Whats new in 39 ver?? 1. Hermite spline as Long pipe/spline-rot-based-wall-object option.. Tension and bias setting possibility .. 2. Attempt for improve from_tex proc (by rem redund verts and count possible chunks).. 3. Attempt for clean rem_redund_vert proc.. 4. I throw out delete chunk button.. Feature under 'Chunk opers' button.. 5. Other menu changes - buttons according to lpipe/rot-wall. Its caption was changed, to describe better features it represented.. 6. More threads than avialable cores in mandelbrod frac rend.. This will bit speed up... 7. New rotate around arbitrary vector matrix computing proc. Now smaler compiled binary, full sse / none fpu... 8. Plain texture model, now uses bilinerar filtering.. 9. Attempt, at last partly achieved, to make shadows based on stencil, depths buffers.. Every light its own buffer. Effect visable in real Phong opaque texture mapping rendering model. .. partly achived - shadows seems be reversed than real phenomen.. (I require inverse depth buffer?).. 10. I throw out bump_tex first stage triangles calculating routines (delta calc and two loops calling horizontal line). Funcionality now in 3glass_tex.inc file.. This shrinked compiled executable binary code and perform passing all texture params as floats... 11. Optimize chunks proc refreshed.. This proc makes for every chunk continous vertices chain. This makes easier ex. saving to file in 3ds format, or separate chunks edition by /Next edit/ uniform tool. Now its work is divided to threads. I tried utilize better CPUs functionalities ( up to 4 th. for now).. 12. Counter slices horizontal line removed. Features in 2stencil_slices.inc file... 13. Calculating required sinus and cosinus using Taylor series... (IDK this is better (I mean faster) than FPU standard fsincos, perhaps not - but measure dont guess..) 14. Refreshed texture_mapping, remove_cracks procedures.. 15. Attempt for optimize object procedure. I tried decrease faces count by collapse some of them .. Use 'set ap tol' button to set tolerance similarity of normal vectors around base triangle.. Bugs, I noticed: - problems with submit FFD cage modified object when only one selected chunk is processed... To properly work with FFD - edit whole object... - chunk no '0' problems... sometimes one chunk alone triangle .. - not always corrected saving to 3ds file - always press 'sort chunks' button before saving object above 65535 elements .. - weird edges detecting - unstable edges count info... - Blender saves corresponding 3ds file with one more face than win3ds.. - merge vertices on selected chunk not work... - hrt objects/l pipes/Bez patches, crashes if are switched too many times. Even 2-3 times is enough to crash .. - ray shadow not work... - Bezier patches objects, not properly meshed.. - tesselate whole object option many times invalid - not whole is affected (not all chunks of object - no problem in one chunk object cause..) - marking boundary edges operation - very seldom correct.. - positiv (z coord/normal vect) and selected area tesselation simultanously not correct - I always get crash .. - Sometimes I get infinite loop after selecting drawing normal vectors option... NOTE - app unstale - regularly press saving button to prevent data loose.... Maciej, Dec 2023 .