Hi,
in order to finish my Telecomunications Engineering, during the summer semester I will go to IEM (Graz, Austria) to develop my "Trabajo fin de carrera" (we can translate it as "Final work of career"), that is a little project that will take me 6 months working 8 hours per day, 6 days per week (including the wrote part, you know, a wad of papers :) )
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
So now, I would like to show to IEM people a new project.
So do you have any proposal around GEM?
If the ideas about GEM doesnt convince me, i will ask you about other things: pdp, pidip, other video tools, muslc, etc...
I have to tell my knowledge about OpenGL is low-medium.
br. GARFF
MSN Noticias http://noticias.msn.es/comunidad.aspx
Hi, I am in a similar situation, working on a thesis project for end of next semester and was also thinking about doing some GEM related work. the thing that scared me, is that I would have to fix some things beforehand to get something like an ogre external to work. and, yes, unfortunately this was already done for max at my school, so it would look more like a copy (too easy to do this for Pd...) But actually, I think it is not easy at all and it would be enough work for a trabajo fin de carrer. so *my* current idea is to write some (earth) map viewer that can be integrated into gem. in any case, dig into openGL, especially hardware shaders. a good set of shaders will attract a huge number of visual artists. other ideas for GEM projects: mobile device controllers for visuals, multiplayer gem mixers, make gem work as a webbrowser plugin, gem recipe book, multi screen video synchronisation (avoiding the use of quicktime), gem standalone screensaver, realtime network distributed render engine for particle systems and / or a fluid simulator or rigid body simulations marius.
Javier Garcia wrote:
Hi,
in order to finish my Telecomunications Engineering, during the summer semester I will go to IEM (Graz, Austria) to develop my "Trabajo fin de carrera" (we can translate it as "Final work of career"), that is a little project that will take me 6 months working 8 hours per day, 6 days per week (including the wrote part, you know, a wad of papers :) )
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
So now, I would like to show to IEM people a new project.
So do you have any proposal around GEM?
If the ideas about GEM doesnt convince me, i will ask you about other things: pdp, pidip, other video tools, muslc, etc...
I have to tell my knowledge about OpenGL is low-medium.
br. GARFF
MSN Noticias http://noticias.msn.es/comunidad.aspx
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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.
http://lists.puredata.info/pipermail/pd-list/2007-12/057913.htmlI 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.
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 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.
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
Tecnología, moda, motor, viajes,…suscríbete a nuestros boletines para estar siempre a la última http://newsletters.msn.com/hm/maintenanceeses.asp?L=ES&C=ES&P=WCMain...
Well, I have read something about multitexturing and GLSL, and I have add a concept to GEM in my mind:
GEM is 3D engine oriented to visual artists. and as other 3d engines (games, etc), it should incorporate features to create more realistic spaces for example.
Is that true?
From: tirengarfio@hotmail.com To: listes@sourcelibre.com; cgclepper@gmail.com Date: Fri, 21 Dec 2007 15:59:12 +0100 CC: pd-list@iem.at Subject: Re: [PD] My project at IEM
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.
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
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Please stop saying this. These features do work apart from reading texture coordinates from units other than zero.
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
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
Alexandre Quessy wrote:
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 ?
http://www.parasitaere-kapazitaeten.net/Pd/4shaders with the 4th shader (glyph...) I run into problems. might also be related to hardware stuff (runs better on ati, worse/not on nvidia) but is also related to the missing coords of multitex(1), the scale values I am feeding are not quite correct. marius.
On Dec 21, 2007 2:46 PM, Alexandre Quessy listes@sourcelibre.com wrote:
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 ?
Several have been posted to the list. But below is a very basic one:
varying vec2 texcoord1; varying vec2 texcoord2;
void main() {
texcoord1 = gl_MultiTexCoord0.st;
// texcoord2 = gl_MultiTexCoord1.st; // gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = ftransform();
}
uniform sampler2DRect MyTex; uniform sampler2DRect MyTex1;
varying vec2 texcoord1; varying vec2 texcoord2;
void main (void) {
vec4 color = texture2DRect(MyTex, texcoord1); vec4 color2 = texture2DRect(MyTex1, texcoord1); vec4 temp = color * color2; gl_FragColor = temp;
}
Obviously, this only works correctly if the textures are the same dimensions.
On Dec 21, 2007, at 4:19 PM, chris clepper wrote:
Obviously, this only works correctly if the textures are the same
dimensions.
yeah, this is an issue potentially with video, since not everyone has
the same size videos in the pipeline. Marius, you could edit the
shader math to not use sampler2DRect but sampler2D. Many cards support
non power of two Sampler2Ds, where the texture coordinates are 0. 1.
normalized, rather than pixel dimensions in x and y.
This might be a workaround but would require some recoding.
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.
one could be to use cal3D
I know Pablo Caedes made a 3dp object some time ago ... but there is
nothing like this in GEM.
This message was sent using IMP, the Internet Messaging Program.
lluisgomez@hangar.org wrote:
one could be to use cal3D
I know Pablo Caedes made a 3dp object some time ago ... but there is
nothing like this in GEM.
well, several years ago i have written a cal3d object for Gem. it never made it into Gem though....
fmgas.dr IOhannes