hey,
On Nov 30, 2004, at 3:42 PM, Christian Klotz wrote:
Hi list, playing around with Gem and some obj models a few questions came to my mind.
- when I started a bit texturing obj models, I asked myself how to get
even a bit more complex 3d objects (think of a car or something like that) textured with gem. Did anyone already try something like this or know how to deal with it? I would really like to work with gem doing things like that ;) is there some uvmap support under development?
...as you can tell, we don't have support (yet) for uv textures on models beyond the primitives: main reason is that none of the developer's have really really really needed it :-) So, it's still on the to-do, but not what I'm personally working on atm...otoh, I'd really like to see 3ds model loading, so maybe this'll all get done in the next while?
- another thing. I read a post of 2002 about adding multitexturing and
bump mapping - which where added to the prior to do list. have they ever been implemented? I think its quite important for people doing graphic stuff with pd - and as it seems to me by reading the mailinglists every day, there is more and more interest in using pd together with gem.
...funny you should mention it: I just committed (into the gem cvs head) a bunch of opengl wrapper stuff that deals with the basics of multitexture...but there still aren't any example patches, and to be sure, I still haven't played with it to find out how well it'll work :-/ I originally thought to make a [pix_multitexture], but this didn't seem right, once I read more about how multitexturing works...basically, every texture is loaded into memory, then by default they become "texture unit 0" when being added to a model or geo...so, now that there's a wrapper for glActiveTextureARB, you should be able to change the texture to a different texture unit, and thereby be able to do the different combine's or program's that are the reason for multitexture's allure :-)
...and if I remember correctly, bump-mapping is just a kind of multitexturing where one texture is used as a lookup table for normal values to apply to another object...so technically, I think the basics are there in cvs: I'll try to actually drum up some examples tonight (if no real-life (tm) hassles popup)!
l8r, jamie