cons
This program delivers potentially unwanted advertisements to your computer.
Security Essentials detected programs that may compromise your privacy or damage your computer.
Items: containerfile:D:\.\Downloads\ftp client winscp429setup.exeSummary
AVOID because of ADWARE hidden in the WinSCP file.
What else is hidden in it, keyloggers, spyware, viruses???
The author should know that every PC downloads AND SCANS for these infected trojans!!!
For shame on CNET too!Updated on Feb 18, 2011
Sorry. I was writing a review on WinSCP (a bad review) and somehow it got dumped on the wrong product."MoreMotion Is "More" Than My Little Mind Can Deal With!"
November 17, 2009 | By D2cNow
Version: MoreMotion Web Express 3.3
Pros
The pros are that the package is simple enough for me to learn my way through it to publish a web with what I already know. But it's SO sophisticated that I feel I'll being "learning" for some time to come. The challenge is great!
Cons
I haven't found any "cons" yet [Smiling].
Summary
Tough and Stable. User friendly for the little guy and robust enough for the big guys.
"Slow not easy"
November 10, 2009 | By dimidola
Version: MoreMotion Web Express 3.3
Pros
It seems to have lots of potential but...
Cons
It's veeeeery slow, it's not easy to use...
"No Help files"
February 8, 2009 | By howardferns
Version: MoreMotion Web Express 3.3
Pros
The description sounds good, the screenshots look good, so I thought it might suit me.
Cons
There's no information on how to use it. The Help button only takes you to their web site with information about their products and a little-used forum, or a small standard About window. You're left to try and figure it all out for yourself.
Summary
I've got a little bit of wysiwyg web building experience, but without any guidance to start using this product I found it of no use to me whatsoever.
"No help. Cannot open an existing HTML file as index"
November 1, 2008 | By gkinchina
Version: MoreMotion Web Express 3.3
Pros
Could not even begin. This is BAD!!!
Cons
Not intuitive at all. And, why is there no Help installed when you install the product?
"Stinks cant save as html tries to sell upgraded version"
October 11, 2008 | By Wolffisho1
Version: MoreMotion Web Express 3.3
Pros
Code writing is color coded to make things more easily recognizable otherwise it stinks!
Cons
It's terrible I unistalled it! You cant even save as an html u have to save as .mmrm so its so much more inconvenient! Then I can't use any other programs that i'd want to use Like a wysiwyg program to help! But i cant! Don't download this!
Summary
Is incredible hard to use because the fact that u can't save at a .html! I want to use it as a code editor then another program for wysiwyg for more but i can't! Don't Download! Incredibly hard to use i use dreamweaver at my website design class and i know its hard to compare a free version to a pricey one like that but this one sucks, coffeecup and nvu are much better! coffecup for code editting nvu for wysiwyg
"Love the image-mapper."
October 11, 2008 | By southerndethcult
Version: MoreMotion Web Express 3.3
Pros
I downloaded MoreMotion Web Express 3.3 exclusively for the image-mapper after trying Hyper Map and TomaWeb's Image Mapper 1.0. Features endless coordinate points. Drag points to fine tune. The precision gained is definitely worth the price. FREE!
Cons
You can't zoom in on the image to get in small places. Alt tags must be hand coded.
Summary
I generally don't use WYSIWYG editors any more. But the image mapper alone made this a great download for me. I'll be uninstalling the other two. Sorry.
FotoSketcher is a 100% free program which can help you convert your digital photos into art, automatically. If you want to turn a portrait, the photograph of your house or a beautiful landscape into a painting, a sketch or a drawing then look no further, FotoSketcher will do the job in just a few seconds.
FotoSketcher is a 100% free program to turn photos into paintaings, drawings and sketches automatically
Welcome to the website for Foto-Mosaik-Edda. Foto-Mosaik-Edda is software which allows you to create mosaic pictures from your own computer. A mosaic picture is made up of tiny photos which are fitted together in such a way that, from a distance, they blend together to create the appearance of a new picture.
Welcome to the website for Foto-Mosaik-Edda. Foto-Mosaik-Edda is software which allows you to create photo mosaic pictures from your own computer. A photo mosaic picture is made up of tiny photos which are fitted together in such a way that, from a distance, they blend together to create the appearance of a new picture.
To create a photo mosaic picture, you can use digital photos from your collection, for example from your last vacation or family get-together. Foto-Mosaik-Edda analyses the photos and then adds them to one or more databases from which they are drawn to create your photo mosaic.
The Foto-Mosaik-Edda assistant guides you through the process, making the creation of your photo mosaic picture child’s play. Your friends will be astounded by this extraordinary effect.
Try it out!
Paint.NET is free image and photo editing software for computers that run Windows. It features an intuitive and innovative user interface with support for layers, unlimited undo, special effects, and a wide variety of useful and powerful tools. An active and growing online community provides friendly help, tutorials, and plugins.
"Paint.NET is just about perfect ..."- Lifehacker (June 2010)
"It raises the quality bar," - Jeff Atwood, Coding Horror
About
Paint.NET is free image and photo editing software for computers that run Windows. It features an intuitive and innovative user interface with support for layers, unlimited undo, special effects, and a wide variety of useful and powerful tools. An active and growing online community provides friendly help, tutorials, and plugins.It started development as an undergraduate college senior design project mentored by Microsoft, and is currently being maintained by some of the alumni that originally worked on it. Originally intended as a free replacement for the Microsoft Paint software that comes with Windows, it has grown into a powerful yet simple image and photo editor tool. It has been compared to other digital photo editing software packages such as Adobe® Photoshop®, Corel®Paint Shop Pro®, Microsoft Photo Editor, and The GIMP.
