Update URL and copyright
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index 26a14d7..72ed002 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,13 +1,13 @@
 #!BPY
 """
 Name: 'VRM'
 #!BPY
 """
 Name: 'VRM'
-Blender: 242
+Blender: 245
 Group: 'Render'
 Tooltip: 'Vector Rendering Method script'
 """
 
 __author__ = "Antonio Ospite"
 Group: 'Render'
 Tooltip: 'Vector Rendering Method script'
 """
 
 __author__ = "Antonio Ospite"
-__url__ = ["http://projects.blender.org/projects/vrm"]
+__url__ = ["http://vrm.ao2.it"]
 __version__ = "0.3.beta"
 
 __bpydoc__ = """\
 __version__ = "0.3.beta"
 
 __bpydoc__ = """\
@@ -15,7 +15,7 @@ __bpydoc__ = """\
 """
 
 # ---------------------------------------------------------------------
 """
 
 # ---------------------------------------------------------------------
-#    Copyright (c) 2006 Antonio Ospite
+#    Copyright (c) 2006, 2007, 2008, 2009 Antonio Ospite
 #
 #    This program is free software; you can redistribute it and/or modify
 #    it under the terms of the GNU General Public License as published by
 #
 #    This program is free software; you can redistribute it and/or modify
 #    it under the terms of the GNU General Public License as published by
@@ -40,15 +40,14 @@ __bpydoc__ = """\
 #       from scratch but Nikola gave me the idea, so I thank him publicly.
 #
 # ---------------------------------------------------------------------
 #       from scratch but Nikola gave me the idea, so I thank him publicly.
 #
 # ---------------------------------------------------------------------
-# 
+#
 # Things TODO for a next release:
 # Things TODO for a next release:
+#   - Shadeless shader
 #   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
 #   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
-#   - Implement clipping of primitives and do handle object intersections.
-#     (for now only clipping away whole objects is supported).
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
-#   - Use a data structure other than Mesh to represent the 2D image? 
+#   - Use a data structure other than Mesh to represent the 2D image?
 #     Think to a way to merge (adjacent) polygons that have the same color.
 #     Or a way to use paths for silhouettes and contours.
 #   - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
 #     Think to a way to merge (adjacent) polygons that have the same color.
 #     Or a way to use paths for silhouettes and contours.
 #   - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
@@ -58,27 +57,8 @@ __bpydoc__ = """\
 #   - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
 #   - Implement Shading Styles? (partially done, to make more flexible).
 #   - Add Vector Writers other than SVG.
 #   - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
 #   - Implement Shading Styles? (partially done, to make more flexible).
 #   - Add Vector Writers other than SVG.
+#   - set the background color!
 #   - Check memory use!!
 #   - Check memory use!!
-#   - Support Indexed palettes!! (Useful for ILDA FILES, for example,
-#     see http://www.linux-laser.org/download/autotrace/ilda-output.patch)
-#
-# ---------------------------------------------------------------------
-#
-# Changelog:
-#
-#   vrm-0.3.py  - ...
-#     * First release after code restucturing.
-#       Now the script offers a useful set of functionalities
-#       and it can render animations, too.
-#     * Optimization in Renderer.doEdgeStyle(), build a topology cache
-#       so to speed up the lookup of adjacent faces of an edge.
-#       Thanks ideasman42.
-#     * The SVG output is now SVG 1.0 valid.
-#       Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html
-#     * Progress indicator during HSR.
-#     * Initial SWF output support
-#     * Fixed a bug in the animation code, now the projection matrix is
-#       recalculated at each frame!
 #
 # ---------------------------------------------------------------------
 
 #
 # ---------------------------------------------------------------------
 
@@ -88,6 +68,19 @@ from Blender.Mathutils import *
 from math import *
 import sys, time
 
 from math import *
 import sys, time
 
+try:
+    set()
+except NameError:
+    from sets import Set as set
+
+
+def uniq(alist):
+    tmpdict = dict()
+    return [tmpdict.setdefault(e,e) for e in alist if e not in tmpdict]
+    # in python > 2.4 we ca use the following
+    #return [ u for u in alist if u not in locals()['_[1]'] ]
+
+
 # Constants
 EPS = 10e-5
 
 # Constants
 EPS = 10e-5
 
@@ -95,14 +88,13 @@ EPS = 10e-5
 progress = None
 
 
 progress = None
 
 
-# Some global settings
+# Config class for global settings
 
 class config:
     polygons = dict()
     polygons['SHOW'] = True
 
 class config:
     polygons = dict()
     polygons['SHOW'] = True
-    polygons['SHADING'] = 'FLAT'
-    #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
-    polygons['HSR'] = 'PAINTER'
+    polygons['SHADING'] = 'FLAT' # FLAT or TOON
+    polygons['HSR'] = 'PAINTER' # PAINTER or NEWELL
     # Hidden to the user for now
     polygons['EXPANSION_TRICK'] = True
 
     # Hidden to the user for now
     polygons['EXPANSION_TRICK'] = True
 
@@ -111,25 +103,91 @@ class config:
     edges = dict()
     edges['SHOW'] = False
     edges['SHOW_HIDDEN'] = False
     edges = dict()
     edges['SHOW'] = False
     edges['SHOW_HIDDEN'] = False
-    edges['STYLE'] = 'MESH' # or SILHOUETTE
-    edges['STYLE'] = 'SILHOUETTE'
+    edges['STYLE'] = 'MESH' # MESH or SILHOUETTE
     edges['WIDTH'] = 2
     edges['COLOR'] = [0, 0, 0]
 
     output = dict()
     output['FORMAT'] = 'SVG'
     edges['WIDTH'] = 2
     edges['COLOR'] = [0, 0, 0]
 
     output = dict()
     output['FORMAT'] = 'SVG'
-    output['FORMAT'] = 'SWF'
-    output['ANIMATION'] = True
+    output['ANIMATION'] = False
     output['JOIN_OBJECTS'] = True
 
     output['JOIN_OBJECTS'] = True
 
+    def saveToRegistry():
+        registry = {}
+
+        for k,v in config.__dict__.iteritems():
+
+            # config class store settings in dictionaries
+            if v.__class__ == dict().__class__:
+
+                regkey_prefix = k.upper()+"_"
+
+                for opt_k,opt_v in v.iteritems():
+                    regkey = regkey_prefix + opt_k
+
+                    registry[regkey] = opt_v
+
+        Blender.Registry.SetKey('VRM', registry, True)
+
+    saveToRegistry = staticmethod(saveToRegistry)
+
+    def loadFromRegistry():
+        registry = Blender.Registry.GetKey('VRM', True)
+        if not registry:
+              return
+
+        for k,v in registry.iteritems():
+            k_tmp = k.split('_')
+            conf_attr = k_tmp[0].lower()
+            conf_key = str.join("_",k_tmp[1:])
+            conf_val = v
+
+            if config.__dict__.has_key(conf_attr):
+                config.__dict__[conf_attr][conf_key] = conf_val
+
+    loadFromRegistry = staticmethod(loadFromRegistry)
 
 
 # Utility functions
 
 
 # Utility functions
+print_debug = False
+
+def dumpfaces(flist, filename):
+    """Dump a single face to a file.
+    """
+    if not print_debug:
+        return
+
+    class tmpmesh:
+        pass
+
+    m = tmpmesh()
+    m.faces = flist
+
+    writerobj = SVGVectorWriter(filename)
+
+    writerobj.open()
+    writerobj._printPolygons(m)
+
+    writerobj.close()
+
+def debug(msg):
+    if print_debug:
+        sys.stderr.write(msg)
+
+def EQ(v1, v2):
+    return (abs(v1[0]-v2[0]) < EPS and
+            abs(v1[1]-v2[1]) < EPS )
+by_furthest_z = (lambda f1, f2:
+    cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
+    )
+
 def sign(x):
 
     if x < -EPS:
 def sign(x):
 
     if x < -EPS:
+    #if x < 0:
         return -1
     elif x > EPS:
         return -1
     elif x > EPS:
+    #elif x > 0:
         return 1
     else:
         return 0
         return 1
     else:
         return 0
@@ -137,13 +195,579 @@ def sign(x):
 
