hey
i was just looking at some info about jitter and came across this screenshot:
http://www.cycling74.com/products/jitter-img/3d_shapes.jpg
and it reminded me of a little gem project i have going. one of the problems i had that i want to address is the jagged edges and occastional little white glitches that appear behind the spheres:
http://eds.org/~joschi/r/spiral.png
any suggestions as to how i could get the spheres to renderf a bit smoother and get antialiasing like in the jitter screenshot?
rat@telecoma.net wrote:
thanks. i've tinkered with the number of slices, but thats not really what i'm taling about. if you look at the top center of my screenshot, there are two balls which have each single white pixels towards their upper left... when this is animated you see these little white pixels flashes on lots of the balls and it makes it look pretty messy.
also, no matter how many slices you have, you still get the jagged pixels where the edges of the ball meet the black background unless you have antialiasing like in the jitter screen.
chris clepper responded off list to suggest doing [alpha]->[polygon_smooth]->[geos] which produces these results:
http://eds.org/~joschi/r/spheres_trans.png
so this makes the spheres translucent, but he edges of them are still jagged and not antialiased.
btw, i'm using gem-cvs-2003-08-11.zip
thanks all!
-Josh
Quoting Josh Steiner josh@vitriolix.com:
What hardware are you using? The ATI 95/96/97/9800 do not support polygon anti-aliasing in hardwarer anymore. They do support FSAA, and I have added this capability to GEM, but it had only been tested on OSX. If you are able to compile GEM for Windows just change the define around the ARB_multisample code in GemMan.cpp.
To make the spheres not transparent then add a [color 1 1 1 1] to the chain. The fourth argument is for alpha and will modify the transparency of the objects in that chain.
cgc
ps - my mails don't always seem to make it to the list. you can forward this reply if it fails to reach the list.
have you tried the new "fsaa [2|4|8]" message to gemwin using the CVS version of Gem?
B. ----- Original Message ----- From: "Josh Steiner" josh@vitriolix.com To: "PD List" pd-list@iem.kug.ac.at Sent: Wednesday, November 12, 2003 10:54 PM Subject: [PD] gem -- antialiasing?
hi all
I know its probably stupid thing but I need to play a sample backwards using the line object to read from a table and I dont understand what i am doing wrong.
To play forward i pass, for example, this message to the line~ object 1, 4.41e+008 1e+007 and its fine, the whole sound plays
i pass this message 44100, 0 1000
and it plays backwards 1 sec but, whats the realation between this and the previous message, i mean i supose i need to pass something like this 4.41e+008, 1 1e+007
to play 2 secs backwards on normal frequency. But it doesnt sound at all. THen i realised that if i do this : 1, 44100 1000 and 44100, 1 1000 it works fine both backwards and forward.
And so my problem is that i dont understand what this mean: 1e+007
could anyone explain little bit the meaning of the numbers like 1e+007 or 4.41e+008 to the ones of us that dont have a good understanding of maths?
thank you very much!
OK. i get the picture But why was not my message playing the sound backwards? (i paste below my original message just in case)
I know about using phasor~ but i was not interested on changing the frequency "on the fly"
--------- oringinal message ------------- i pass this message 44100, 0 1000
and it plays backwards 1 sec but, whats the realation between this and the previous message, i mean i supose i need to pass something like this 4.41e+008, 1 1e+007
to play 2 secs backwards on normal frequency. But it doesnt sound at all. THen i realised that if i do this : 1, 44100 1000 and 44100, 1 1000 it works fine both backwards and forward.