Windows is a registered trademark of Microsoft Corporation in the United States and other countries. Adobe and Photoshop are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. Corel and Paint Shop Pro are trademarks or registered trademarks of Corel Corporation and/or its subsidiaries in Canada, the United States, and/or other countries.
Get it now (free download):
Paint.NET v3.5.10 3.5 MB, English, Chinese (Simplified), French, German, Italian, Japanese, Korean, Portuguese (Brazil), Russian, and Spanish Released on October 9th, 2011
Donate! Show your appreciation for Paint.NET and support future development by donating!
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Other Info
Blog
TutorialsPluginsWhat's new?
Frequently Asked QuestionsSystem Requirements
Download Paint.NET plugins package. Fantastic free editing software.
This is the homepage of GQview, an image browser that features single click access to view images and move around the directory tree.
gThumb is an image viewer and browser for the GNOME Desktop. It also includes an importer tool for transferring photos from cameras.
Organize, Enjoy, and Share Your Photos
F-Spot is a full-featured personal photo management application for the GNOME desktop.
Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge core libraries. It is intended to be used as a terrain library on the client, while a subset of features are useful on the server.
Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees
MercatorIntroduction
Mercator is primarily aimed at terrain for multiplayer online games and forms one of the WorldForge core libraries. It is intended to be used as a terrain library on the client, while a subset of features are useful on the server.
Mercator is designed in such a way that individual tiles can be generated on-the-fly from a very small source data set. Each tile uses a fast deterministic random number generation to ensure that identical results are produced "anytime, anywhere". This enables transmission of terrain across low bandwidth links as part of the standard data stream, or server side collision detection with the same terrain that the player sees.
The use of tiles means that there is inherently a large degree of gross control of the shape of the terrain. Finer control is implemented by allowing geometric modifications - for example, a polygonal area might be flattened, or a crater could be applied.
- The latest development version of Mercator is 0.3.0. The API in the 0.3 series is not stable.
- Source Code tar.gz
- Source Code tar.bz2
- Source RPM
Dependencies
Mercator depends on WFMath.
Height generation
- uses deterministic random number generation and seeds to generate detailed terrain from sparse control points.
- each tile is seeded using the four surrounding control points shape of each tile is influenced by height, roughness and falloff parameters
Height Modifications
- geometric modifications can be applied for small features
- new modifications can be added quite easily
Shading
- generate shading information based on height and gradient
- new shaders can be added quite easily
- used on the client side
Atlas Integration
The aim is to pass all data between server and client using atlas. Cyphesis and Stage provide a parameter to the world entity that defines the global terrain (this is a bit of a hack). Shading and Modifiers are only implemented on the client right now.
TODO:
properly define atlas messages between client and server for
- terrain base points
- geometric modifiers
- shading controls
Collision
basic intersection/collision functions are implemented for
Current Limitations
multiple resolutions in the one terrain are unsupported
Implementations
As of September 2003, Mercator is used in:
Equator allows editing of base points Apogee implements shaders Stage Cyphesis Screenshots
(bear in mind that some of these shots may have terrain with somewhat unrealistic parameters for more interesting demos)
- Equator showing part of a terrain
- snapshot8
- Apogee showing shaders in action
- apogee_terrain_shaders
- Equator showing some modifiers applied
- mercatorMesa
Comix is a user-friendly, customizable image viewer. It is specifically designed to handle comic books, but also serves as a generic viewer. It reads images in ZIP, RAR or tar archives (also gzip or bzip2 compressed) as well as plain image files. It is written in Python and uses GTK+ through the PyGTK bindings.
Comix is an image viewer specifically designed to handle comic books. It reads ZIP, RAR and tar archives (also gzip or bzip2 compressed), as well as plain image files. It has a simple and user-friendly GUI using PyGTK.
features
Import
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Import photos from folders or from any digital camera supported by gPhoto.
Organize
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Shotwell automatically groups photos taken at the same time. You can also use tags and ratings to organize your photo collection.
Edit
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You can rotate, crop, reduce red-eye, and adjust the exposure, saturation, tint, and temperature of each photo.
Publish
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Publish photos and videos to Facebook, Flickr, Picasa Web Albums, and YouTube.
Shotwell is an open source photo organizer designed for the GNOME desktop environment.
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Overview
Shotwell is a digital photo organizer that runs on Linux. It is the default photo manager in Ubuntu and Fedora.
Shotwell 0.12 is here! Major new features include:
- Straighten photo feature
- Support for GTK+3
- Flickr login now uses OAuth authentication
- Greater support for Android devices
- Saved searches can exclude all photos tagged with a given string
- Lots of bug fixes!
You can download Shotwell in either source or binary form from our download page.
documentation & support
Documentation
The Shotwell user guide explains how to use Shotwell. Our wiki has more information about Shotwell for both users and developers.
Mailing list
Subscribe to our mailing list to get the latest information as well as interact with the growing Shotwell community. To subscribe, send an email with a subject line of subscribe to:
Contribute
Contributions to Shotwell are welcome. We're happy to receive patches containing new features or bug fixes, as well as bug reports, translations, artwork or documentation. You might want to start by looking at our bug tracker, which lists all outstanding bug reports and feature requests.
