freecp folder was a seperate download.  Can't find archive but copied from the old dribble folder.

copied Debug tS7.5 to new Debug tS7.61

LightsTab.h changed:
//#include "d:\projects\freecp\common\tscheckbox.h"
#include "freecp\common\tscheckbox.h"

several source files not found - select each and change properties path from ..\freecp to .\freecp

debugging shows problem must be in tsdd.dpy

try change runtime from MTd to MDd for tsdd
result: no change same behavior - works in ts6 not in ts76

removed all actions in tsdd and still crashes, ts6 still renders to file w/o render to screen
something bad in the dll main - cant imagine what it is

heap reserve 4096 nope

not having any luck - idea dont render in ts but use the i-display and use renderdl instead of RiDisplay

tried using framebuffer driver and had same problem so problem maybe not the tsdd but the link through Ri...

try change runtime from MTd to MDd for dribble - wont compile , try using standard lib instead of mfc - still bad
 back to idea of using renderdl
 
 template below for running a command
 
 /* system example : DIR */
#include <stdio.h>      /* printf */
#include <stdlib.h>     /* system, NULL, EXIT_FAILURE */

int main ()
{
  int i;
  printf ("Checking if processor is available...");
  if (system(NULL)) puts ("Ok");
    else exit (EXIT_FAILURE);
  printf ("Executing command DIR...\n");
  i=system ("dir");
  printf ("The value returned was: %d.\n",i);
  return 0;
}

that worked can get render to idisplay instead of tS window without crash
next need add option to do this
MainDlg.cpp line 540 sets the output tab
made changes to the dialog, outputtab.cpp, maindlg.cpp, maindlg.h and added a checkbox and new logic
all works except render region does full render area

rendertofile.cpp has render to file dialog that is not saved

try use shadowmap lights cause crash - again display driver problem
need way to chain renders in renderdl so can use it to create the shadowmap and then use it

shadowmaps working via renderdl
now for infinite light new ui lightstab.cpp and .h, 
NOTE: TODO - save and load parameters for new "use renderdl" and "shadow map scale"
infinite light shadowmap ui is good

TODO: means/option to cleanup temp files

bumpmap is fixed - sample scene well had 2 problems, it had a normalmap image in the bumpmap and dribble was mult by 10 instead of dividing by 10
results match the lightworks render now
no need to change the tSbumpmap shader file

selected item is good, so can set baking parameter

caustics are not working - the irradiance option works but the caustic gives an error




regular non-renderdl is not crashing now - reason unknown
todo - regular causticlight for non-renderdl case
file dialog and ui are good
caustics defaults - samples 1000, amount 100, intensity 10
default.drb has the defalt settings
believe tSglass is not good with caustics

MS Sans Serif(8)

baking - occlusion, diffuse value/lighting, color, final rendered result, all objects, selected objects

Declare "__ambient" "color" 
Declare "__diffuse" "color" 
Declare "__specular" "color" 
Declare "__reflect" "color" 
Declare "__refract" "color"
are already available for pass rendering, also have Ci, Cs, Oi, Os, N, Ng, s, t

baking test is good, just need to code it and add checkbox for it
baking just needs the last step to convert from bake to tif, only bakes final result of standard tS material at this time
changed so tdl and bake files created in the working folder instead of the tS textures folder
TODO:
Attribute "cull" "hidden" [0]
Attribute "cull" "backfacing" [0]
These two attributes should be set for all primitives for which baking is desired (see [Primitives
Visibility and Ray Tracing Attributes], page 44). Additionally, it is good to disable the view depen-
dant dicing so that micro-polygons on objects silouettes are properly formed:
Attribute "dice" "rasterorient" [0]

3 items above done and bakes are bigger now, rough test occlusion bake seems ok
tdlmake -byte -bakeres 1024 cube_0_Ci.bake cube_0_Ci.tif
tdlmake -byte -bakeres 1024 cube_0_occ.bake cube_0_occ.tif

diffuse value test is good, next define all required render passes
passes
each light
diffuse value
diffuse color
occlusion
reflection
specular
shadows
z-depth
object layers

cant see any way to easily do light passes so dont do it, same with object layers

writing direct rib no motion
render to file one file at a time so no motion blur?
yes motion blur but only if render to file - try add to other renders, rib and screen/i-display
ok - need a checkbox to "force" motion blur by setting m_useMotionBlur = true, but not setting it to false if unchecked
worked - motion blur now in i-display and tsdd renders

for passes have diffuse value but need pure surface color
problem - passes set as tiff but cant read tif into truespace
use exr for floating point, but how handle 8bit?
note psd must be quantized or get crash

psd always quantize
jpeg quantize
tiff quantize
tiff not quantize
exr not quantize

passes only working with render to screen methods
copied code but get output... name instead of filename
tsdd only place to get filename?
forgot set jpeg at 100% quality

RenderToFile calls ExportFrame but does not pass the filename from the file dialog, instead writes to same file, loads it then saves it as the desired name and type
also check local and infinite shadowmaps

code has ExportScene but it was just a start for compatibility with other renderers - not complete, does nothing


local light plug side must point towards the scene and position seems to matter
shadowmap scale no effect on local light? - fakes a spotlight so no effect

want one more thing - object id matte pass