 # ---------------------------------------------------------------------
 #
 
 # ---------------------------------------------------------------------
 #
+## HSR Utility class
+#
+# ---------------------------------------------------------------------
+
+EPS = 10e-5
+INF = 10e5
+
+class HSR:
+    """A utility class for HSR processing.
+    """
+
+    def is_nonplanar_quad(face):
+        """Determine if a quad is non-planar.
+
+        From: http://mathworld.wolfram.com/Coplanar.html
+
+        Geometric objects lying in a common plane are said to be coplanar.
+        Three noncollinear points determine a plane and so are trivially coplanar.
+        Four points are coplanar iff the volume of the tetrahedron defined by them is
+        0,
+
+            | x_1 y_1 z_1 1 |
+            | x_2 y_2 z_2 1 |
+            | x_3 y_3 z_3 1 |
+            | x_4 y_4 z_4 1 | == 0
+
+        Coplanarity is equivalent to the statement that the pair of lines
+        determined by the four points are not skew, and can be equivalently stated
+        in vector form as (x_3-x_1).[(x_2-x_1)x(x_4-x_3)]==0.
+
+        An arbitrary number of n points x_1, ..., x_n can be tested for
+        coplanarity by finding the point-plane distances of the points
+        x_4, ..., x_n from the plane determined by (x_1,x_2,x_3)
+        and checking if they are all zero.
+        If so, the points are all coplanar.
+
+        We here check only for 4-point complanarity.
+        """
+        n = len(face)
+
+        # assert(n>4)
+        if n < 3 or n > 4:
+            print "ERROR a mesh in Blender can't have more than 4 vertices or less than 3"
+            raise AssertionError
+
+        elif n == 3:
+            # three points must be complanar
+            return False
+        else: # n == 4
+            x1 = Vector(face[0].co)
+            x2 = Vector(face[1].co)
+            x3 = Vector(face[2].co)
+            x4 = Vector(face[3].co)
+
+            v = (x3-x1) * CrossVecs((x2-x1), (x4-x3))
+            if v != 0:
+                return True
+
+        return False
+
+    is_nonplanar_quad = staticmethod(is_nonplanar_quad)
+
+    def pointInPolygon(poly, v):
+        return False
+
+    pointInPolygon = staticmethod(pointInPolygon)
+
+    def edgeIntersection(s1, s2, do_perturbate=False):
+
+        (x1, y1) = s1[0].co[0], s1[0].co[1]
+        (x2, y2) = s1[1].co[0], s1[1].co[1]
+
+        (x3, y3) = s2[0].co[0], s2[0].co[1]
+        (x4, y4) = s2[1].co[0], s2[1].co[1]
+
+        #z1 = s1[0].co[2]
+        #z2 = s1[1].co[2]
+        #z3 = s2[0].co[2]
+        #z4 = s2[1].co[2]
+
+
+        # calculate delta values (vector components)
+        dx1 = x2 - x1;
+        dx2 = x4 - x3;
+        dy1 = y2 - y1;
+        dy2 = y4 - y3;
+
+        #dz1 = z2 - z1;
+        #dz2 = z4 - z3;
+
+        C = dy2 * dx1 - dx2 * dy1 #  /* cross product */
+        if C == 0:  #/* parallel */
+            return None
+
+        dx3 = x1 - x3 # /* combined origin offset vector */
+        dy3 = y1 - y3
+
+        a1 = (dy3 * dx2 - dx3 * dy2) / C;
+        a2 = (dy3 * dx1 - dx3 * dy1) / C;
+
+        # check for degeneracies
+        #print_debug("\n")
+        #print_debug(str(a1)+"\n")
+        #print_debug(str(a2)+"\n\n")
+
+        if (a1 == 0 or a1 == 1 or a2 == 0 or a2 == 1):
+            # Intersection on boundaries, we consider the point external?
+            return None
+
+        elif (a1>0.0 and a1<1.0 and a2>0.0 and a2<1.0): #  /* lines cross */
+            x = x1 + a1*dx1
+            y = y1 + a1*dy1
+
+            #z = z1 + a1*dz1
+            z = 0
+            return (NMesh.Vert(x, y, z), a1, a2)
+
+        else:
+            # lines have intersections but not those segments
+            return None
+
+    edgeIntersection = staticmethod(edgeIntersection)
+
+    def isVertInside(self, v):
+        winding_number = 0
+        coincidence = False
+
+        # Create point at infinity
+        point_at_infinity = NMesh.Vert(-INF, v.co[1], -INF)
+
+        for i in range(len(self.v)):
+            s1 = (point_at_infinity, v)
+            s2 = (self.v[i-1], self.v[i])
+
+            if EQ(v.co, s2[0].co) or EQ(v.co, s2[1].co):
+                coincidence = True
+
+            if HSR.edgeIntersection(s1, s2, do_perturbate=False):
+                winding_number += 1
+
+        # Check even or odd
+        if winding_number % 2 == 0 :
+            return False
+        else:
+            if coincidence:
+                return False
+            return True
+
+    isVertInside = staticmethod(isVertInside)
+
+
+    def det(a, b, c):
+        return ((b[0] - a[0]) * (c[1] - a[1]) -
+                (b[1] - a[1]) * (c[0] - a[0]) )
+
+    det = staticmethod(det)
+
+    def pointInPolygon(q, P):
+        is_in = False
+
+        point_at_infinity = NMesh.Vert(-INF, q.co[1], -INF)
+
+        det = HSR.det
+
+        for i in range(len(P.v)):
+            p0 = P.v[i-1]
+            p1 = P.v[i]
+            if (det(q.co, point_at_infinity.co, p0.co)<0) != (det(q.co, point_at_infinity.co, p1.co)<0):
+                if det(p0.co, p1.co, q.co) == 0 :
+                    #print "On Boundary"
+                    return False
+                elif (det(p0.co, p1.co, q.co)<0) != (det(p0.co, p1.co, point_at_infinity.co)<0):
+                    is_in = not is_in
+
+        return is_in
+
+    pointInPolygon = staticmethod(pointInPolygon)
+
+    def projectionsOverlap(f1, f2):
+        """ If you have nonconvex, but still simple polygons, an acceptable method
+        is to iterate over all vertices and perform the Point-in-polygon test[1].
+        The advantage of this method is that you can compute the exact
+        intersection point and collision normal that you will need to simulate
+        collision. When you have the point that lies inside the other polygon, you
+        just iterate over all edges of the second polygon again and look for edge
+        intersections. Note that this method detects collsion when it already
+        happens. This algorithm is fast enough to perform it hundreds of times per
+        sec.  """
+
+        for i in range(len(f1.v)):
+
+
+            # If a point of f1 in inside f2, there is an overlap!
+            v1 = f1.v[i]
+            #if HSR.isVertInside(f2, v1):
+            if HSR.pointInPolygon(v1, f2):
+                return True
+
+            # If not the polygon can be ovelap as well, so we check for
+            # intersection between an edge of f1 and all the edges of f2
+
+            v0 = f1.v[i-1]
+
+            for j in range(len(f2.v)):
+                v2 = f2.v[j-1]
+                v3 = f2.v[j]
+
+                e1 = v0, v1
+                e2 = v2, v3
+
+                intrs = HSR.edgeIntersection(e1, e2)
+                if intrs:
+                    #print_debug(str(v0.co) + " " + str(v1.co) + " " +
+                    #        str(v2.co) + " " + str(v3.co) )
+                    #print_debug("\nIntersection\n")
+
+                    return True
+
+        return False
+
+    projectionsOverlap = staticmethod(projectionsOverlap)
+
+    def midpoint(p1, p2):
+        """Return the midpoint of two vertices.
+        """
+        m = MidpointVecs(Vector(p1), Vector(p2))
+        mv = NMesh.Vert(m[0], m[1], m[2])
+
+        return mv
+
+    midpoint = staticmethod(midpoint)
+
+    def facesplit(P, Q, facelist, nmesh):
+        """Split P or Q according to the strategy illustrated in the Newell's
+        paper.
+        """
+
+        by_furthest_z = (lambda f1, f2:
+                cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
+                )
+
+        # Choose if split P on Q plane or vice-versa
+
+        n = 0
+        for Pi in P:
+            d = HSR.Distance(Vector(Pi), Q)
+            if d <= EPS:
+                n += 1
+        pIntersectQ = (n != len(P))
+
+        n = 0
+        for Qi in Q:
+            d = HSR.Distance(Vector(Qi), P)
+            if d >= -EPS:
+                n += 1
+        qIntersectP = (n != len(Q))
+
+        newfaces = []
+
+        # 1. If parts of P lie in both half-spaces of Q
+        # then splice P in two with the plane of Q
+        if pIntersectQ:
+            #print "We split P"
+            f = P
+            plane = Q
+
+            newfaces = HSR.splitOn(plane, f)
+
+        # 2. Else if parts of Q lie in both half-space of P
+        # then splice Q in two with the plane of P
+        if qIntersectP and newfaces == None:
+            #print "We split Q"
+            f = Q
+            plane = P
+
+            newfaces = HSR.splitOn(plane, f)
+            #print "After"
+
+        # 3. Else slice P in half through the mid-point of
+        # the longest pair of opposite sides
+        if newfaces == None:
+
+            print "We ignore P..."
+            facelist.remove(P)
+            return facelist
+
+            #f = P
+
+            #if len(P)==3:
+            #    v1 = midpoint(f[0], f[1])
+            #    v2 = midpoint(f[1], f[2])
+            #if len(P)==4:
+            #    v1 = midpoint(f[0], f[1])
+            #    v2 = midpoint(f[2], f[3])
+            #vec3 = (Vector(v2)+10*Vector(f.normal))
+            #
+            #v3 = NMesh.Vert(vec3[0], vec3[1], vec3[2])
+
+            #plane = NMesh.Face([v1, v2, v3])
+            #
+            #newfaces = splitOn(plane, f)
+
+
+        if newfaces == None:
+            print "Big FAT problem, we weren't able to split POLYGONS!"
+            raise AssertionError
+
+        #print newfaces
+        if newfaces:
+            #for v in f:
+            #    if v not in plane and v in nmesh.verts:
+            #        nmesh.verts.remove(v)
+            for nf in newfaces:
+
+                nf.mat = f.mat
+                nf.sel = f.sel
+                nf.col = [f.col[0]] * len(nf.v)
+
+                nf.smooth = 0
+
+                for v in nf:
+                    nmesh.verts.append(v)
+                # insert pieces in the list
+                facelist.append(nf)
+
+            facelist.remove(f)
+
+        # and resort the faces
+        facelist.sort(by_furthest_z)
+        facelist.sort(lambda f1, f2: cmp(f1.smooth, f2.smooth))
+        facelist.reverse()
+
+        #print [ f.smooth for f in facelist ]
+
+        return facelist
+
+    facesplit = staticmethod(facesplit)
+
+    def isOnSegment(v1, v2, p, extremes_internal=False):
+        """Check if point p is in segment v1v2.
+        """
+
+        l1 = (v1-p).length
+        l2 = (v2-p).length
+
+        # Should we consider extreme points as internal ?
+        # The test:
+        # if p == v1 or p == v2:
+        if l1 < EPS or l2 < EPS:
+            return extremes_internal
+
+        l = (v1-v2).length
+
+        # if the sum of l1 and l2 is circa l, then the point is on segment,
+        if abs(l - (l1+l2)) < EPS:
+            return True
+        else:
+            return False
+
+    isOnSegment = staticmethod(isOnSegment)
+
+    def Distance(point, face):
+        """ Calculate the distance between a point and a face.
+
+        An alternative but more expensive method can be:
+
+            ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]),
+                    Vector(face.no), Vector(point), 0)
+
+            d = Vector(ip - point).length
+
+        See: http://mathworld.wolfram.com/Point-PlaneDistance.html
+        """
+
+        p = Vector(point)
+        plNormal = Vector(face.no)
+        plVert0 = Vector(face.v[0])
+
+        d = (plVert0 * plNormal) - (p * plNormal)
+
+        #d = plNormal * (plVert0 - p)
+
+        #print "\nd: %.10f - sel: %d, %s\n" % (d, face.sel, str(point))
+
+        return d
+
+    Distance = staticmethod(Distance)
+
+    def makeFaces(vl):
+        #
+        # make one or two new faces based on a list of vertex-indices
+        #
+        newfaces = []
+
+        if len(vl) <= 4:
+            nf = NMesh.Face()
+
+            for v in vl:
+                nf.v.append(v)
+
+            newfaces.append(nf)
+
+        else:
+            nf = NMesh.Face()
+
+            nf.v.append(vl[0])
+            nf.v.append(vl[1])
+            nf.v.append(vl[2])
+            nf.v.append(vl[3])
+            newfaces.append(nf)
+
+            nf = NMesh.Face()
+            nf.v.append(vl[3])
+            nf.v.append(vl[4])
+            nf.v.append(vl[0])
+            newfaces.append(nf)
+
+        return newfaces
+
+    makeFaces = staticmethod(makeFaces)
+
+    def splitOn(Q, P, return_positive_faces=True, return_negative_faces=True):
+        """Split P using the plane of Q.
+        Logic taken from the knife.py python script
+        """
+
+        # Check if P and Q are parallel
+        u = CrossVecs(Vector(Q.no),Vector(P.no))
+        ax = abs(u[0])
+        ay = abs(u[1])
+        az = abs(u[2])
+
+        if (ax+ay+az) < EPS:
+            print "PARALLEL planes!!"
+            return
+
+
+        # The final aim is to find the intersection line between P
+        # and the plane of Q, and split P along this line
+
+        nP = len(P.v)
+
+        # Calculate point-plane Distance between vertices of P and plane Q
+        d = []
+        for i in range(0, nP):
+            d.append(HSR.Distance(P.v[i], Q))
+
+        newVertList = []
+
+        posVertList = []
+        negVertList = []
+        for i in range(nP):
+            d0 = d[i-1]
+            V0 = P.v[i-1]
+
+            d1 = d[i]
+            V1 = P.v[i]
+
+            #print "d0:", d0, "d1:", d1
+
+            # if the vertex lies in the cutplane
+            if abs(d1) < EPS:
+                #print "d1 On cutplane"
+                posVertList.append(V1)
+                negVertList.append(V1)
+            else:
+                # if the previous vertex lies in cutplane
+                if abs(d0) < EPS:
+                    #print "d0 on Cutplane"
+                    if d1 > 0:
+                        #print "d1 on positive Halfspace"
+                        posVertList.append(V1)
+                    else:
+                        #print "d1 on negative Halfspace"
+                        negVertList.append(V1)
+                else:
+                    # if they are on the same side of the plane
+                    if d1*d0 > 0:
+                        #print "On the same half-space"
+                        if d1 > 0:
+                            #print "d1 on positive Halfspace"
+                            posVertList.append(V1)
+                        else:
+                            #print "d1 on negative Halfspace"
+                            negVertList.append(V1)
+
+                    # the vertices are not on the same side of the plane, so we have an intersection
+                    else:
+                        #print "Intersection"
+
+                        e = Vector(V0), Vector(V1)
+                        tri = Vector(Q[0]), Vector(Q[1]), Vector(Q[2])
+
+                        inters = Intersect(tri[0], tri[1], tri[2], e[1]-e[0], e[0], 0)
+                        if inters == None:
+                            print "Split Break"
+                            break
+
+                        #print "Intersection", inters
+
+                        nv = NMesh.Vert(inters[0], inters[1], inters[2])
+                        newVertList.append(nv)
+
+                        posVertList.append(nv)
+                        negVertList.append(nv)
+
+                        if d1 > 0:
+                            posVertList.append(V1)
+                        else:
+                            negVertList.append(V1)
+
+
+        # uniq for python > 2.4
+        #posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ]
+        #negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ]
+
+        # a more portable way
+        posVertList = uniq(posVertList)
+        negVertList = uniq(negVertList)
+
+
+        # If vertex are all on the same half-space, return
+        #if len(posVertList) < 3:
+        #    print "Problem, we created a face with less that 3 vertices??"
+        #    posVertList = []
+        #if len(negVertList) < 3:
+        #    print "Problem, we created a face with less that 3 vertices??"
+        #    negVertList = []
+
+        if len(posVertList) < 3 or len(negVertList) < 3:
+            #print "RETURN NONE, SURE???"
+            return None
+
+        if not return_positive_faces:
+            posVertList = []
+        if not return_negative_faces:
+            negVertList = []
+
+        newfaces = HSR.addNewFaces(posVertList, negVertList)
+
+        return newfaces
+
+    splitOn = staticmethod(splitOn)
+
+    def addNewFaces(posVertList, negVertList):
+        # Create new faces resulting from the split
+        outfaces = []
+        if len(posVertList) or len(negVertList):
+
+            #newfaces = [posVertList] + [negVertList]
+            newfaces = ( [[ NMesh.Vert(v[0], v[1], v[2]) for v in posVertList]] +
+                    [[ NMesh.Vert(v[0], v[1], v[2]) for v in negVertList]] )
+
+            for nf in newfaces:
+                if nf and len(nf)>2:
+                    outfaces += HSR.makeFaces(nf)
+
+        return outfaces
+
+
+    addNewFaces = staticmethod(addNewFaces)
+
+
+# ---------------------------------------------------------------------
+#
 ## Mesh Utility class
 #
 # ---------------------------------------------------------------------
 ## Mesh Utility class
 #
 # ---------------------------------------------------------------------
+
 class MeshUtils:
 