Shotwell is written in Vala. If you're interested in hacking on the code, read our architecture overview describing Shotwell's subsystems and data structures. Please also read the Shotwell coding guidelines and reference manual for plugin development.
You can also help us by using your translation skills. The Shotwell page at Transifex.net shows our current translation status. We have a list of active translators by language.
Shotwell is licensed under the GNU Lesser General Public License 2.1.
The Eye of GNOME image viewer is the official image viewer for the GNOME Desktop environment. With it, you can view single image files, as well as large image collections.
What is Eye of GNOME?
The Eye of GNOME image viewer is the official image viewer for the GNOME Desktop environment. With it, you can view single image files, as well as large image collections.
The Eye of GNOME supports a variety of image file formats. The GdkPixbuf library determines which file formats Eye of GNOME can load and save. If the appropriate plugins are installed on your system, Image Viewer will be able to open more image formats than those listed below. The following list is the default supported file formats for reading:
- ANI - Animation
- BMP - Windows Bitmap
- GIF - Graphics Interchange Format
- ICO - Windows Icon
- JPEG - Joint Photographic Experts Group
- PCX - PC Paintbrush
- PNG - Portable Network Graphics
- PNM - Portable Anymap from the PPM Toolkit
- RAS - Sun Raster
- SVG - Scalable Vector Graphics
- TGA - Targa
- TIFF - Tagged Image File Format
- WBMP - Wireless Bitmap
- XBM - X Bitmap
- XPM - X Pixmap
The Image Viewer supports the following formats for saving by default:
- BMP - Windows Bitmap
- ICO - Windows Icon
- JPEG - Joint Photographic Experts Group
- PNG - Portable Network Graphics
Go to the screenshots page to see the Eye of GNOME in action!
Eye of GNOME is released under the GNU General Public Licence.
view3dscene (version 3.11.0)view3dscene is a VRML / X3D browser, and a viewer for other 3D model formats.
No installation is required. Just download and unpack these archives wherever you want, and run the view3dscene program inside. Included is also the tovrmlx3d program, useful for converting 3D models to VRML/X3D in batch (command-line) mode. The documentation (this web page) is also included inside, for offline viewing (open the documentation/view3dscene.html file).
This is free/open-source software. Developers can download sources of this program.
Demo scenes: our VRML/X3D demo models contains a lot of interesting models, you can open them all with view3dscene.
If you want to hear 3D sound, you should also install OpenAL and OggVorbis (VorbisFile and dependencies) libraries. For Windows, they are already included in the zip file, so you don't have to do anything. For Linux, you should install them using your package manager. For Mac OS X, OpenAL is already preinstalled and you can get VorbisFile from fink.
If you use GNOME (or other desktops following freedesktop.org specifications), you can optionally install also view3dscene menu item (will be placed in the Graphics menu category), with a nice icon, and associate it with appropriate 3D model types.
# Place view3dscene on $PATH, for example like this: sudo ln -s /usr/local/bin/view3dscene view3dscene # Install menu items, icons, mime types: cd desktop/ ./install.shYou may need to logout and login again to your GNOME/desktop session for all programs to catch up (alternatively, you can do killall gnome-panel && killall nautilus but this is obviously somewhat brutal method).
If you use GNOME file manager Nautilus there's one more cool thing you can do: use view3dscene to generate on-the-fly thumbnails of 3D models in the viewed directory. Assuming that view3dscene is on the $PATH and you already did previous ./install.sh, you can run:
./install_thumbnailer.shThis will add the gconf keys to run thumbnailers on your 3D models. Enter some directory with VRML / X3D / other 3D files, and enjoy your thumbnails :) Beware that loading arbitrary 3D scene may take a lot of time, so using the thumbnailer may consume a lot of memory and CPU power. But it seems that thumbnailer is nicely run with appropriate priority, so it doesn't actually exhaust your cpu. And the author of this text is using view3dscene thumbnailer all the time, and it works flawlessly :) So give it a try!
Supported file formats:
VRML 1.0, 2.0 and X3D. Usual extensions for VRML files are .wrl, .wrz and .wrl.gz. For X3D (we support fully both XML and classic encoding) extensions are .x3d, .x3dz, .x3d.gz and .x3dv, .x3dvz, .x3dv.gz.
Almost complete VRML 1.0 support is done. VRML 2.0 (aka VRML 97) and X3D support is also quite advanced, a lot of nodes and features are implemented (including advanced texturing and GLSL shaders, PROTO and EXTERNPROTO support, events mechanism with routes, sensors and interpolators). See VRML/X3D implementation status for detailed list of supported features. See also VRML/X3D extensions, VRML/X3D demo models, and finally the official X3D specifications.
Kanim (Castle Game Engine animations) format is handled, animation is played.
Collada (.dae extension). We support a lot of Collada features — geometry with materials, textures, cameras, lights. Tested on many Collada examples, like Collada Test Model Bank and Collada models exported from various Blender versions. Animations in Collada files are not handled yet. All modern Collada versions (1.3, 1.4, 1.5) are handled.
Also many OpenInventor's 1.0 ASCII files (.iv extension) are handled. Mainly it's because Inventor 1.0 and VRML 1.0 are very similar formats, but view3dscene handles also some additional Inventor-specific nodes.
3d Studio 3DS format. Not every information in 3DS is handled by view3dscene but most important things, like materials, texture coordinates and texture filenames are supported.
