Alexandre Quessy wrote:

> Make multitexturing and multitexture shaders GLSL work ?
> (You'll love what one can do with those)

Hi, can you explain me better your idea, give me more information or links, or show me graphic examples? i dont have idea about that...but sounds good :DD

GARFF




> Date: Fri, 21 Dec 2007 03:22:47 -0500
> From: listes@sourcelibre.com
> To: cgclepper@gmail.com
> Subject: Re: [PD] My project at IEM
> CC: tirengarfio@hotmail.com; pd-list@iem.at
>
> 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.
> >
> >
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> >
>
>
> --
> Alexandre Quessy
> http://alexandre.quessy.net
> http://www.puredata.info/Members/aalex


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