     def buildEdgeFaceUsersCache(me):
 class MeshUtils:
 
     def buildEdgeFaceUsersCache(me):
-        ''' 
+        '''
         Takes a mesh and returns a list aligned with the meshes edges.
         Each item is a list of the faces that use the edge
         would be the equiv for having ed.face_users as a property
         Takes a mesh and returns a list aligned with the meshes edges.
         Each item is a list of the faces that use the edge
         would be the equiv for having ed.face_users as a property
@@ -159,23 +783,23 @@ class MeshUtils:
                 i1,i2= i2,i1
             return i1, i2
 
                 i1,i2= i2,i1
             return i1, i2
 
-       
+
         face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges])
         for f in me.faces:
             fvi= [v.index for v in f.v]# face vert idx's
             for i in xrange(len(f)):
                 i1= fvi[i]
                 i2= fvi[i-1]
         face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges])
         for f in me.faces:
             fvi= [v.index for v in f.v]# face vert idx's
             for i in xrange(len(f)):
                 i1= fvi[i]
                 i2= fvi[i-1]
-                
+
                 if i1>i2:
                     i1,i2= i2,i1
                 if i1>i2:
                     i1,i2= i2,i1
-                
+
                 face_edges_dict[i1,i2][1].append(f)
                 face_edges_dict[i1,i2][1].append(f)
-        
+
         face_edges= [None] * len(me.edges)
         for ed_index, ed_faces in face_edges_dict.itervalues():
             face_edges[ed_index]= ed_faces
         face_edges= [None] * len(me.edges)
         for ed_index, ed_faces in face_edges_dict.itervalues():
             face_edges[ed_index]= ed_faces
-        
+
         return face_edges
 
     def isMeshEdge(adjacent_faces):
         return face_edges
 
     def isMeshEdge(adjacent_faces):
@@ -222,6 +846,7 @@ class MeshUtils:
 ## Shading Utility class
 #
 # ---------------------------------------------------------------------
 ## Shading Utility class
 #
 # ---------------------------------------------------------------------
+
 class ShadingUtils:
 
     shademap = None
 class ShadingUtils:
 
     shademap = None
@@ -265,10 +890,10 @@ class ShadingUtils:
 
 class Projector:
     """Calculate the projection of an object given the camera.
 
 class Projector:
     """Calculate the projection of an object given the camera.
-    
+
     A projector is useful to so some per-object transformation to obtain the
     projection of an object given the camera.
     A projector is useful to so some per-object transformation to obtain the
     projection of an object given the camera.
-    
+
     The main method is #doProjection# see the method description for the
     parameter list.
     """
     The main method is #doProjection# see the method description for the
     parameter list.
     """
@@ -290,17 +915,26 @@ class Projector:
 
         fovy = atan(0.5/aspect/(camera.lens/32))
         fovy = fovy * 360.0/pi
 
         fovy = atan(0.5/aspect/(camera.lens/32))
         fovy = fovy * 360.0/pi
-        
+
+
+        if Blender.Get('version') < 243:
+            camPersp = 0
+            camOrtho = 1
+        else:
+            camPersp = 'persp'
+            camOrtho = 'ortho'
+
         # What projection do we want?
         # What projection do we want?
-        if camera.type == 0:
-            mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) 
-        elif camera.type == 1:
-            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) 
-        
+        if camera.type == camPersp:
+            mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+        elif camera.type == camOrtho:
+            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
+
+
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
-        cam.transpose() 
-        
+        cam.transpose()
+
         mP = mP * cam
 
         self.projectionMatrix = mP
         mP = mP * cam
 
         self.projectionMatrix = mP
@@ -315,13 +949,13 @@ class Projector:
         Given a vertex calculate the projection using the current projection
         matrix.
         """
         Given a vertex calculate the projection using the current projection
         matrix.
         """
-        
+
         # Note that we have to work on the vertex using homogeneous coordinates
         # From blender 2.42+ we don't need to resize the vector to be 4d
         # when applying a 4x4 matrix, but we do that anyway since we need the
         # 4th coordinate later
         p = self.projectionMatrix * Vector(v).resize4D()
         # Note that we have to work on the vertex using homogeneous coordinates
         # From blender 2.42+ we don't need to resize the vector to be 4d
         # when applying a 4x4 matrix, but we do that anyway since we need the
         # 4th coordinate later
         p = self.projectionMatrix * Vector(v).resize4D()
-        
+
         # Perspective division
         if p[3] != 0:
             p[0] = p[0]/p[3]
         # Perspective division
         if p[3] != 0:
             p[0] = p[0]/p[3]
@@ -338,11 +972,11 @@ class Projector:
     ##
     # Private methods
     #
     ##
     # Private methods
     #
-    
+
     def _calcPerspectiveMatrix(self, fovy, aspect, near, far):
         """Return a perspective projection matrix.
         """
     def _calcPerspectiveMatrix(self, fovy, aspect, near, far):
         """Return a perspective projection matrix.
         """
-        
+
         top = near * tan(fovy * pi / 360.0)
         bottom = -top
         left = bottom*aspect
         top = near * tan(fovy * pi / 360.0)
         bottom = -top
         left = bottom*aspect
@@ -353,7 +987,7 @@ class Projector:
         b = (top+bottom) / (top - bottom)
         c = - ((far+near) / (far-near))
         d = - ((2*far*near)/(far-near))
         b = (top+bottom) / (top - bottom)
         c = - ((far+near) / (far-near))
         d = - ((2*far*near)/(far-near))
-        
+
         m = Matrix(
                 [x,   0.0,    a,    0.0],
                 [0.0,   y,    b,    0.0],
         m = Matrix(
                 [x,   0.0,    a,    0.0],
                 [0.0,   y,    b,    0.0],
@@ -365,15 +999,15 @@ class Projector:
     def _calcOrthoMatrix(self, fovy, aspect , near, far, scale):
         """Return an orthogonal projection matrix.
         """
     def _calcOrthoMatrix(self, fovy, aspect , near, far, scale):
         """Return an orthogonal projection matrix.
         """
-        
+
         # The 11 in the formula was found emiprically
         top = near * tan(fovy * pi / 360.0) * (scale * 11)
         # The 11 in the formula was found emiprically
         top = near * tan(fovy * pi / 360.0) * (scale * 11)
-        bottom = -top 
+        bottom = -top
         left = bottom * aspect
         right= top * aspect
         rl = right-left
         tb = top-bottom
         left = bottom * aspect
         right= top * aspect
         rl = right-left
         tb = top-bottom
-        fn = near-far 
+        fn = near-far
         tx = -((right+left)/rl)
         ty = -((top+bottom)/tb)
         tz = ((far+near)/fn)
         tx = -((right+left)/rl)
         ty = -((top+bottom)/tb)
         tz = ((far+near)/fn)
@@ -383,7 +1017,7 @@ class Projector:
                 [0.0,    2.0/tb, 0.0,     ty],
                 [0.0,    0.0,    2.0/fn,  tz],
                 [0.0,    0.0,    0.0,    1.0])
                 [0.0,    2.0/tb, 0.0,     ty],
                 [0.0,    0.0,    2.0/fn,  tz],
                 [0.0,    0.0,    0.0,    1.0])
-        
+
         return m
 
 
         return m
 
 
@@ -395,7 +1029,7 @@ class Projector:
 
 class Progress:
     """A model for a progress indicator.
 
 class Progress:
     """A model for a progress indicator.
-    
+
     Do the progress calculation calculation and
     the view independent stuff of a progress indicator.
     """
     Do the progress calculation calculation and
     the view independent stuff of a progress indicator.
     """
@@ -507,7 +1141,7 @@ class ConsoleProgressIndicator(ProgressIndicator):
 
     def show(self, progress, name):
         ProgressIndicator.show(self, progress, name)
 
     def show(self, progress, name):
         ProgressIndicator.show(self, progress, name)
-        
+
         bar_length = 70
         bar_progress = int( (progress/100.0) * bar_length )
         bar = ("=" * bar_progress).ljust(bar_length)
         bar_length = 70
         bar_progress = int( (progress/100.0) * bar_length )
         bar = ("=" * bar_progress).ljust(bar_length)
@@ -585,16 +1219,23 @@ class VectorWriter:
         - printCanvas(self, scene,
             doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
     """
         - printCanvas(self, scene,
             doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
     """
-    
+
     def __init__(self, fileName):
         """Set the output file name and other properties"""
 
     def __init__(self, fileName):
         """Set the output file name and other properties"""
 
+        try:
+            config.writer
+        except:
+            config.writer = dict()
+            config.writer['SETTING'] = True
+
         self.outputFileName = fileName
         self.outputFileName = fileName
-        self.file = None
-        
+
         context = Scene.GetCurrent().getRenderingContext()
         self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
 
         context = Scene.GetCurrent().getRenderingContext()
         self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
 
+        self.fps = context.fps
+
         self.startFrame = 1
         self.endFrame = 1
         self.animation = False
         self.startFrame = 1
         self.endFrame = 1
         self.animation = False
@@ -603,21 +1244,18 @@ class VectorWriter:
     ##
     # Public Methods
     #
     ##
     # Public Methods
     #
-    
+
     def open(self, startFrame=1, endFrame=1):
         if startFrame != endFrame:
             self.startFrame = startFrame
             self.endFrame = endFrame
             self.animation = True
 
     def open(self, startFrame=1, endFrame=1):
         if startFrame != endFrame:
             self.startFrame = startFrame
             self.endFrame = endFrame
             self.animation = True
 
-        self.file = open(self.outputFileName, "w")
         print "Outputting to: ", self.outputFileName
 
         return
 
     def close(self):
         print "Outputting to: ", self.outputFileName
 
         return
 
     def close(self):
-        if self.file:
-            self.file.close()
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
@@ -625,7 +1263,7 @@ class VectorWriter:
         """This is the interface for the needed printing routine.
         """
         return
         """This is the interface for the needed printing routine.
         """
         return
-        
+
 
 ## SVG Writer
 
 
 ## SVG Writer
 
@@ -638,6 +1276,8 @@ class SVGVectorWriter(VectorWriter):
         """
         VectorWriter.__init__(self, fileName)
 
         """
         VectorWriter.__init__(self, fileName)
 
