camera xyz

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, press reset . 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

AND

 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.