MD3. This is the format used for models in Quake 3 and derivatives (Tremulous etc.). Almost everything useful is read from MD3 file: geometry with texture (coordinates, and texture filename from associated xxx_default.skin file), animation is also read and played.
Wavefront OBJ files. Most useful things are supported: geometry (with texture coords, normal vectors), materials (colors, opacity, texture filenames).
Videoscape GEO (.geo extension). Very basic support for this very old 3D format.
Among many features are:
- Various navigation modes are available: Examine (easily rotate and move the whole model), Walk (walk like in FPS games, with collision detection, gravity and related features available), Fly (similar to Walk but without gravity).
- Conversion of Collada, 3DS, MD3, Wavefront OBJ and GEO files to X3D.
- You can convert between X3D classic and XML encodings (in both directions), and you can convert from VRML 2 to X3D. You can also use view3dscene as a "pretty-printer", just open and save any VRML/X3D file without any version conversion.
Command-line options to convert in batch mode (--write) are available in view3dscene. Special minimized binary tovrmlx3d (useful to install on servers without GUI libraries available) is also included in view3dscene archive.
- A wealth of Kambi engine's rendering features are available, like GLSL shaders, bump mapping and shadows.
- Built-in ray-tracer (that is also available as a separate command-line program, rayhunter) to generate nice views of the scene (with shadows, mirrors, and transmittance). Classic ray-tracer implements exactly VRML 97 / X3D lighting equations.
You can inspect your model (select triangles by clicking right mouse button in Walk / Fly mode, and use menu item Help -> Selected object information).
There are also very limited editing capabilities. They are intended to be used only as post-processing of some model. We intentionally do not try to implement a full 3D authoring program here.
Interactive animations may be played from VRML / X3D files, using sensors, scripts, interpolators and all other VRML events features.
You can activate VRML pointing-device sensors by clicking with left mouse button (the cursor will change shape and you will get status information when your cursor is over some clickable sensor). Note that this works only when Collision detection is on (as it requires octree).
Precalculated animations are played from Kanim or MD3 files (and you can convert any interactive VRML/X3D animation to precalculated one).
Note that for now, for precalculated animations some features (collision checking, mouse picking, ray-tracer — everything that requires some octree) always use the first animation frame, regardless of current animation frame displayed.
There are menu items and command-line options to catch screenshots and movies of 3D scenes and animations. GNOME users will be happy to hear that it can also be used as Nautilus thumbnailer, providing thumbnails when you view directory with VRML / X3D and other 3D models. We can also make a special "screenshot" of 3D environment as a cube map (to DDS, or six separate images).
Controls in Examine navigation mode :
Mouse: Rotate Left mouse dragging Move Middle mouse dragging (or Left mouse + Shift) Zoom Right mouse dragging (or Left mouse + Ctrl) Keys: Rotate Arrows / PageUp / PageDown Stop rotating Space Move Ctrl + Arrows / PageUp / PageDown Scale + / - Restore default transformation Home Controls in Walk / Fly navigation mode :
Basic: Forward / backward Up / Down Rotate Left / Right Raise / bow your head PageUp / PageDown Restore head raise to initial position (neutralize any effect of PageUp / PageDown) Home Fly up / down Insert / Delete Move left / right Comma / Period Jump / crouch (only when Gravity works, in Walk mode) A / Z Turn Mouse Look On (Ctrl+M) to comfortably look around by moving the mouse. In the "Mouse Look" mode, the keys for strafe and rotations swap their meaning:
- Left / Right keys move left / right
- Comma / Period rotate
Additional controls: Increase / decrease moving speed (has effect on keys Up / Down, Insert / Delete, Comma / Period) + / - Increase / decrease avatar height (preferred camera height above the ground) Ctrl + Insert/Delete Rotate slower (useful when you want to set up camera very precisely, e.g. to use this camera setting to render a scene image using ray-tracer) Ctrl + Left / Right Raise / bow your head slower Ctrl + PageUp / PageDown Pick a point, selecting triangle and object Right mouse click Left mouse button is also universally used for interacting with the VRML/X3D world. When the cursor turns into a grabbing hand you know you can click or drag on this object. This is realized by the VRML/X3D pointing-device sensors.
There are a lot of other keys that work independent of current navigation mode. You can see them all by exploring menus, and looking at the key shortcuts.
All options described below may be given in any order. They all are optional.
Command-line options:
--screenshot TIME FILE-NAME --screenshot-range TIME-BEGIN TIME-STEP FRAMES-COUNT FILE-NAMEThese options allow you to capture a screenshot of the loaded scene. They know about animations stored in 3D files, that's why they take parameters describing the animation time to capture. They are used to take screenshots in "batch mode". (In interactive mode, you can use comfortable menu items Display -> Screenshot....)
For a still 3D scene, you usually just want to use the simpler --screenshot option with TIME set to anything (like zero) and not worry about anything else.
For animations, more possibilities are available. You can capture any frames of the animation by using many --screenshot options. You can also capture a movie by --screenshot-range (as a series of images or, if ffmpeg is installed and available on $PATH, even directly to a single movie file). The biggest advantage of recording movie this way is that the movie is guaranteed to be captured with stable number of frames per second. This is different than using some independent programs to capture OpenGL output, like the fine GLC (nice GLC overview here), as real-time capture usually means that the program runs slower, and often you loose movie quality.