+        self.file = None
+
 
     ##
     # Public Methods
 
     ##
     # Public Methods
@@ -647,6 +1287,9 @@ class SVGVectorWriter(VectorWriter):
         """Do some initialization operations.
         """
         VectorWriter.open(self, startFrame, endFrame)
         """Do some initialization operations.
         """
         VectorWriter.open(self, startFrame, endFrame)
+
+        self.file = open(self.outputFileName, "w")
+
         self._printHeader()
 
     def close(self):
         self._printHeader()
 
     def close(self):
@@ -654,16 +1297,19 @@ class SVGVectorWriter(VectorWriter):
         """
         self._printFooter()
 
         """
         self._printFooter()
 
-        # remember to call the close method of the parent
+        if self.file:
+            self.file.close()
+
+        # remember to call the close method of the parent as last
         VectorWriter.close(self)
 
         VectorWriter.close(self)
 
-        
+
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
             showHiddenEdges=False):
         """Convert the scene representation to SVG.
         """
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
             showHiddenEdges=False):
         """Convert the scene representation to SVG.
         """
 
-        Objects = scene.getChildren()
+        Objects = scene.objects
 
         context = scene.getRenderingContext()
         framenumber = context.currentFrame()
 
         context = scene.getRenderingContext()
         framenumber = context.currentFrame()
@@ -672,7 +1318,7 @@ class SVGVectorWriter(VectorWriter):
             framestyle = "display:none"
         else:
             framestyle = "display:block"
             framestyle = "display:none"
         else:
             framestyle = "display:block"
-        
+
         # Assign an id to this group so we can set properties on it using DOM
         self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
                 (framenumber, framestyle) )
         # Assign an id to this group so we can set properties on it using DOM
         self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
                 (framenumber, framestyle) )
@@ -692,22 +1338,22 @@ class SVGVectorWriter(VectorWriter):
 
             if doPrintEdges:
                 self._printEdges(mesh, showHiddenEdges)
 
             if doPrintEdges:
                 self._printEdges(mesh, showHiddenEdges)
-            
+
             self.file.write("</g>\n")
 
         self.file.write("</g>\n")
 
             self.file.write("</g>\n")
 
         self.file.write("</g>\n")
 
-    
-    ##  
+
+    ##
     # Private Methods
     #
     # Private Methods
     #
-    
+
     def _calcCanvasCoord(self, v):
         """Convert vertex in scene coordinates to canvas coordinates.
         """
 
         pt = Vector([0, 0, 0])
     def _calcCanvasCoord(self, v):
         """Convert vertex in scene coordinates to canvas coordinates.
         """
 
         pt = Vector([0, 0, 0])
-        
+
         mW = float(self.canvasSize[0])/2.0
         mH = float(self.canvasSize[1])/2.0
 
         mW = float(self.canvasSize[0])/2.0
         mH = float(self.canvasSize[1])/2.0
 
@@ -715,12 +1361,12 @@ class SVGVectorWriter(VectorWriter):
         pt[0] = v.co[0]*mW + mW
         pt[1] = v.co[1]*mH + mH
         pt[2] = v.co[2]
         pt[0] = v.co[0]*mW + mW
         pt[1] = v.co[1]*mH + mH
         pt[2] = v.co[2]
-         
+
         # For now we want (0,0) in the top-left corner of the canvas.
         # Mirror and translate along y
         pt[1] *= -1
         pt[1] += self.canvasSize[1]
         # For now we want (0,0) in the top-left corner of the canvas.
         # Mirror and translate along y
         pt[1] *= -1
         pt[1] += self.canvasSize[1]
-        
+
         return pt
 
     def _printHeader(self):
         return pt
 
     def _printHeader(self):
@@ -735,15 +1381,17 @@ class SVGVectorWriter(VectorWriter):
                 self.canvasSize)
 
         if self.animation:
                 self.canvasSize)
 
         if self.animation:
+            delay = 1000/self.fps
 
             self.file.write("""\n<script type="text/javascript"><![CDATA[
             globalStartFrame=%d;
             globalEndFrame=%d;
 
 
             self.file.write("""\n<script type="text/javascript"><![CDATA[
             globalStartFrame=%d;
             globalEndFrame=%d;
 
-            /* FIXME: Use 1000 as interval as lower values gives problems */
-            timerID = setInterval("NextFrame()", 1000);
+            timerID = setInterval("NextFrame()", %d);
             globalFrameCounter=%d;
             globalFrameCounter=%d;
+            \n""" % (self.startFrame, self.endFrame, delay, self.startFrame) )
 
 
+            self.file.write("""\n
             function NextFrame()
             {
               currentElement  = document.getElementById('frame'+globalFrameCounter)
             function NextFrame()
             {
               currentElement  = document.getElementById('frame'+globalFrameCounter)
@@ -769,14 +1417,14 @@ class SVGVectorWriter(VectorWriter):
               }
             }
             \n]]></script>\n
               }
             }
             \n]]></script>\n
-            \n""" % (self.startFrame, self.endFrame, self.startFrame) )
-                
+            \n""")
+
     def _printFooter(self):
         """Print the SVG footer."""
 
         self.file.write("\n</svg>\n")
 
     def _printFooter(self):
         """Print the SVG footer."""
 
         self.file.write("\n</svg>\n")
 
-    def _printPolygons(self, mesh): 
+    def _printPolygons(self, mesh):
         """Print the selected (visible) polygons.
         """
 
         """Print the selected (visible) polygons.
         """
 
@@ -791,92 +1439,271 @@ class SVGVectorWriter(VectorWriter):
 
             self.file.write("<path d=\"")
 
 
             self.file.write("<path d=\"")
 
-            p = self._calcCanvasCoord(face.verts[0])
+            #p = self._calcCanvasCoord(face.verts[0])
+            p = self._calcCanvasCoord(face.v[0])
             self.file.write("M %g,%g L " % (p[0], p[1]))
 
             self.file.write("M %g,%g L " % (p[0], p[1]))
 
-            for v in face.verts[1:]:
-                p = self._calcCanvasCoord(v)
-                self.file.write("%g,%g " % (p[0], p[1]))
-            
-            # get rid of the last blank space, just cosmetics here.
-            self.file.seek(-1, 1) 
-            self.file.write(" z\"\n")
-            
-            # take as face color the first vertex color
+            for v in face.v[1:]:
+                p = self._calcCanvasCoord(v)
+                self.file.write("%g,%g " % (p[0], p[1]))
+
+            # get rid of the last blank space, just cosmetics here.
+            self.file.seek(-1, 1)
+            self.file.write(" z\"\n")
+
+            # take as face color the first vertex color
+            if face.col:
+                fcol = face.col[0]
+                color = [fcol.r, fcol.g, fcol.b, fcol.a]
+            else:
+                color = [255, 255, 255, 255]
+
+            # Convert the color to the #RRGGBB form
+            str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
+            # Handle transparent polygons
+            opacity_string = ""
+            if color[3] != 255:
+                opacity = float(color[3])/255.0
+                opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
+                #opacity_string = "opacity: %g;" % (opacity)
+
+            self.file.write("\tstyle=\"fill:" + str_col + ";")
+            self.file.write(opacity_string)
+
+            # use the stroke property to alleviate the "adjacent edges" problem,
+            # we simulate polygon expansion using borders,
+            # see http://www.antigrain.com/svg/index.html for more info
+            stroke_width = 1.0
+
+            # EXPANSION TRICK is not that useful where there is transparency
+            if config.polygons['EXPANSION_TRICK'] and color[3] == 255:
+                # str_col = "#000000" # For debug
+                self.file.write(" stroke:%s;\n" % str_col)
+                self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
+                self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+
+            self.file.write("\"/>\n")
+
+        self.file.write("</g>\n")
+
+    def _printEdges(self, mesh, showHiddenEdges=False):
+        """Print the wireframe using mesh edges.
+        """
+
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
+
+        self.file.write("<g>\n")
+
+        for e in mesh.edges:
+
+            hidden_stroke_style = ""
+
+            if e.sel == 0:
+                if showHiddenEdges == False:
+                    continue
+                else:
+                    hidden_stroke_style = ";\n stroke-dasharray:3, 3"
+
+            p1 = self._calcCanvasCoord(e.v1)
+            p2 = self._calcCanvasCoord(e.v2)
+
+            self.file.write("<line x1=\"%g\" y1=\"%g\" x2=\"%g\" y2=\"%g\"\n"
+                    % ( p1[0], p1[1], p2[0], p2[1] ) )
+            self.file.write(" style=\"stroke:rgb("+str(stroke_col[0])+","+str(stroke_col[1])+","+str(stroke_col[2])+");")
+            self.file.write(" stroke-width:"+str(stroke_width)+";\n")
+            self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+            self.file.write(hidden_stroke_style)
+            self.file.write("\"/>\n")
+
+        self.file.write("</g>\n")
+
+
+## SWF Writer
+
+try:
+    from ming import *
+    SWFSupported = True
+except:
+    SWFSupported = False
+
+class SWFVectorWriter(VectorWriter):
+    """A concrete class for writing SWF output.
+    """
+
+    def __init__(self, fileName):
+        """Simply call the parent Contructor.
+        """
+        VectorWriter.__init__(self, fileName)
+
+        self.movie = None
+        self.sprite = None
+
+
+    ##
+    # Public Methods
+    #
+
+    def open(self, startFrame=1, endFrame=1):
+        """Do some initialization operations.
+        """
+        VectorWriter.open(self, startFrame, endFrame)
+        self.movie = SWFMovie()
+        self.movie.setDimension(self.canvasSize[0], self.canvasSize[1])
+        if self.animation:
+            self.movie.setRate(self.fps)
+            numframes = endFrame - startFrame + 1
+            self.movie.setFrames(numframes)
+
+    def close(self):
+        """Do some finalization operation.
+        """
+        self.movie.save(self.outputFileName)
+
+        # remember to call the close method of the parent
+        VectorWriter.close(self)
+
+    def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+            showHiddenEdges=False):
+        """Convert the scene representation to SVG.
+        """
+        context = scene.getRenderingContext()
+        framenumber = context.currentFrame()
+
+        Objects = scene.objects
+
+        if self.sprite:
+            self.movie.remove(self.sprite)
+
+        sprite = SWFSprite()
+
+        for obj in Objects:
+
+            if(obj.getType() != 'Mesh'):
+                continue
+
+            mesh = obj.getData(mesh=1)
+
+            if doPrintPolygons:
+                self._printPolygons(mesh, sprite)
+
+            if doPrintEdges:
+                self._printEdges(mesh, sprite, showHiddenEdges)
+
+        sprite.nextFrame()
+        i = self.movie.add(sprite)
+        # Remove the instance the next time
+        self.sprite = i
+        if self.animation:
+            self.movie.nextFrame()
+
+
+    ##
+    # Private Methods
+    #
+
+    def _calcCanvasCoord(self, v):
+        """Convert vertex in scene coordinates to canvas coordinates.
+        """
+
+        pt = Vector([0, 0, 0])
+
+        mW = float(self.canvasSize[0])/2.0
+        mH = float(self.canvasSize[1])/2.0
+
+        # rescale to canvas size
+        pt[0] = v.co[0]*mW + mW
+        pt[1] = v.co[1]*mH + mH
+        pt[2] = v.co[2]
+
+        # For now we want (0,0) in the top-left corner of the canvas.
+        # Mirror and translate along y
+        pt[1] *= -1
+        pt[1] += self.canvasSize[1]
+
+        return pt
+
+    def _printPolygons(self, mesh, sprite):
+        """Print the selected (visible) polygons.
+        """
+
+        if len(mesh.faces) == 0:
+            return
+
+        for face in mesh.faces:
+            if not face.sel:
+               continue
+
             if face.col:
                 fcol = face.col[0]
                 color = [fcol.r, fcol.g, fcol.b, fcol.a]
             else:
                 color = [255, 255, 255, 255]
 
             if face.col:
                 fcol = face.col[0]
                 color = [fcol.r, fcol.g, fcol.b, fcol.a]
             else:
                 color = [255, 255, 255, 255]
 
