On Aug 11, 2004, at 2:14 AM, IOhannes m zmoelnig wrote:
Another idea would be to have more generic objects: [vertex_scale color] (or [vertex_mult]) [vertex_set vertex] [vertex_blend texcoord] [vertex_random normal]
i like this idea. it is probably simplest to do (in terms of programming) and makes it quite clear what is going on (int terms of patching)
Let's go with this idea then.
There might be a need to have some objects that only work with a single data type, which would raise some questions. If I wrote an object that only made sense for colors or texcoords then how would those be distinguished?
this and your half-joking idea leads to [pix_expr] and [vertex_expr]. neat.
For the vertex side, it would probably be best to have predefined 'scripts' in the form of vertex shaders. I think it might be possible to create shaders in some of the high-end 3D apps like Maya now, and it probably won't be too long before some lower end app makes shaders accessible to most. If we could figure out a way to 'compile' a patch into a shader then that would be pretty amazing. I have no idea how to do it though.
cgc