You most definitely want to pass 3D model file to load at command-line too, otherwise we'll just make a screenshot of the default empty (black) scene. So to take a simple screenshot of a scene, at it's default camera, just call
view3dscene my_model.wrl --screenshot 0 output.pngThe detailed specification how screenshot options work:
First of all, after all the --screenshot and --screenshot-range options are processed, view3dscene exits. So they work in "batch mode".
The --screenshot TIME FILE-NAME simply saves the screenshot at time TIME to an image file FILE-NAME.
Image format is guessed from FILE-NAME extension, see glViewImage for detailed list of image formats that we can handle. In short, we handle many popular image formats, like PNG and JPG, and these are what usually you want to use.
The --screenshot-range TIME-BEGIN TIME-STEP FRAMES-COUNT FILE-NAME option takes FRAMES-COUNT screenshots. The first screenshot is at time TIME-BEGIN, second screenshot is at TIME-BEGIN + TIME-STEP, next one is at TIME-BEGIN + 2 * TIME-STEP... you get the idea.
The FILE-NAME is either
A movie filename. This must have a recognized movie extension, currently this means
.avi .mpg .dvd .ogg .mov .swfAvailability of all these video formats may depend on installed ffmpeg codecs. If in doubt, avi seems to be most reliable and plays everywhere. If I missed some possible movie file extension, please report. ffmpeg must be installed and available on $PATH for this to work.
FILE-NAME may also be a pattern to generate names of images to save, like image%d.png. Details about using filename patterns are below (although you can probably already guess how it works :) ).
All filenames for both screenshot options may specify a pattern instead of an actual filename. A pattern is simply a filename with sequence %d inside, when capturing %d will be replaced by current screenshot number. For capturing a series of images by --screenshot-range it's even required to specify a pattern (since capturing a number of images to a single image file has no point...). But it's also allowed in all other cases, even a movie filename may also be a pattern with %d sequence, in case you want to use multiple --screenshot-range options to get multiple auto-named movies.
The precise description how %d works: All --screenshot and --screenshot-range options are processed in order. When a filename with pattern %d is found, we replace all %d occurrences in this filename with current counter value and increment the counter. For --screenshot-range with an image pattern, we do this for every single frame. The counter starts at 1.
You can specify a number between % and d, like %4d, to pad counter with zeros. For example, normal %d results in names like 1, 2, ..., 9, 10... But %4d results in names like 0001, 0002, ..., 0009, 0010, ...
To allow you do specify literal % character in filename reliably, you can write it twice: %%.
Examples:
Simply get a single screenshot at given time:
view3dscene my_model.wrl --screenshot 0 output.pngSimply get a movie of 2 seconds of animation. To calculate the numbers, note that we generate a movie with 25 frames per second:
view3dscene my_model.kanim --screenshot-range 0 0.04 50 output.aviTo get this as a sequence of images, just use output%d.png instead of output.avi.
Example of more complicated use:
view3dscene my_model.kanim \ --screenshot-range 0 0.04 50 output%d.avi \ --screenshot-range 10 0.04 50 output%d.aviThis generates two files: output1.avi with 2 second animation from 0.0 to 2.0 time, and output2.avi with 2 second animation from 10.0 to 12.0 time.
Hints:
To control the look of your screenshot, you often want to use VRML/X3D nodes like Viewpoint, NavigationInfo, Background. For example, take a look at this sample VRML file.
You can use --viewpoint command-line option (see below) to choose a different viewpoint for screenshot.
You can generate wanted Viewpoint node also by using view3dscene, just set your camera (in interactive mode) the way you like and use menu item Console -> Print Current Camera Node.
To control the size of resulting screenshot, just use --geometry command-line parameter (documented at standard options understood by our OpenGL programs). For example, take a look at mk_screenshot_for_kambi_www.sh script.
To make your screenshot look best, you may want to use anti-aliasing, see --anti-alias option below.
Take a look at the example how to make a screenshot from animation in screenshot_for_kambi_www/ directory.
To take a screenshot on a stripped-down Unix server, please bear in mind that you need to install a graphic environment (that is, X Windows and OpenGL) on your server. Even in batch mode, we still use OpenGL to grab the screenshot images (because using off-screen Mesa or our toy ray-tracer doesn't result in a really nice output; we really want OpenGL for all those GLSL effects and such).
Normally, you also need GTK and GtkGLExt libraries installed. However, you can compile from sources a version of view3dscene that doesn't need these libraries, and directly accesses XWindows. It will miss a menu bar and some other nice GUI stuff, but that's not a problem if you only want to run it in batch mode for screenshots. To do this:
- Download the sources of castle_game_engine and view3dscene. Unpack them, such that castle_game_engine/ and view3dscene/ directories are siblings.
- In the terminal, do
export CASTLE_FPC_OPTIONS=-dCASTLE_WINDOW_XLIB cd view3dscene/ ./compile.sh # and copy resulting view3dscene (and tovrmlx3d) binaries wherever you wantOn a server, you probably want to initialize taking a screenshot from a script, and your script isn't necessarily running within the X server. There are basically two solutions to this:
You can keep the X server running continuously, and keep your user logged in to the X server, and instruct view3dscene to connect to your running X server. You do this by adding --display=:0 option to the view3dscene command-line (where :0 is a common example; for details, see X manuals). Or you can set and export the DISPLAY environment variable, like export DISPLAY=:0.
