Hello Oliver,
Le 04/08/2018 à 11:20, oliver a écrit :
Jack wrote:
For me, the simplest way to achieve this, is to use a mesh square with shaders. Take a look at exemples in Gem and shaders and how to move vertices in model view.
Hi, Jack ! thanks a lot for your suggestion.
Unfortunately my my shader/glsl skills are very limited and so is the documentation of [mesh_square] or [glsl_vertex]...
[mesh_square]-help just says: "This object is usefull when working with vertex_shader."
do you (or anybody here) know any example patches that demonstrate the approach to creating an arbitrary plane with [mesh_square] ?
Yes, there is an exemple in Gem : 10.glsl/09.vertex_texture_fetching In this exemple, the Z position of each vertex of a mesh_square depends on the color of the texture.
(the GLSL example patches don't really seem to be pointing that out.)
See above.
i also tried the geometry help patch from GEM examples, but this gives me an error:
[glsl_geometry]: compile Info_log: [glsl_geometry]: ERROR: 0:17: 'gl_VerticesIn' : undeclared identifier
Using geometry is possible here with [gemVertexbuffer] but it is more complicated. Attached is an exemple (not perfect) with a vertex shader and a fragment shader with [mesh_square]. ++
Jack
best
oliver
++
Jack
Le 03/08/2018 à 17:02, oliver a écrit :
Hi, dear list !
I am looking for a Geo, that looks like a distorted plane, in particular a "concave" or "convex" plane as shown in this .jpg:
https://wolke.klingt.org/index.php/s/QO7Vb5UDNn42CG9
can anybody hint me to a way that this can be done in Gem ?
the "convex" version seems easier, it's more or less a scaled cylinder, but i can't ssem to achieve the "concave" version with this Geo.
Best
Oliver
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