-            # Convert the color to the #RRGGBB form
-            str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
-
-            # Handle transparent polygons
-            opacity_string = ""
-            if color[3] != 255:
-                opacity = float(color[3])/255.0
-                opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
-                #opacity_string = "opacity: %g;" % (opacity)
+            s = SWFShape()
+            f = s.addFill(color[0], color[1], color[2], color[3])
+            s.setRightFill(f)
 
 
-            self.file.write("\tstyle=\"fill:" + str_col + ";")
-            self.file.write(opacity_string)
+            # The starting point of the shape
+            p0 = self._calcCanvasCoord(face.verts[0])
+            s.movePenTo(p0[0], p0[1])
 
 
-            # use the stroke property to alleviate the "adjacent edges" problem,
-            # we simulate polygon expansion using borders,
-            # see http://www.antigrain.com/svg/index.html for more info
-            stroke_width = 1.0
+            for v in face.verts[1:]:
+                p = self._calcCanvasCoord(v)
+                s.drawLineTo(p[0], p[1])
 
 
-            # EXPANSION TRICK is not that useful where there is transparency
-            if config.polygons['EXPANSION_TRICK'] and color[3] == 255:
-                # str_col = "#000000" # For debug
-                self.file.write(" stroke:%s;\n" % str_col)
-                self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
-                self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+            # Closing the shape
+            s.drawLineTo(p0[0], p0[1])
 
 
-            self.file.write("\"/>\n")
+            s.end()
+            sprite.add(s)
 
 
-        self.file.write("</g>\n")
 
 
-    def _printEdges(self, mesh, showHiddenEdges=False):
+    def _printEdges(self, mesh, sprite, showHiddenEdges=False):
         """Print the wireframe using mesh edges.
         """
 
         stroke_width = config.edges['WIDTH']
         stroke_col = config.edges['COLOR']
         """Print the wireframe using mesh edges.
         """
 
         stroke_width = config.edges['WIDTH']
         stroke_col = config.edges['COLOR']
-        
-        self.file.write("<g>\n")
+
+        s = SWFShape()
 
         for e in mesh.edges:
 
         for e in mesh.edges:
-            
-            hidden_stroke_style = ""
-            
+
+            # Next, we set the line width and color for our shape.
+            s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2],
+            255)
+
             if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
             if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
-                    hidden_stroke_style = ";\n stroke-dasharray:3, 3"
+                    # SWF does not support dashed lines natively, so -for now-
+                    # draw hidden lines thinner and half-trasparent
+                    s.setLine(stroke_width/2, stroke_col[0], stroke_col[1],
+                            stroke_col[2], 128)
 
             p1 = self._calcCanvasCoord(e.v1)
             p2 = self._calcCanvasCoord(e.v2)
 
             p1 = self._calcCanvasCoord(e.v1)
             p2 = self._calcCanvasCoord(e.v2)
-            
-            self.file.write("<line x1=\"%g\" y1=\"%g\" x2=\"%g\" y2=\"%g\"\n"
-                    % ( p1[0], p1[1], p2[0], p2[1] ) )
-            self.file.write(" style=\"stroke:rgb("+str(stroke_col[0])+","+str(stroke_col[1])+","+str(stroke_col[2])+");")
-            self.file.write(" stroke-width:"+str(stroke_width)+";\n")
-            self.file.write(" stroke-linecap:round;stroke-linejoin:round")
-            self.file.write(hidden_stroke_style)
-            self.file.write("\"/>\n")
 
 
-        self.file.write("</g>\n")
+            s.movePenTo(p1[0], p1[1])
+            s.drawLineTo(p2[0], p2[1])
 
 
+        s.end()
+        sprite.add(s)
 
 
-## SWF Writer
 
 
-from ming import *
+## PDF Writer
 
 
-class SWFVectorWriter(VectorWriter):
-    """A concrete class for writing SWF output.
+try:
+    from reportlab.pdfgen import canvas
+    PDFSupported = True
+except:
+    PDFSupported = False
+
+class PDFVectorWriter(VectorWriter):
+    """A concrete class for writing PDF output.
     """
 
     def __init__(self, fileName):
     """
 
     def __init__(self, fileName):
@@ -884,8 +1711,7 @@ class SWFVectorWriter(VectorWriter):
         """
         VectorWriter.__init__(self, fileName)
 
         """
         VectorWriter.__init__(self, fileName)
 
-        self.movie = None
-        self.sprite = None
+        self.canvas = None
 
 
     ##
 
 
     ##
@@ -896,17 +1722,13 @@ class SWFVectorWriter(VectorWriter):
         """Do some initialization operations.
         """
         VectorWriter.open(self, startFrame, endFrame)
         """Do some initialization operations.
         """
         VectorWriter.open(self, startFrame, endFrame)
-        self.movie = SWFMovie()
-        self.movie.setDimension(self.canvasSize[0], self.canvasSize[1])
-        # set fps
-        self.movie.setRate(25)
-        numframes = endFrame - startFrame + 1
-        self.movie.setFrames(numframes)
+        size = (self.canvasSize[0], self.canvasSize[1])
+        self.canvas = canvas.Canvas(self.outputFileName, pagesize=size, bottomup=0)
 
     def close(self):
         """Do some finalization operation.
         """
 
     def close(self):
         """Do some finalization operation.
         """
-        self.movie.save(self.outputFileName)
+        self.canvas.save()
 
         # remember to call the close method of the parent
         VectorWriter.close(self)
 
         # remember to call the close method of the parent
         VectorWriter.close(self)
@@ -918,12 +1740,7 @@ class SWFVectorWriter(VectorWriter):
         context = scene.getRenderingContext()
         framenumber = context.currentFrame()
 
         context = scene.getRenderingContext()
         framenumber = context.currentFrame()
 
-        Objects = scene.getChildren()
-
-        if self.sprite:
-            self.movie.remove(self.sprite)
-
-        sprite = SWFSprite()
+        Objects = scene.objects
 
         for obj in Objects:
 
 
         for obj in Objects:
 
@@ -933,29 +1750,23 @@ class SWFVectorWriter(VectorWriter):
             mesh = obj.getData(mesh=1)
 
             if doPrintPolygons:
             mesh = obj.getData(mesh=1)
 
             if doPrintPolygons:
-                self._printPolygons(mesh, sprite)
+                self._printPolygons(mesh)
 
             if doPrintEdges:
 
             if doPrintEdges:
-                self._printEdges(mesh, sprite, showHiddenEdges)
-            
-        sprite.nextFrame()
-        i = self.movie.add(sprite)
-        # Remove the instance the next time
-        self.sprite = i
-        if self.animation:
-            self.movie.nextFrame()
+                self._printEdges(mesh, showHiddenEdges)
+
+        self.canvas.showPage()
 
 
-    
-    ##  
+    ##
     # Private Methods
     #
     # Private Methods
     #
-    
+
     def _calcCanvasCoord(self, v):
         """Convert vertex in scene coordinates to canvas coordinates.
         """
 
         pt = Vector([0, 0, 0])
     def _calcCanvasCoord(self, v):
         """Convert vertex in scene coordinates to canvas coordinates.
         """
 
         pt = Vector([0, 0, 0])
-        
+
         mW = float(self.canvasSize[0])/2.0
         mH = float(self.canvasSize[1])/2.0
 
         mW = float(self.canvasSize[0])/2.0
         mH = float(self.canvasSize[1])/2.0
 
@@ -963,15 +1774,15 @@ class SWFVectorWriter(VectorWriter):
         pt[0] = v.co[0]*mW + mW
         pt[1] = v.co[1]*mH + mH
         pt[2] = v.co[2]
         pt[0] = v.co[0]*mW + mW
         pt[1] = v.co[1]*mH + mH
         pt[2] = v.co[2]
-         
+
         # For now we want (0,0) in the top-left corner of the canvas.
         # Mirror and translate along y
         pt[1] *= -1
         pt[1] += self.canvasSize[1]
         # For now we want (0,0) in the top-left corner of the canvas.
         # Mirror and translate along y
         pt[1] *= -1
         pt[1] += self.canvasSize[1]
-        
+
         return pt
         return pt
-                
-    def _printPolygons(self, mesh, sprite): 
+
+    def _printPolygons(self, mesh):
         """Print the selected (visible) polygons.
         """
 
         """Print the selected (visible) polygons.
         """
 
@@ -984,81 +1795,60 @@ class SWFVectorWriter(VectorWriter):
 
             if face.col:
                 fcol = face.col[0]
 
             if face.col:
                 fcol = face.col[0]
-                color = [fcol.r, fcol.g, fcol.b, fcol.a]
+                color = [fcol.r/255.0, fcol.g/255.0, fcol.b/255.0,
+                        fcol.a/255.0]
             else:
             else:
-                color = [255, 255, 255, 255]
+                color = [1, 1, 1, 1]
 
 
-            s = SWFShape()
-            f = s.addFill(color[0], color[1], color[2], color[3])
-            s.setRightFill(f)
+            self.canvas.setFillColorRGB(color[0], color[1], color[2])
+            # For debug
+            self.canvas.setStrokeColorRGB(0, 0, 0)
 
 
-            # The starting point of the shape
-            p0 = self._calcCanvasCoord(face.verts[0])
-            s.movePenTo(p0[0], p0[1])
+            path = self.canvas.beginPath()
 
 
+            # The starting point of the path
+            p0 = self._calcCanvasCoord(face.verts[0])
+            path.moveTo(p0[0], p0[1])
 
             for v in face.verts[1:]:
                 p = self._calcCanvasCoord(v)
 
             for v in face.verts[1:]:
                 p = self._calcCanvasCoord(v)
-                s.drawLineTo(p[0], p[1])
-            
-            # Closing the shape
-            s.drawLineTo(p0[0], p0[1])
-            s.end()
-            sprite.add(s)
-
-
-            """
-            # use the stroke property to alleviate the "adjacent edges" problem,
-            # we simulate polygon expansion using borders,
-            # see http://www.antigrain.com/svg/index.html for more info
-            stroke_width = 1.0
+                path.lineTo(p[0], p[1])
 
 
-            # EXPANSION TRICK is not that useful where there is transparency
-            if config.polygons['EXPANSION_TRICK'] and color[3] == 255:
-                # str_col = "#000000" # For debug
-                self.file.write(" stroke:%s;\n" % str_col)
-                self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
-                self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+            # Closing the shape
+            path.close()
 
 
-            """
+            self.canvas.drawPath(path, stroke=0, fill=1)
 
 
-    def _printEdges(self, mesh, sprite, showHiddenEdges=False):
+    def _printEdges(self, mesh, showHiddenEdges=False):
         """Print the wireframe using mesh edges.
         """
 
         stroke_width = config.edges['WIDTH']
         stroke_col = config.edges['COLOR']
 
         """Print the wireframe using mesh edges.
         """
 
         stroke_width = config.edges['WIDTH']
         stroke_col = config.edges['COLOR']
 
-        s = SWFShape()
+        self.canvas.setLineCap(1)
+        self.canvas.setLineJoin(1)
+        self.canvas.setLineWidth(stroke_width)
+        self.canvas.setStrokeColorRGB(stroke_col[0]/255.0, stroke_col[1]/255.0,
+            stroke_col[2]/255)
 
         for e in mesh.edges:
 
 
         for e in mesh.edges:
 
-            #Next, we set the line width and color for our shape.
-            s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2],
-            255)
-            
+            self.canvas.setLineWidth(stroke_width)
+
             if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
             if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
-                    # SWF does not support dashed lines natively, so -for now-
-                    # draw hidden lines thinner and half-trasparent
-                    s.setLine(stroke_width/2, stroke_col[0], stroke_col[1],
-                            stroke_col[2], 128)
+                    # PDF does not support dashed lines natively, so -for now-
+                    # draw hidden lines thinner
+                    self.canvas.setLineWidth(stroke_width/2.0)
 
             p1 = self._calcCanvasCoord(e.v1)
             p2 = self._calcCanvasCoord(e.v2)
 
 
             p1 = self._calcCanvasCoord(e.v1)
             p2 = self._calcCanvasCoord(e.v2)
 
-            # FIXME: this is just a qorkaround, remove that after the
-            # implementation of propoer Viewport clipping
-            if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000:
-                s.movePenTo(p1[0], p1[1])
-                s.drawLineTo(p2[0], p2[1])
-            
+            self.canvas.line(p1[0], p1[1], p2[0], p2[1])
 
 
-        s.end()
-        sprite.add(s)
-            
 
 
 # ---------------------------------------------------------------------
 
 
 # ---------------------------------------------------------------------
@@ -1080,12 +1870,15 @@ edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge
 # A dictionary to collect the supported output formats
 outputWriters = dict()
 outputWriters['SVG'] = SVGVectorWriter
 # A dictionary to collect the supported output formats
 outputWriters = dict()
 outputWriters['SVG'] = SVGVectorWriter
-outputWriters['SWF'] = SWFVectorWriter
+if SWFSupported:
+    outputWriters['SWF'] = SWFVectorWriter
+if PDFSupported:
+    outputWriters['PDF'] = PDFVectorWriter
 
 
 class Renderer:
     """Render a scene viewed from the active camera.
 
 
 class Renderer:
     """Render a scene viewed from the active camera.
-    
+
     This class is responsible of the rendering process, transformation and
     projection of the objects in the scene are invoked by the renderer.
 
