Glossary for Vapor Paint July 24 1992
- Vapor Paint:
- The Actual program. Also called Vee, VPaint. Named because I talked
about it so much before writing it. The ARexx port's name is Vapor.
- Work Screen:
- The big grey hi-res interlaced screen which is the main interface to
Vapor Paint. Sometimes called the work space, which also refers to the
concept represented by that screen: a 6-dimensional space for drawing
gestures. The Work screen is made of three planes: the Black, Yellow
and Blue planes (not necessarily those colors!)
- Black plane (Vector Plane):
- The plane of the work screen used to show vector data.
- Blue plane (Notation Plane):
- The plane used by the work screen to show note vectors and "Blued"
vectors, which are uneditable vectors associated with
other key frames and Sequences.
- Yellow plane (Rendering Plane):
- The plane used for the display of raw mouse gestures, sketch info,
radius and mass information, and workspace animations.
- Both the little box with a letter inside of it and an ID number on top
of it and what it represents: a single conceptual drawing element,
such as a vector, a pen color, a key frame. Also called an element or
- Icon Types:
- There are several types of icons, and concepts behind them. I like
to refer to them using an abbreviation and a pair of square brackets:
- [AN] Animation icon A
- [SQ] Sequence icon S
- [Vw] View icon Vw
- [KF] Key Frame icon Kf
- [PN] Pen icon P
- [CL] Color icon C
- [VC] Vector icon V
- [NV] Note Vector icon Nv
- [MI] Model Vector icon M
- [clip] clipboard fragment of rendering tree
- [Nx] transform Vector N
- Icon tree:
- A logical "tree" of icons (gestural and structural information) which
is traversed top to bottom, left to right to create work screens and
- For the work screen, changing the view of the data (mostly drawn
vector-stuff, the views and the Mark). For Icons, moving from one icon to
- The icon which is in the center of the icon navigation bar. If a
vector, there will probably be a bound box displayed around it on the
work screen. Sometimes called the Eye. There can also be a Current
Key frame, View or Sequence. And the current time is the time
displayed in the center of the SMPTE time bar, and is used in some
workspace display options.
- Time Bar:
- The two SMPTE times shown near the top of the work screen.
The time in the center is the Current time, which is updated when you use the "<" and ">" keys to navigate through a series of key frames.
The right time is the time of the next
key frame, if any. If you are working with a View, View times are used
instead of Key frame times.
When you refresh the Workscreen, it will consider the current time when
displaying the difference between vectors you are currently editing and
vectors in other key frames. These vectors are shown positioned to the closest key frame, unless the "SeeLerp" feature is on,
where all vectors will be moved to their positions in the final animation.
If you are above the level of keyframes,
those numbers are invalid. Some kinds of icon navigation don't update
them either. Use the "/" key to normalize these numbers!
- Icon navigation bar:
- The list of icons at the bottom left of the screen. The left most is
the parent of the current icon, the right most is the first child, and
the middle one is the current icon itself. Others are siblings before
and after the current icon.
- Macro Buttons:
- The other Icons on the screen are Macro Buttons: when clicked, they
perform an ARexx macro (named VMac#),
- Poke Arrow:
- The arrow in the icon bar shows where the next new or moved icon
will be created (usually to the right of the current icon).
- The area of the work screen which will be rendered at the current
time. The View has the same aspect ratio as is specified in the
Animation icon: width*x aspect by height*y aspect. The view also has
two "eyes" and a focal length which could be used to make stereo
pictures. Of course, there is only one view, and it cannot move in Z,R
or M planes. It animates by a polar coordinate system,and not by the
linear system used by the vectors.
- A selected icon is shown with a yellow background. This operation is
also called Highlighting. You can select subtrees of icons with the
Shift-Up arrow keyboard command or with the "select vectors" rawmouse
pen. A selected icon set, on the other hand, is a set of selected
icons but only if the current icon is also selected - otherwise, the
set is only the current icon! Selecting is also what I call the
operation of using the right mouse button to make a vector the current
vector. Were I more proper, this would be called "Currenting" or
"Eye-ing". Selecting is sometimes also called "Choosing".
- The marked Icon is inverted in color, and can be moved with the
MarkMove command to a new spot in the icon tree.
- Raw Mouse:
- These are mouse move gestures while they are being stored up and
before they are converted into vectors or used in transformations and
- The Rendering pens are operations which transform vector information into
commands for a renderer. These pens are represented by the P icon. They
need not actually call the renderer, but may just set up some parameter.
- Mouse Tool:
- Mouse tools convert raw mouse moves into Vectors or other transformations.
AKA Rawmouse Conversion Pens.
- There are several operations called rendering. Work screen rendering
is the act of interpreting the vector data as lines on the work screen,
along with other information such as Selection and bound-boxing. When
animating the workspace, the renderer draws into the black plane alone,
compresses it and stores it for later replay in the yellow plane. This
plane is also called the rendering plane of the work screen. "Real
rendering" or "Vapor Rendering" is the actual purpose of this program:
to interpret the icon tree of gestures and settings via rendering pens
into actual pixels (or other output).
- "Pop-up-menu" which is the interface to various settings for the
program and for the "insides" of the icons. Pums have their own
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