* Allow gemwin frame-rate to be set via message.
* Add blending modes supported by openGL (which ones?) add/multiply/chroma/luma etc...?
This is probably best done as a new "blend" object whose type can be set via message. The original "alpha" could stay, or be an abstraction something like:
[inlet] | | [type alpha< | | [blend] | [outlet]
B>
On Jan 27, 2005, at 2:05 PM, B. Bogart wrote:
- Allow gemwin frame-rate to be set via message.
I do this all the time with the 'frame $1' message. Does this not work for you?
- Add blending modes supported by openGL (which ones?)
add/multiply/chroma/luma etc...?
What modes are those? I don't see any multiply, chroma or luma blends in the RedBook. I see these:
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
Are there some new ones or are you asking that we come up with functions to do these blending operations?
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.
Hey Chris,
I was just guessing as to certain "possible" blend modes since a pixelTANGO user asked me about it. (and its one of the few things that Gem will not do that aftereffects can (and shadows, but I'm not asking for that!).
I was not aware of "frame" is it in the gemwin help?? suprised I missed it. (duh!)
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 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?
B>
On Jan 28, 2005, at 12:27 PM, B. Bogart wrote:
Hey Chris,
I was just guessing as to certain "possible" blend modes since a pixelTANGO user asked me about it. (and its one of the few things that Gem will not do that aftereffects can (and shadows, but I'm not asking for that!).
Those blend modes are more than likely the Apple QuickDraw modes for CopyBits(). There's no point in attempting that for GEM, but you could probably come up with something comparable with abstractions.
Ok so what do these blending modes actually do?
Pretty much exactly what they say - either take the source or destination alpha and set the blend based on that.
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?
A shader would be the best way probably, although I have no idea what the final implementation would involve.
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.
I think the file formats are the main limitation to loading alpha channels. Have you tried None and Animation codecs in Quicktime? Those should retain the alpha.
did you see my vertex array requests on source-forge?
No, can you post them here?
cgc
chris clepper wrote:
No, can you post them here?
cgc
The Feature Requests are:
http://sourceforge.net/tracker/?atid=507082&group_id=64325&func=brow...
The bug trackers is:
http://sourceforge.net/tracker/?atid=507079&group_id=64325&func=brow...
The vertex feature request copied:
Complex selection of vertices, higher level operations.
Higher level operations for vertex arrays. It would be great to have operations that effect each vertex differently, like "twist" would rotate the vertices at the top of the model, and the lower the vertex is the less it would be rotated. This maybe solved with some kind of smooth selection of vertexes, where say vertex 1-100 is chosen, but the transformation is strongest on vertex 1 and tapers off when you get to vertex 100. Also I would really like to be able to specify a transformation that is treated by each vertex locally as relative. For exable offset all vertices 0.5 units along its normal to "expand" a model. It would be nice if you could select not just a range but say every third vertex and translate that along its normal to make a spiky shape.
On Jan 28, 2005, at 1:27 PM, B. Bogart wrote:
I was just guessing as to certain "possible" blend modes since a pixelTANGO user asked me about it. (and its one of the few things that Gem will not do that aftereffects can (and shadows, but I'm not asking for that!).
...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...
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
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