Unfortunately, this method sometimes doesn't work. On some systems, the view3dscene will get an OpenGL context without a FrameBuffer (long story short, it means that you cannot capture the screen without actually seeing the window) and the resulting screenshot will be pure black (or garbage). On other systems, there is a problem with glXChooseVisual that may hang until you actually switch the current terminal to the X server.
The other approach, more reliable in my experience (please share your own experience on the forum) is to create new X server along with running view3dscene, by using xinit. See man xinit for full details, in short use something like xinit /full/path/to/view3dscene my_model.x3d --screenshot 0 /tmp/output.png -- :1. The important thing is to specify the full path of the view3dscene binary (otherwise xinit only adds the arguments to some useless default xterm command-line). Adding -- :1 at the end is only necessary if the default display (:0) may be already taken. xinit will create an X server with new display name, run view3dscene, and exit immediately when view3dscene exits (which should be as soon as a screenshot is done).
In interactive mode, you can use view3dscene menu items File -> Save As.. to save (converting if needed) all 3D model formats to VRML/X3D.
Formats Collada, 3DS, MD3, Wavefront OBJ and GEO are always converted to X3D.
Formats Inventor, VRML 1.0, VRML 2.0, X3D can be saved back to their original format. In this case, view3dscene is simply a "pretty-printer", exactly preserving all the information inside the file, only reformatting your content and removing the comments.
VRML 2.0 can be also converted to X3D.
Conversion from VRML 2.0 to X3D is mostly trivial. There are some different keywords between VRML 2 and X3D, but generally X3D is simply a superset of everything that VRML 2 has. The only slightly more involved conversion is done for NURBS nodes (NurbsCurve, NurbsSurface in VRML 2, NurbsPatchSurface in X3D, NurbsPositionInterpolator) as these nodes are not compatible between VRML 2 and X3D.
You can also change the X3D encoding (from classic to XML or the other way around). Changing encoding is a lossless operation, as the same nodes graph can be exactly expressed in both encodings.
All these conversions can be also performed in batch mode by command-line options described below. You can either use view3dscene with --write option, or you can use separate binary tovrmlx3d. Separate tovrmlx3d may be sometimes more desirable, as it's smaller, not linked with any GUI libraries (so it will work even on a stripped-down system) and has simpler command-line options (as it's purpose is only to convert).
Examples:
# Convert Collada to X3D view3dscene input.dae --write > output.x3dv # Same as above, but by tovrmlx3d binary tovrmlx3d input.dae > output.x3dv # Convert VRML 2.0 to X3D in classic encoding. # You could add --encoding=classic, but it's not needed # (it is the default anyway). view3dscene input.wrl --write --write-force-x3d > output.x3dv # Same as above, but by tovrmlx3d binary tovrmlx3d input.wrl --force-x3d > output.x3dv # Convert VRML 2.0 to X3D in XML encoding. # You could add --[write-]force-x3d, but it's not needed # (it is implied by XML encoding anyway). view3dscene input.wrl --write --write-encoding=xml > output.x3d # Same as above, but by tovrmlx3d binary tovrmlx3d input.wrl --encoding=xml > output.x3dDetailed docs of view3dscene command-line options for converting:
- --write
Do not open any window, only write the 3D model to the standard output as VRML/X3D and exit. Other --write-xxx options affect the generated output. Model will also be processed by --scene-change-* options, if specified (see their docs lower on this page).
- --write-encoding classic|xml
Choose encoding of the output file. By default, we use classic encoding.
This option is meaningful only when --write option is also used.
- --write-force-x3d
Force output to be an X3D file. This is really useful only when input model is VRML 2.0.
Conversion to X3D is also automatically forced (no need to specify it explicitly by this option) if the chosen encoding is XML (that is, you used --write-encoding=xml). That's because only X3D supports XML encoding.
Summarizing, you only need to use this option when you want to convert VRML 2 to X3D in classic encoding.
When this is used on VRML 1.0 or Inventor models, we'll also convert parts of them to X3D. But the result is not really useful: you will get a file encoded using X3D keywords, but using VRML 1.0/Inventor node names. Real conversion from VRML 1.0/Inventor to X3D is not implemented (yet).
This has no effect when used on 3D models that are already X3D, or that can be only output as X3D (Collada, 3DS, etc.).
This option is meaningful only when --write option is also used.
tovrmlx3d has analogous options for converting, but without the write- prefix (as tovrmlx3d is only useful for converting). More precisely:
- tovrmlx3d always reads input 3D model (from filename given on a command-line), and outputs it on standard output as VRML/X3D.
- --encoding=classic|xml instructs to use given encoding. See --write-encoding=classic|xml docs above.
- --force-x3d instructs to force X3D conversion. See --write-force-x3d docs above.
- --anti-alias AMOUNT
Use full-screen anti-aliasing. You can also configure it from the menu File -> Startup Preferences -> Anti aliasing. Using this command-line option is mainly useful together with --screenshot option.
Argument AMOUNT is an integer >= 0. Exact 0 means "no anti-aliasing", this is the default. Each successive integer generally makes method one step better. But also more demanding — program may run slower (if your graphic card cannot provide context with sufficient number of samples needed for multi-sampling). See Anti aliasing in interactive mode for the meaning of AMOUNT values. Currently, highest value is 4. So AMOUNT numbers above 4 are exactly the same as 4.
There is no guarantee what specific values of AMOUNT exactly mean, as this depends on your graphic card capabilities. The graphic cards themselves don't provide methods to reliably set some specific FSAA method (only hints, like glHint(GL_MULTISAMPLE_FILTER_HINT_NV, ...)) since the general idea is that better GPU models may provide the same or even better results using different methods. From your (user) point of view, you can test each method and just decide which looks best and isn't too slow on your 3D model and graphic card.
