Hi,
I'm playing around a bit with rendering surface equations. I'm using a slightly modified primQuad as in the Gem-examples. Now I'm looking for a way to make these surfaces appear more smoothly, that is, make them look less blocky. Does anyone with more OpenGL-knowledge have an idea, how to do this? (In attached archive, spherical-harm.pd is the main patch.)
Ciao
hello,
in you example, the color of a quad was uniform, but different for every quad. i just change 3 connections in order to have a smooth color variation of the quad.
i also put som GEMglNormal3fv befor every GEMglVertex3fv, in order to have nice lighting effect. (the normal are the same as the vertex position, assuming that the shape is not very differents from a sphere (!!!!)
i also remove the any objects as you don't nead it.
that's all i can do.
Cyrille
Frank Barknecht a écrit :
Hi,
I'm playing around a bit with rendering surface equations. I'm using a slightly modified primQuad as in the Gem-examples. Now I'm looking for a way to make these surfaces appear more smoothly, that is, make them look less blocky. Does anyone with more OpenGL-knowledge have an idea, how to do this? (In attached archive, spherical-harm.pd is the main patch.)
Ciao
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
in you example, the color of a quad was uniform, but different for every quad. i just change 3 connections in order to have a smooth color variation of the quad.
i also put som GEMglNormal3fv befor every GEMglVertex3fv, in order to have nice lighting effect. (the normal are the same as the vertex position, assuming that the shape is not very differents from a sphere (!!!!)
i also remove the any objects as you don't nead it.
that's all i can do.
That's a lot you did! Thanks very much, looks much better now.
Ciao