     This class is responsible of the rendering process, transformation and
     projection of the objects in the scene are invoked by the renderer.
 
@@ -1101,7 +1894,7 @@ class Renderer:
 
         # Render the current Scene, this should be a READ-ONLY property
         self._SCENE = Scene.GetCurrent()
 
         # Render the current Scene, this should be a READ-ONLY property
         self._SCENE = Scene.GetCurrent()
-        
+
         # Use the aspect ratio of the scene rendering context
         context = self._SCENE.getRenderingContext()
 
         # Use the aspect ratio of the scene rendering context
         context = self._SCENE.getRenderingContext()
 
@@ -1110,21 +1903,10 @@ class Renderer:
                             float(context.aspectRatioY())
                             )
 
                             float(context.aspectRatioY())
                             )
 
-        # Render from the currently active camera 
-        self.cameraObj = self._SCENE.getCurrentCamera()
-
-        # Get the list of lighting sources
-        obj_lst = self._SCENE.getChildren()
-        self.lights = [ o for o in obj_lst if o.getType() == 'Lamp']
+        # Render from the currently active camera
+        #self.cameraObj = self._SCENE.objects.camera
 
 
-        # When there are no lights we use a default lighting source
-        # that have the same position of the camera
-        if len(self.lights) == 0:
-            l = Lamp.New('Lamp')
-            lobj = Object.New('Lamp')
-            lobj.loc = self.cameraObj.loc
-            lobj.link(l) 
-            self.lights.append(lobj)
+        self.lights = []
 
 
     ##
 
 
     ##
@@ -1133,13 +1915,13 @@ class Renderer:
 
     def doRendering(self, outputWriter, animation=False):
         """Render picture or animation and write it out.
 
     def doRendering(self, outputWriter, animation=False):
         """Render picture or animation and write it out.
-        
+
         The parameters are:
             - a Vector writer object that will be used to output the result.
             - a flag to tell if we want to render an animation or only the
               current frame.
         """
         The parameters are:
             - a Vector writer object that will be used to output the result.
             - a flag to tell if we want to render an animation or only the
               current frame.
         """
-        
+
         context = self._SCENE.getRenderingContext()
         origCurrentFrame = context.currentFrame()
 
         context = self._SCENE.getRenderingContext()
         origCurrentFrame = context.currentFrame()
 
@@ -1152,17 +1934,24 @@ class Renderer:
             startFrame = context.startFrame()
             endFrame = context.endFrame()
             outputWriter.open(startFrame, endFrame)
             startFrame = context.startFrame()
             endFrame = context.endFrame()
             outputWriter.open(startFrame, endFrame)
-        
+
         # Do the rendering process frame by frame
         # Do the rendering process frame by frame
-        print "Start Rendering of %d frames" % (endFrame-startFrame)
+        print "Start Rendering of %d frames" % (endFrame-startFrame+1)
         for f in xrange(startFrame, endFrame+1):
             print "\n\nFrame: %d" % f
         for f in xrange(startFrame, endFrame+1):
             print "\n\nFrame: %d" % f
-            context.currentFrame(f)
+
+            # FIXME To get the correct camera position we have to use +1 here.
+            # Is there a bug somewhere in the Scene module?
+            context.currentFrame(f+1)
+            self.cameraObj = self._SCENE.objects.camera
 
             # Use some temporary workspace, a full copy of the scene
             inputScene = self._SCENE.copy(2)
 
             # Use some temporary workspace, a full copy of the scene
             inputScene = self._SCENE.copy(2)
-            # And Set our camera accordingly
-            self.cameraObj = inputScene.getCurrentCamera()
+
+            # To get the objects at this frame remove the +1 ...
+            ctx = inputScene.getRenderingContext()
+            ctx.currentFrame(f)
+
 
             # Get a projector for this camera.
             # NOTE: the projector wants object in world coordinates,
 
             # Get a projector for this camera.
             # NOTE: the projector wants object in world coordinates,
@@ -1178,7 +1967,7 @@ class Renderer:
                 print traceback.print_exc()
 
                 self._SCENE.makeCurrent()
                 print traceback.print_exc()
 
                 self._SCENE.makeCurrent()
-                Scene.unlink(inputScene)
+                Scene.Unlink(inputScene)
                 del inputScene
                 return
 
                 del inputScene
                 return
 
@@ -1186,10 +1975,10 @@ class Renderer:
                     doPrintPolygons = config.polygons['SHOW'],
                     doPrintEdges    = config.edges['SHOW'],
                     showHiddenEdges = config.edges['SHOW_HIDDEN'])
                     doPrintPolygons = config.polygons['SHOW'],
                     doPrintEdges    = config.edges['SHOW'],
                     showHiddenEdges = config.edges['SHOW_HIDDEN'])
-            
+
             # delete the rendered scene
             self._SCENE.makeCurrent()
             # delete the rendered scene
             self._SCENE.makeCurrent()
-            Scene.unlink(renderedScene)
+            Scene.Unlink(renderedScene)
             del renderedScene
 
         outputWriter.close()
             del renderedScene
 
         outputWriter.close()
@@ -1199,13 +1988,17 @@ class Renderer:
 
     def doRenderScene(self, workScene):
         """Control the rendering process.
 
     def doRenderScene(self, workScene):
         """Control the rendering process.
-        
+
         Here we control the entire rendering process invoking the operation
         needed to transform and project the 3D scene in two dimensions.
         """
         Here we control the entire rendering process invoking the operation
         needed to transform and project the 3D scene in two dimensions.
         """
-        
+
         # global processing of the scene
 
         # global processing of the scene
 
+        self._filterHiddenObjects(workScene)
+
+        self._buildLightSetup(workScene)
+
         self._doSceneClipping(workScene)
 
         self._doConvertGeometricObjsToMesh(workScene)
         self._doSceneClipping(workScene)
 
         self._doConvertGeometricObjsToMesh(workScene)
@@ -1214,10 +2007,11 @@ class Renderer:
             self._joinMeshObjectsInScene(workScene)
 
         self._doSceneDepthSorting(workScene)
             self._joinMeshObjectsInScene(workScene)
 
         self._doSceneDepthSorting(workScene)
-        
+
         # Per object activities
 
         # Per object activities
 
-        Objects = workScene.getChildren()
+        Objects = workScene.objects
+
         print "Total Objects: %d" % len(Objects)
         for i,obj in enumerate(Objects):
             print "\n\n-------"
         print "Total Objects: %d" % len(Objects)
         for i,obj in enumerate(Objects):
             print "\n\n-------"
@@ -1284,7 +2078,7 @@ class Renderer:
 
     def _isFaceVisible(self, face):
         """Determine if a face of an object is visible from the current camera.
 
     def _isFaceVisible(self, face):
         """Determine if a face of an object is visible from the current camera.
-        
+
         The view vector is calculated from the camera location and one of the
         vertices of the face (expressed in World coordinates, after applying
         modelview transformations).
         The view vector is calculated from the camera location and one of the
         vertices of the face (expressed in World coordinates, after applying
         modelview transformations).
@@ -1321,7 +2115,7 @@ class Renderer:
 
         # if d > 0 the face is visible from the camera
         d = view_vect * normal
 
         # if d > 0 the face is visible from the camera
         d = view_vect * normal
-        
+
         if d > 0:
             return True
         else:
         if d > 0:
             return True
         else:
@@ -1330,13 +2124,45 @@ class Renderer:
 
     # Scene methods
 
 
     # Scene methods
 
+    def _filterHiddenObjects(self, scene):
+        """Discard object that are on hidden layers in the scene.
+        """
+
+        Objects = scene.objects
+
+        visible_obj_list = [ obj for obj in Objects if
+                set(obj.layers).intersection(set(scene.getLayers())) ]
+
+        for o in Objects:
+            if o not in visible_obj_list:
+                scene.objects.unlink(o)
+
+        scene.update()
+
+
+
+    def _buildLightSetup(self, scene):
+        # Get the list of lighting sources
+        obj_lst = scene.objects
+        self.lights = [ o for o in obj_lst if o.getType() == 'Lamp' ]
+
+        # When there are no lights we use a default lighting source
+        # that have the same position of the camera
+        if len(self.lights) == 0:
+            l = Lamp.New('Lamp')
+            lobj = Object.New('Lamp')
+            lobj.loc = self.cameraObj.loc
+            lobj.link(l)
+            self.lights.append(lobj)
+
+
     def _doSceneClipping(self, scene):
         """Clip whole objects against the View Frustum.
 
         For now clip away only objects according to their center position.
         """
 
     def _doSceneClipping(self, scene):
         """Clip whole objects against the View Frustum.
 
         For now clip away only objects according to their center position.
         """
 
-        cpos = self._getObjPosition(self.cameraObj)
+        cam_pos = self._getObjPosition(self.cameraObj)
         view_vect = self._cameraViewVector()
 
         near = self.cameraObj.data.clipStart
         view_vect = self._cameraViewVector()
 
         near = self.cameraObj.data.clipStart
@@ -1346,18 +2172,44 @@ class Renderer:
         fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
         fovy = fovy * 360.0/pi
 
         fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
         fovy = fovy * 360.0/pi
 
-        Objects = scene.getChildren()
+        Objects = scene.objects
+
         for o in Objects:
             if o.getType() != 'Mesh': continue;
 
         for o in Objects:
             if o.getType() != 'Mesh': continue;
 
-            obj_vect = Vector(cpos) - self._getObjPosition(o)
+            """
+            obj_vect = Vector(cam_pos) - self._getObjPosition(o)
 
             d = obj_vect*view_vect
             theta = AngleBetweenVecs(obj_vect, view_vect)
 
             d = obj_vect*view_vect
             theta = AngleBetweenVecs(obj_vect, view_vect)
-            
+
             # if the object is outside the view frustum, clip it away
             if (d < near) or (d > far) or (theta > fovy):
             # if the object is outside the view frustum, clip it away
             if (d < near) or (d > far) or (theta > fovy):
-                scene.unlink(o)
+                scene.objects.unlink(o)
+            """
+
+            # Use the object bounding box
+            # (whose points are already in WorldSpace Coordinate)
+
+            bb = o.getBoundBox()
+
+            points_outside = 0
+            for p in bb:
+                p_vect = Vector(cam_pos) - Vector(p)
+
+                d = p_vect * view_vect
+                theta = AngleBetweenVecs(p_vect, view_vect)
+
+                # Is this point outside the view frustum?
+                if (d < near) or (d > far) or (theta > fovy):
+                    points_outside += 1
+
+            # If the bb is all outside the view frustum we clip the whole
+            # object away
+            if points_outside == len(bb):
+                scene.objects.unlink(o)
+
+
 
     def _doConvertGeometricObjsToMesh(self, scene):
         """Convert all "geometric" objects to mesh ones.
 
