hi On Nov 30, 2004, at 10:07 PM, james tittle wrote:
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?
this would be really nice. I am not that interested in creating sound or music stuff but I like the way pd works. so everytime I have an idea
deal with it. I also checked vvvv by meso.net - but I dont like the way its licensed as well as the fact that its just running on windows machines. But I have to admit that there are really some pretty nice graphic features. But the uv mapping is definitly one of the basic features for handling complex 3d object/scenes in a way that wont look just as a kind of experimental ;)
- 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 :-)
ok, I think I got it - an example would be nice therefore as well :)
...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)!
it would be great to see something in action - thank you so far. I am looking forward :)
cheers, christian
Christian Klotz Kunsthochschule Kassel / School of Arts Kassel ::digitalpool