In that case what I usually do is make an object abstraction, which contains just one object. I then make a abstraction specific receive (for the colour) and use the other arguments of the abstraction for the x y z position. Then I would write a script which just creates a patch with all these objects. use that script generated patch in the main patch. This way you never even have to look at the patch with all the objects, and just send data to them through there local recieves. the object sbtraction could be called like:
obj [ref #] [x] [y] [z]
Works well.
Also there is a pixdata object which gives you access to the pixel texture data. (using big lists) another option is to write your own external (say in SDL) which you just feed colour data and it fills in the pixels in an sdl window. Well thats an idea anyhow.
Ben
On Wed, 25 Sep 2002, wwcarpen wrote:
:you could just set up a grad of Gem squares in one plane and send thier :individual colour values from your CA stuff... simple enough?
:Ben
Ok, I guess it can't be that difficult. I'm just concerned I'm going to make a really messy patch if i wanted to make say, a 1024x768 grid, but i guess i'm just going to have to expiriment to see how to do it most efficiently.
thanks, walter carpenter
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