     def _doConvertGeometricObjsToMesh(self, scene):
         """Convert all "geometric" objects to mesh ones.
@@ -1365,13 +2217,14 @@ class Renderer:
         geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
         #geometricObjTypes = ['Mesh', 'Surf', 'Curve']
 
         geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
         #geometricObjTypes = ['Mesh', 'Surf', 'Curve']
 
-        Objects = scene.getChildren()
+        Objects = scene.objects
+
         objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
         for obj in objList:
             old_obj = obj
             obj = self._convertToRawMeshObj(obj)
         objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
         for obj in objList:
             old_obj = obj
             obj = self._convertToRawMeshObj(obj)
-            scene.link(obj)
-            scene.unlink(old_obj)
+            scene.objects.link(obj)
+            scene.objects.unlink(old_obj)
 
 
             # XXX Workaround for Text and Curve which have some normals
 
 
             # XXX Workaround for Text and Curve which have some normals
@@ -1395,29 +2248,37 @@ class Renderer:
 
         c = self._getObjPosition(self.cameraObj)
 
 
         c = self._getObjPosition(self.cameraObj)
 
-        by_center_pos = (lambda o1, o2:
+        by_obj_center_pos = (lambda o1, o2:
                 (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
                 cmp((self._getObjPosition(o1) - Vector(c)).length,
                     (self._getObjPosition(o2) - Vector(c)).length)
             )
 
                 (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
                 cmp((self._getObjPosition(o1) - Vector(c)).length,
                     (self._getObjPosition(o2) - Vector(c)).length)
             )
 
-        # TODO: implement sorting by bounding box, if obj1.bb is inside obj2.bb,
-        # then ob1 goes farther than obj2, useful when obj2 has holes
-        by_bbox = None
-        
-        Objects = scene.getChildren()
-        Objects.sort(by_center_pos)
-        
+        # Implement sorting by bounding box, the object with the bb
+        # nearest to the camera should be drawn as last.
+        by_nearest_bbox_point = (lambda o1, o2:
+                (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
+                cmp( min( [(Vector(p) - Vector(c)).length for p in o1.getBoundBox()] ),
+                     min( [(Vector(p) - Vector(c)).length for p in o2.getBoundBox()] )
+                )
+            )
+
+
+        Objects = list(scene.objects)
+
+        #Objects.sort(by_obj_center_pos)
+        Objects.sort(by_nearest_bbox_point)
+
         # update the scene
         for o in Objects:
         # update the scene
         for o in Objects:
-            scene.unlink(o)
-            scene.link(o)
+            scene.objects.unlink(o)
+            scene.objects.link(o)
 
     def _joinMeshObjectsInScene(self, scene):
         """Merge all the Mesh Objects in a scene into a single Mesh Object.
         """
 
 
     def _joinMeshObjectsInScene(self, scene):
         """Merge all the Mesh Objects in a scene into a single Mesh Object.
         """
 
-        oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
+        oList = [o for o in scene.objects if o.getType()=='Mesh']
 
         # FIXME: Object.join() do not work if the list contains 1 object
         if len(oList) == 1:
 
         # FIXME: Object.join() do not work if the list contains 1 object
         if len(oList) == 1:
@@ -1427,23 +2288,23 @@ class Renderer:
         bigObj = Object.New('Mesh', 'BigOne')
         bigObj.link(mesh)
 
         bigObj = Object.New('Mesh', 'BigOne')
         bigObj.link(mesh)
 
-        scene.link(bigObj)
+        scene.objects.link(bigObj)
 
         try:
             bigObj.join(oList)
         except RuntimeError:
             print "\nWarning! - Can't Join Objects\n"
 
         try:
             bigObj.join(oList)
         except RuntimeError:
             print "\nWarning! - Can't Join Objects\n"
-            scene.unlink(bigObj)
+            scene.objects.unlink(bigObj)
             return
         except TypeError:
             print "Objects Type error?"
             return
         except TypeError:
             print "Objects Type error?"
-        
+
         for o in oList:
         for o in oList:
-            scene.unlink(o)
+            scene.objects.unlink(o)
 
         scene.update()
 
 
         scene.update()
 
+
     # Per object/mesh methods
 
     def _convertToRawMeshObj(self, object):
     # Per object/mesh methods
 
     def _convertToRawMeshObj(self, object):
@@ -1479,16 +2340,16 @@ class Renderer:
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
-        
+
         At this level we simply do a visibility test face by face and then
         select the vertices belonging to visible faces.
         """
         At this level we simply do a visibility test face by face and then
         select the vertices belonging to visible faces.
         """
-        
+
         # Select all vertices, so edges can be displayed even if there are no
         # faces
         for v in mesh.verts:
             v.sel = 1
         # Select all vertices, so edges can be displayed even if there are no
         # faces
         for v in mesh.verts:
             v.sel = 1
-        
+
         Mesh.Mode(Mesh.SelectModes['FACE'])
         # Loop on faces
         for f in mesh.faces:
         Mesh.Mode(Mesh.SelectModes['FACE'])
         # Loop on faces
         for f in mesh.faces:
@@ -1553,7 +2414,7 @@ class Renderer:
                 light_obj = l
                 light_pos = self._getObjPosition(l)
                 light = light_obj.getData()
                 light_obj = l
                 light_pos = self._getObjPosition(l)
                 light = light_obj.getData()
-            
+
                 L = Vector(light_pos).normalize()
 
                 V = (Vector(camPos) - Vector(f.cent)).normalize()
                 L = Vector(light_pos).normalize()
 
                 V = (Vector(camPos) - Vector(f.cent)).normalize()
@@ -1641,6 +2502,72 @@ class Renderer:
         """Clip faces against the View Frustum.
         """
 
         """Clip faces against the View Frustum.
         """
 
+        # The Canonical View Volume, 8 vertices, and 6 faces,
+        # We consider its face normals pointing outside
+
+        v1 = NMesh.Vert(1, 1, -1)
+        v2 = NMesh.Vert(1, -1, -1)
+        v3 = NMesh.Vert(-1, -1, -1)
+        v4 = NMesh.Vert(-1, 1, -1)
+        v5 = NMesh.Vert(1, 1, 1)
+        v6 = NMesh.Vert(1, -1, 1)
+        v7 = NMesh.Vert(-1, -1, 1)
+        v8 = NMesh.Vert(-1, 1, 1)
+
+        cvv = []
+        f1 = NMesh.Face([v1, v4, v3, v2])
+        cvv.append(f1)
+        f2 = NMesh.Face([v5, v6, v7, v8])
+        cvv.append(f2)
+        f3 = NMesh.Face([v1, v2, v6, v5])
+        cvv.append(f3)
+        f4 = NMesh.Face([v2, v3, v7, v6])
+        cvv.append(f4)
+        f5 = NMesh.Face([v3, v4, v8, v7])
+        cvv.append(f5)
+        f6 = NMesh.Face([v4, v1, v5, v8])
+        cvv.append(f6)
+
+        nmesh = NMesh.GetRaw(mesh.name)
+        clippedfaces = nmesh.faces[:]
+        facelist = clippedfaces[:]
+
+        for clipface in cvv:
+
+            clippedfaces = []
+
+            for f in facelist:
+
+                #newfaces = HSR.splitOn(clipface, f, return_positive_faces=False)
+                newfaces = None
+
+                if not newfaces:
+                    # Check if the face is all outside the view frustum
+                    # TODO: Do this test before, it is more efficient
+                    points_outside = 0
+                    for v in f:
+                        if abs(v[0]) > 1-EPS or abs(v[1]) > 1-EPS or abs(v[2]) > 1-EPS:
+                            points_outside += 1
+
+                    if points_outside != len(f):
+                        clippedfaces.append(f)
+                else:
+                    for nf in newfaces:
+                        for v in nf:
+                            nmesh.verts.append(v)
+
+                        nf.mat = f.mat
+                        nf.sel = f.sel
+                        nf.col = [f.col[0]] * len(nf.v)
+
+                        clippedfaces.append(nf)
+            facelist = clippedfaces[:]
+
+
+        nmesh.faces = facelist
+        nmesh.update()
+
+
     # HSR routines
     def __simpleDepthSort(self, mesh):
         """Sort faces by the furthest vertex.
     # HSR routines
     def __simpleDepthSort(self, mesh):
         """Sort faces by the furthest vertex.
@@ -1673,7 +2600,6 @@ class Renderer:
         """Newell's depth sorting.
 
         """
         """Newell's depth sorting.
 
         """
-        from hsrtk import *
 
         #global progress
 
 
         #global progress
 
@@ -1712,7 +2638,7 @@ class Renderer:
         progress.setActivity("HSR: Newell", len(facelist))
         #progress.setQuiet(True)
 
         progress.setActivity("HSR: Newell", len(facelist))
         #progress.setQuiet(True)
 
-        
+
         while len(facelist):
             debug("\n----------------------\n")
             debug("len(facelits): %d\n" % len(facelist))
         while len(facelist):
             debug("\n----------------------\n")
             debug("len(facelits): %d\n" % len(facelist))
@@ -1736,7 +2662,7 @@ class Renderer:
 
                 qSign = sign(Q.normal[2])
                 # TODO: check also if Q is parallel??
 
                 qSign = sign(Q.normal[2])
                 # TODO: check also if Q is parallel??
+
                 # Test 0: We need to test only those Qs whose furthest vertex
                 # is closer to the observer than the closest vertex of P.
 
                 # Test 0: We need to test only those Qs whose furthest vertex
                 # is closer to the observer than the closest vertex of P.
 
@@ -1754,7 +2680,7 @@ class Renderer:
                         debug("met a marked face\n")
                         continue
 
                         debug("met a marked face\n")
                         continue
 
-                
+
                 # Test 1: X extent overlapping
                 xP = [v.co[0] for v in P.v]
                 xQ = [v.co[0] for v in Q.v]
                 # Test 1: X extent overlapping
                 xP = [v.co[0] for v in P.v]
                 xQ = [v.co[0] for v in Q.v]
@@ -1777,12 +2703,12 @@ class Renderer:
                     debug("\nTest 2\n")
                     debug("NOT Y OVERLAP!\n")
                     continue
                     debug("\nTest 2\n")
                     debug("NOT Y OVERLAP!\n")
                     continue
-                
+
 
                 # Test 3: P vertices are all behind the plane of Q
                 n = 0
                 for Pi in P:
 
                 # Test 3: P vertices are all behind the plane of Q
                 n = 0
                 for Pi in P:
-                    d = qSign * Distance(Vector(Pi), Q)
+                    d = qSign * HSR.Distance(Vector(Pi), Q)
                     if d <= EPS:
                         n += 1
                 pVerticesBehindPlaneQ = (n == len(P))
                     if d <= EPS:
                         n += 1
                 pVerticesBehindPlaneQ = (n == len(P))
@@ -1796,7 +2722,7 @@ class Renderer:
                 # Test 4: Q vertices in front of the plane of P
                 n = 0
                 for Qi in Q:
                 # Test 4: Q vertices in front of the plane of P
                 n = 0
                 for Qi in Q:
-                    d = pSign * Distance(Vector(Qi), P)
+                    d = pSign * HSR.Distance(Vector(Qi), P)
                     if d >= -EPS:
                         n += 1
                 qVerticesInFrontPlaneP = (n == len(Q))
                     if d >= -EPS:
                         n += 1
                 qVerticesInFrontPlaneP = (n == len(Q))
@@ -1810,7 +2736,8 @@ class Renderer:
                 # Test 5: Check if projections of polygons effectively overlap,
                 # in previous tests we checked only bounding boxes.
 
                 # Test 5: Check if projections of polygons effectively overlap,
                 # in previous tests we checked only bounding boxes.
 
