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* Secondly, now models are drawn horizontally. Earlier, models drawn tilted (one side raised), were difficult to examine so fixing this just improved usability.
 
* Secondly, now models are drawn horizontally. Earlier, models drawn tilted (one side raised), were difficult to examine so fixing this just improved usability.
 
* http://screencloud.net/v/yUpN
 
* http://screencloud.net/v/yUpN
 
===September 08 2013===
 
* Worked on patch to calculate and compare volumes of implicit objects and their brep versions.
 
 
===September 09 2013===
 
* Still working on patch (the shell script), testing, improving it.
 
 
===September 10 2013===
 
* Submitted patch.
 
* Implemented grid in geometry viewer as suggested by Sean.
 
 
===September 11 2013===
 
* After reading Sean's reply, got many ideas about how the requested features can be implemented. Before actually start coding, I want to plan about how the options of such features will be provided to user. Like, if we implement wireframe feature, how user will use it, i.e. whether it should be like each entity should clickable to draw wireframe. Even if the entity is clickable, which button it should be clicked with, right or left. If it is right button, should it have some context menu with many other options?
 
 
* Other case may be to have single checkbox option which when clicked, all entities in the scene will get their wireframes.
 
 
* Also these wireframes can be drawn from left side panel (list of entities) when user hovers an entity.
 
 
* Similar possibilities are also there for transparency option. Need to discuss.
 
 
===September 12 2013===
 
* Assuming that we would have a combination as whole of what I devised yesterday I started working on making entities clickable to get wireframes.
 
* Able to get wireframes on built-in geometry on a user click in a simple standalone application.
 
 
===September 13 2013===
 
* Wireframes implemented on OBJ objects but currently they are very inefficient. The major problem is that sometimes, user clicks at one place, and action is performed somewhere else. That's annoying.
 
* Other problem is, in case if the object is a combination of simpler entities, wireframe cannot be drawn on the whole object with single click; one has to click each component entity to draw its wireframe.
 
* Here is the example: http://screencloud.net/v/ozjo
 
* Earlier lighting was not proper. One side of model always remained in dark. I attached light to movement of camera, so now models are more enlightened.
 
* Added key bindings to see: top(T), bottom(B), left(L), right(R) of model; giving out more touch of BRL-CAD.
 
 
===September 14 2013===
 
* Took break.
 
 
===September 15 2013===
 
* Implemented wireframe option. Now black wireframe appear by default. On pressing "S", model will be shaded with random colour and on pressing "W" wireframe will appear again on whole model.
 
*http://screencloud.net/v/lSaK
 
* http://screencloud.net/v/1wDg
 
* Earlier I reported a problem about slow performance of big / heavy models. Actually, this is not a problem of ThreeJS. Earlier on my Chrome browser canvas renderer was enabled that was not fully able to handle such models. I enabled webGL in settings and tried that heavy model (Goliath.g) once again, and now it is working perfectly just like tiny models.
 
 
===September 16 2013===
 
* Urgent work out of station.
 
 
===September 17 2013===
 
* Urgent work out of station.
 
 
===September 18 2013===
 
* Urgent work out of station.
 
 
===September 19 2013===
 
* Improved GUI of model_display.php.
 
 
===September 20 2013===
 
* Improved CSS of sign-in / sign-up pages and landing page.
 

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