- --viewpoint VIEWPOINT-NAME
Specifies the name or a number of the viewpoint that will be bound (used) when the scene is loaded.
By default, when this option is not used, we follow VRML/X3D standard and use the first viewpoint found in the file (but not in the inlined files). Of course you can always add nodes to the scene to trigger binding other viewpoints at the beginning (for example, add ProximitySensor with very large size that sends the enter event to the set_bind of chosen viewpoint). Or you can just exchange the order of viewpoint nodes. But sometimes it's not comfortable to edit the scene. Especially if you want to use the --screenshot options to capture a scene, it's useful to be able to choose a viewpoint by this command-line option.
If you use this option: when the given VIEWPOINT-NAME is a number, it is treated as the index of viewpoint to be used (0 means the first viewpoint, 1 means the 2nd viewpoint and so on). Otherwise, VIEWPOINT-NAME is treated as a node name (node name is given by "DEF Xxx" in VRML/X3D, and it cannot start with a digit, so this is unambigous).
In interactive mode, remember that you don't need this option — instead you can use comfortable Navigation -> Viewpoints menu.
- --scene-change-no-normals
--scene-change-no-solid-objects
--scene-change-no-convex-facesUsing one of these options changes the scene before it is displayed (or saved to VRML/X3D, if you used --write option). These options are useful when you suspect that some of the informations in scene file are incorrect.
These options change only the scene which filename was specified at command-line. Later scenes (that you open using "Open" menu item) are not affected by these options. Instead, you can use "Edit" menu commands to perform any of these scene changes at any time. Really, these command-line options are usable mostly when you're using parameter --write.
Below is the detailed description of what each scene change does. This is also a documentation what corresponding command in "Edit" menu of view3dscene does.
--scene-change-no-normals :
Scene change: For VRML 1.0, all Normal and NormalBinding nodes are deleted. Values of normalIndex field in IndexedFaceSet and IndexedTriangleMesh nodes are deleted. For VRML >= 2.0, all normal fields are set to NULL.
Effect: view3dscene will always calculate by itself normal vectors. Useful when you suspect that normals recorded in scene file are incorrect (incorrectly oriented, incorrectly smoothed etc.)
--scene-change-no-solid-objects :
Scene change: For VRML 1.0, in all ShapeHints nodes we will set shapeType to UNKNOWN_SHAPE_TYPE. UNKNOWN_SHAPE_TYPE is the default value of this field, so the purpose of this modification is to cancel SOLID values for this field. For VRML >= 2.0, all solid fields are set to FALSE (on all geometric nodes, like IndexedFaceSet, actually all X3DComposedGeometryNode, Extrusion, etc.).
Effect: program will not use back-face culling optimization. This optimization often saves us time because we don't have to render faces that would be seen from "inside" if these faces are part of some solid object. Unfortunately, many VRML models have objects incorrectly marked as solid. There are also some scenes that were prepared for some special viewing (e.g. as game levels) and so some amount of "cheating" to optimize these scenes was allowed, e.g. to mark some non-solid objects as solid.
To view such models properly you have to tell view3dscene (using this command-line option) that such objects are not really solid.
--scene-change-no-convex-faces :
Scene change: For VRML 1.0, in all ShapeHints nodes we will set faceType to UNKNOWN_FACE_TYPE. Moreover we will wrap whole scene in Group node and we will add at the beginning node
ShapeHints { faceType UNKNOWN_FACE_TYPE }For VRML >= 2.0, all convex fields are set to FALSE.Effect: All IndexedFaceSet and Extrusion faces will be treated as potentially non-convex. This means that we will load the scene a little longer but all faces will be correctly interpreted and displayed. It's useful when you suspect that some scene faces are non-convex but it's not correctly marked in the scene by VRML author.
Example: I have here some model helicopter.wrl that looks incorrectly when it is displayed because all parts of model are marked as SOLID while they are not solid. So to view this model correctly I can use command
view3dscene --scene-change-no-solid-objects helicopter.wrl
I can also correct this model once using command
view3dscene --scene-change-no-solid-objects helicopter.wrl --write > helicopter-corrected.wrl.Deprecated: I don't think the --scene-change-* options are useful. Doing this operation interactively is sometimes useful (to check bad models), doing it from command-line probably not (you better fix your exporter). Please report if you have a good reason to keep this working.
- --navigation EXAMINE|WALK|FLY|NONE...
Set initial navigation type. Default is EXAMINE. This can be overridden in particular VRML/X3D scene by using the NavigationInfo node. Valid values for this option are the navigation type names for VRML/X3D NavigationInfo.type, see link above.
You can always change navigation mode later, while the program is running: use the menu Navigation.
Deprecated: instead of using this option, consider adding/editing a NavigationInfo node in your scene. Editing your scene (or creating a VRML/X3D file that includes the original scene, by Inline node, and only adds some customization) is much more flexible.
- --camera-radius <float>
When you move in the scene with collision detection, the "user" is treated as a colliding sphere with given radius. Default radius of this sphere is the average size of scene bounding box divided by 100. Using this command-line option, you can set the radius of this sphere to any value (greater than 0). This can be very useful, but be careful: too large radius will make moving (with collision detection turned on) impossible (because every possible move will produce a collision). Too little radius may produce precision-errors in depth-buffer (this can lead to some strange display artifacts).
