james tittle wrote:
...gem is not supposed to emulate aftereffects, and never will...it will also probably never play be good for playing doom3, or designing levels and models for it, or...
As a method of getting people interested in Gem I tend to say that visually Gem is capable of doing almost anything that aftereffects can in real-time. This brings in the animation types who want to animate graphic (I would argue the strength of Gem) images in real-time. I'm not interested in emulating aftereffects, it was just an example.
A Gem enthusiast simply asked me about "aftereffects, director, photoshop" style transfer modes, so I thought I would ask on the list.
I'll get a copy of the red-book, been on my list for a long time too!
I would not mind getting a sense of where gem-development is going, rendering to a pbuffer, multiple windows, vertex arrays are what I know about. what else is on the Gem todo list?
For years I have appreciated the efforts of all Gem developers, you have all made a really amazing contribution. My feature requests should be a compliment more than an insult! And of course are never anything more than an opinion.
I'd love to offer a bounty, I just don't have the money to do so. My time and opinions are what I have to contribute.
B.
I was not aware of "frame" is it in the gemwin help?? suprised I missed it. (duh!)
...yes, it is: it's also been mentioned many times on this list...
Ok so what do these blending modes actually do?
GL_ ZERO ONE DST_COLOR SRC_COLOR ONE_MINUS_DST_COLOR ONE_MINUS_SRC_COLOR SRC_ALPHA DST_ALPHA ONE_MINUS_DST_ALPHA ONE_MINUS_SRC_ALPHA SRC_ALPHA_SATURATE CONSTANT_COLOR ONE_MINUS_CONSTANT_COLOR CONSTANT_ALPHA ONE_MINUS_CONSTANT_ALPHA
Add, subtract, multiply could be pretty useful... there are the pix_ objects for these operations but that is less flexible (texture only) and perhaps will end up as shaders in the future?
You can probably enable any of those modes listed above using the gemGL wrapper objects. That's the best use for those objects: accessing really advanced features without coding a new object.
I have still not had a chance to look at these, I'll take a look.
...I heartily recommend getting a copy of the opengl programmer's guide: the "red book"...GEM's largest untapped resource is the opengl wrapper's: you can freely play around with opengl without re-compiling...of course, it is immense, so not everything has been tested, but it won't bite...just remember that render order is important...
I just thought I'd put it on the map, but I'd much rather get support to load alpha channels from files, and that point-in-volume test.
Thanks for taking the time to anser chris, did you see my vertex array requests on source-forge?
...if you really need a request, why not offer a bounty/reward? Otherwise, fire up the compiler, because we all have immensely long to-do lists...
jamie