-                if not projectionsOverlap(P, Q):
+                #if not projectionsOverlap(P, Q):
+                if not ( HSR.projectionsOverlap(P, Q) or HSR.projectionsOverlap(Q, P)):
                     debug("\nTest 5\n")
                     debug("Projections do not overlap!\n")
                     continue
                     debug("\nTest 5\n")
                     debug("Projections do not overlap!\n")
                     continue
@@ -1824,9 +2751,9 @@ class Renderer:
                     debug("Possibly a cycle detected!\n")
                     debug("Split here!!\n")
 
                     debug("Possibly a cycle detected!\n")
                     debug("Split here!!\n")
 
-                    facelist = facesplit(P, Q, facelist, nmesh)
+                    facelist = HSR.facesplit(P, Q, facelist, nmesh)
                     split_done = 1
                     split_done = 1
-                    break 
+                    break
 
                 # The question now is: Does Q obscure P?
 
 
                 # The question now is: Does Q obscure P?
 
@@ -1834,7 +2761,7 @@ class Renderer:
                 # Test 3bis: Q vertices are all behind the plane of P
                 n = 0
                 for Qi in Q:
                 # Test 3bis: Q vertices are all behind the plane of P
                 n = 0
                 for Qi in Q:
-                    d = pSign * Distance(Vector(Qi), P)
+                    d = pSign * HSR.Distance(Vector(Qi), P)
                     if d <= EPS:
                         n += 1
                 qVerticesBehindPlaneP = (n == len(Q))
                     if d <= EPS:
                         n += 1
                 qVerticesBehindPlaneP = (n == len(Q))
@@ -1847,7 +2774,7 @@ class Renderer:
                 # Test 4bis: P vertices in front of the plane of Q
                 n = 0
                 for Pi in P:
                 # Test 4bis: P vertices in front of the plane of Q
                 n = 0
                 for Pi in P:
-                    d = qSign * Distance(Vector(Pi), Q)
+                    d = qSign * HSR.Distance(Vector(Pi), Q)
                     if d >= -EPS:
                         n += 1
                 pVerticesInFrontPlaneQ = (n == len(P))
                     if d >= -EPS:
                         n += 1
                 pVerticesInFrontPlaneQ = (n == len(P))
@@ -1856,7 +2783,7 @@ class Renderer:
                     debug("\nTest 4bis\n")
                     debug("P IN FRONT OF Q!\n")
 
                     debug("\nTest 4bis\n")
                     debug("P IN FRONT OF Q!\n")
 
-                
+
                 # We don't even know if Q does obscure P, so they should
                 # intersect each other, split one of them in two parts.
                 if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ:
                 # We don't even know if Q does obscure P, so they should
                 # intersect each other, split one of them in two parts.
                 if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ:
@@ -1864,24 +2791,29 @@ class Renderer:
                     debug("Test 3bis or 4bis failed\n")
                     debug("Split here!!2\n")
 
                     debug("Test 3bis or 4bis failed\n")
                     debug("Split here!!2\n")
 
-                    facelist = facesplit(P, Q, facelist, nmesh)
+                    facelist = HSR.facesplit(P, Q, facelist, nmesh)
                     split_done = 1
                     split_done = 1
-                    break 
-                    
+                    break
+
                 facelist.remove(Q)
                 facelist.insert(0, Q)
                 Q.smooth = 1
                 face_marked = 1
                 debug("Q marked!\n")
                 break
                 facelist.remove(Q)
                 facelist.insert(0, Q)
                 Q.smooth = 1
                 face_marked = 1
                 debug("Q marked!\n")
                 break
-           
-            # Write P!                     
+
+            # Write P!
             if split_done == 0 and face_marked == 0:
                 facelist.remove(P)
                 maplist.append(P)
             if split_done == 0 and face_marked == 0:
                 facelist.remove(P)
                 maplist.append(P)
+                dumpfaces(maplist, "dump"+str(len(maplist)).zfill(4)+".svg")
 
                 progress.update()
 
 
                 progress.update()
 
+            if len(facelist) == 870:
+                dumpfaces([P, Q], "loopdebug.svg")
+
+
             #if facelist == None:
             #    maplist = [P, Q]
             #    print [v.co for v in P]
             #if facelist == None:
             #    maplist = [P, Q]
             #    print [v.co for v in P]
@@ -1889,11 +2821,11 @@ class Renderer:
             #    break
 
             # end of while len(facelist)
             #    break
 
             # end of while len(facelist)
-         
+
 
         nmesh.faces = maplist
 
         nmesh.faces = maplist
-        for f in nmesh.faces:
-            f.sel = 1
+        #for f in nmesh.faces:
+        #    f.sel = 1
 
         nmesh.update()
 
 
         nmesh.update()
 
@@ -1943,7 +2875,7 @@ class Renderer:
             if edgestyleSelect(e, mesh):
                 e.sel = 1
         """
             if edgestyleSelect(e, mesh):
                 e.sel = 1
         """
-                
+        #
 
 
 # ---------------------------------------------------------------------
 
 
 # ---------------------------------------------------------------------
@@ -1957,10 +2889,10 @@ from Blender import BGL, Draw
 from Blender.BGL import *
 
 class GUI:
 from Blender.BGL import *
 
 class GUI:
-    
+
     def _init():
 
     def _init():
 
-        # Output Format menu 
+        # Output Format menu
         output_format = config.output['FORMAT']
         default_value = outputWriters.keys().index(output_format)+1
         GUI.outFormatMenu = Draw.Create(default_value)
         output_format = config.output['FORMAT']
         default_value = outputWriters.keys().index(output_format)+1
         GUI.outFormatMenu = Draw.Create(default_value)
@@ -1977,7 +2909,7 @@ class GUI:
         # Render filled polygons
         GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
 
         # Render filled polygons
         GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
 
-        # Shading Style menu 
+        # Shading Style menu
         shading_style = config.polygons['SHADING']
         default_value = shadingStyles.keys().index(shading_style)+1
         GUI.shadingStyleMenu = Draw.Create(default_value)
         shading_style = config.polygons['SHADING']
         default_value = shadingStyles.keys().index(shading_style)+1
         GUI.shadingStyleMenu = Draw.Create(default_value)
@@ -1994,7 +2926,7 @@ class GUI:
         GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
         GUI.evtShowHiddenEdgesToggle = 5
 
         GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
         GUI.evtShowHiddenEdgesToggle = 5
 
-        # Edge Style menu 
+        # Edge Style menu
         edge_style = config.edges['STYLE']
         default_value = edgeStyles.keys().index(edge_style)+1
         GUI.edgeStyleMenu = Draw.Create(default_value)
         edge_style = config.edges['STYLE']
         default_value = edgeStyles.keys().index(edge_style)+1
         GUI.edgeStyleMenu = Draw.Create(default_value)
@@ -2015,6 +2947,9 @@ class GUI:
         # Exit Button
         GUI.evtExitButton = 9
 
         # Exit Button
         GUI.evtExitButton = 9
 
+        # Save default button
+        GUI.evtSaveDefaultButton = 99
+
     def draw():
 
         # initialize static members
     def draw():
 
         # initialize static members
@@ -2022,9 +2957,12 @@ class GUI:
 
         glClear(GL_COLOR_BUFFER_BIT)
         glColor3f(0.0, 0.0, 0.0)
 
         glClear(GL_COLOR_BUFFER_BIT)
         glColor3f(0.0, 0.0, 0.0)
-        glRasterPos2i(10, 350)
+        glRasterPos2i(10, 380)
         Draw.Text("VRM: Vector Rendering Method script. Version %s." %
                 __version__)
         Draw.Text("VRM: Vector Rendering Method script. Version %s." %
                 __version__)
+        glRasterPos2i(10, 365)
+        Draw.Text("%s (c) 2006, 2007" % __author__)
+
         glRasterPos2i(10, 335)
         Draw.Text("Press Q or ESC to quit.")
 
         glRasterPos2i(10, 335)
         Draw.Text("Press Q or ESC to quit.")
 
@@ -2052,6 +2990,9 @@ class GUI:
                 "Start Rendering")
         Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
 
                 "Start Rendering")
         Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
 
+        Draw.Button("Save settings as default", GUI.evtSaveDefaultButton, 10, 210-50, 160, 18,
+               "Save settings as default")
+
         # Rendering Styles
         glRasterPos2i(200, 310)
         Draw.Text("Rendering Style:")
         # Rendering Styles
         glRasterPos2i(200, 310)
         Draw.Text("Rendering Style:")
@@ -2078,7 +3019,7 @@ class GUI:
                 "Render polygon edges")
 
         if GUI.showEdgesToggle.val == 1:
                 "Render polygon edges")
 
         if GUI.showEdgesToggle.val == 1:
-            
+
             # Edge Style
             edgeStyleMenuStruct = "Edge Style %t"
             for t in edgeStyles.keys():
             # Edge Style
             edgeStyleMenuStruct = "Edge Style %t"
             for t in edgeStyles.keys():
@@ -2102,8 +3043,6 @@ class GUI:
                     200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
                     "Render hidden edges as dashed lines")
 
                     200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
                     "Render hidden edges as dashed lines")
 
-        glRasterPos2i(10, 160)
-        Draw.Text("%s (c) 2006" % __author__)
 
     def event(evt, val):
 
 
     def event(evt, val):
 
@@ -2122,6 +3061,9 @@ class GUI:
         elif evt == GUI.evtOutFormatMenu:
             i = GUI.outFormatMenu.val - 1
             config.output['FORMAT']= outputWriters.keys()[i]
         elif evt == GUI.evtOutFormatMenu:
             i = GUI.outFormatMenu.val - 1
             config.output['FORMAT']= outputWriters.keys()[i]
+            # Set the new output file
+            global outputfile
+            outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
 
         elif evt == GUI.evtAnimToggle:
             config.output['ANIMATION'] = bool(GUI.animToggle.val)
 
         elif evt == GUI.evtAnimToggle:
             config.output['ANIMATION'] = bool(GUI.animToggle.val)
@@ -2158,6 +3100,9 @@ class GUI:
             global outputfile
             Blender.Window.FileSelector(vectorize, label, outputfile)
 
             global outputfile
             Blender.Window.FileSelector(vectorize, label, outputfile)
 
+        elif evt == GUI.evtSaveDefaultButton:
+            config.saveToRegistry()
+
         else:
             print "Event: %d not handled!" % evt
 
         else:
             print "Event: %d not handled!" % evt
 
@@ -2181,7 +3126,7 @@ class GUI:
 # A wrapper function for the vectorizing process
 def vectorize(filename):
     """The vectorizing process is as follows:
 # A wrapper function for the vectorizing process
 def vectorize(filename):
     """The vectorizing process is as follows:
-     
+
      - Instanciate the writer and the renderer
      - Render!
      """
      - Instanciate the writer and the renderer
      - Render!
      """
@@ -2196,17 +3141,26 @@ def vectorize(filename):
 
     actualWriter = outputWriters[config.output['FORMAT']]
     writer = actualWriter(filename)
 
     actualWriter = outputWriters[config.output['FORMAT']]
     writer = actualWriter(filename)
-    
+
     renderer = Renderer()
     renderer.doRendering(writer, config.output['ANIMATION'])
 
     renderer = Renderer()
     renderer.doRendering(writer, config.output['ANIMATION'])
 
-    if editmode: Window.EditMode(1) 
+    if editmode: Window.EditMode(1)
+
+
 
 # Here the main
 if __name__ == "__main__":
 
     global progress
 
 
 # Here the main
 if __name__ == "__main__":
 
     global progress
 
+    config.loadFromRegistry()
+
+    # initialize writer setting also here to configure writer specific
+    # settings on startup
+    actualWriter = outputWriters[config.output['FORMAT']]
+    writer = actualWriter("")
+
     outputfile = ""
     basename = Blender.sys.basename(Blender.Get('filename'))
     if basename != "":
     outputfile = ""
     basename = Blender.sys.basename(Blender.Get('filename'))
     if basename != "":