Deprecated: instead of using this option, consider adding/editing a NavigationInfo node in your scene (camera radius is taken from the first float on NavigationInfo.avatarSize). Editing your scene (or creating a VRML/X3D file that includes the original scene, by Inline node, and only adds some customization) is much more flexible.
- --detail-quadric-slices <integer>
--detail-quadric-stacks <integer>
--detail-rect-divisions <integer>These options control triangulating. Two --detail-quadric-xxx options control triangulating of spheres, cones and cylinders: how many slices (like slices of a pizza) and how many stacks (like stacks of a tower) to create. The 3rd option, --detail-rect-divisions, says how we triangulate faces of cubes. It's best to test how your models look in wireframe mode to see how these options work.
Note that my programs do two different variants of triangulation, and they automatically decide which variant to use in each case:
- Normal triangulation, that is intended to improve the approximation of quadrics as triangle meshes. This is used for collision detection and for ray-tracer.
- The so-called over-triangulation (it's my term, used in various places in my code and documentation and printed messages), that is intended to improve the effect of Gouraud shading. This is used when rendering models with OpenGL.
In this variant we do some more triangulation than in "normal" triangulation. E.g. in normal triangulation we don't divide cones and cylinders into stacks, and we don't divide cube faces (because this doesn't give any better approximation of an object). But when over-triangulating, we do such dividing, because it improves how objects look with OpenGL shading.
Deprecated: instead of using this option, consider adding/editing a KambiTriangulation node in your scene.
As usual all standard options understood by OpenGL programs, standard options understood by OpenAL (3D sound) programs, standard options understood by all my programs are allowed. Run with command-line --help to get full list.
- OpenGL
- Libpng, Zlib (under Windows appropriate DLL files are already included in program's archive, so you don't have to do anything)
- Under Unix (Linux, FreeBSD, Mac OS X): GTK+ >= 2.6 and GtkGLExt >= 1.0.6
- OpenAL and OggVorbis (VorbisFile and dependencies) libraries are strongly suggested if you want to hear sound (under Windows appropriate DLL files are already included in program's archive, so you don't have to do anything)
- Mac OS X users should look at the list of dependencies on Mac OS X
To play movies (in VRML/X3D MovieTexture nodes) and to record movies (by --screenshot-range option) you have to install ffmpeg and make sure it's available on $PATH.
Also convert program from ImageMagick package must be available on $PATH for some miscellaneous image formats to work. See glViewImage documentation for a list of image formats handled.
Here's a link to view3dscene entry on freshmeat. You can use this e.g. to subscribe to new releases, so that you will be automatically notified about new releases of view3dscene.
If you are like me you have hundreds or even thousands of images ever since you got your first camera, some taken with a normal camera other with a digital camera. Through all the years you believed that until eternity you would be able to remember the story behind every single picture, you would be able to remember the names of all the persons on your images, and you would be able to remember the exact date of every single image.
Gmsh is a 3D finite element grid generator with a build-in CAD engine and post-processor. Its design goal is to provide a fast, light and user-friendly meshing tool with parametric input and advanced visualization capabilities. Gmsh is built around four modules: geometry, mesh, solver and post-processing. The specification of any input to these modules is done either interactively using the graphical user interface or in ASCII text files using Gmsh's own scripting language.
Simple Comic is the most intuitive comic reader on the Mac. Its clean interface gives you full control of your viewing experience without getting in the way. Reading comics on a computer has never been easier.
Simple Comic is the most intuitive comic reader on the Mac. Its clean interface gives you full control of your viewing experience without getting in the way. Reading comics on a computer has never been easier.
Image metadata library and toolsExiv2 Overview
Exiv2 is a C++ library and a command line utility to manage image metadata. It provides fast and easy read and write access to the Exif, IPTC and XMP metadata of images in various formats. Exiv2 is available as free software and with a commercial license, and is used in many projects.
- fast read and write access to the Exif, IPTC, and XMP metadata of an image
- an easy to use and extensively documented API
- conversions of Exif and IPTC metadata to XMP and vice versa
- a smart IPTC implementation that does not affect data that programs like Photoshop store in the same image segment
- Exif Makernote support:
- Makernote tags can be read and written just like any other metadata
- a sophisticated write algorithm avoids corrupting the Makernote
- a simple interface to extract previews embedded in RAW images and Exif thumbnails
- set and delete methods for Exif thumbnails
Examples: read Exif; add, modify, delete Exif; read IPTC; set IPTC; set XMP
Exiv2 is also a command line utility to
- print Exif, IPTC and XMP image metadata in different formats: Exif summary info, interpreted values, or the plain data for each tag (a sample is here)
- set, add and delete Exif, IPTC and XMP image metadata from command line modify commands or command scripts
- adjust the Exif timestamp (that's how it all started...)
- rename Exif image files according to the Exif timestamp
- extract, insert and delete Exif, IPTC and XMP metadata and JPEG comments
- extract previews from RAW images and thumbnails from the Exif metadata
- insert and delete the thumbnail image embedded in the Exif metadata
- print, set and delete the JPEG comment of JPEG images
- fix the Exif ISO setting of picture taken with Canon and Nikon cameras
Future plans include
- a unified metadata container
- support for additional image formats
- more Makernotes
The roadmap has details for the upcoming version.
Open source Exif and IPTC metadata library and tools with Exif MakerNote and read/write support