Hi,
2007/12/21, chris clepper cgclepper@gmail.com:
Please stop saying this. These features do work apart from reading texture coordinates from units other than zero.
Hmm, I have to dig a bit into this. Any example of a GLSL shader with mutlitexturing ?
An other idea : an openCV wrapper for more detection stuff. Contour (edge) detection. Etc.
a
On Dec 21, 2007 2:22 AM, Alexandre Quessy < listes@sourcelibre.com> wrote:
Hi !
Make multitexturing and multitexture shaders GLSL work ? (You'll love what one can do with those)
a
2007/12/19, chris clepper cgclepper@gmail.com:
On Dec 19, 2007 5:48 PM, Javier Garcia < tirengarfio@hotmail.com> wrote:
My intention was to create an object for GEM that would insert a 3D
animation. But i have seen this email:
http://lists.puredata.info/pipermail/pd-list/2007-12/057913.html
There are certainly other ways to do animation without using OGRE. OGRE
has
too much overlap with GEM and would not be easy to integrate unless you really just want to replace all of GEM with OGRE.
I have to tell my knowledge about OpenGL is low-medium.
Concentrating on a cross-platform GL project would be my recommendation. There are a variety of 'unfinished' parts of GEM that could use some attention. The vertex_array branch, multiple windows/screens, render to texture, upgraded paticle system and so on.
Also, you might not have to do much coding to come up with a library of patches that integrate already existing parts of GEM like shaders with physical modeling or advanced lighting for example.
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
-- Alexandre Quessy http://alexandre.quessy.net http://www.puredata.info/Members/aalex