| I've been chasing this Rutt-Etra image for a long time... It's great to hear you guys are going after it again. I had the luck of seeing Benton's Rutt-Etra in person in New York awhile back. .xX
On Nov 28, 2007, at 11:22 AM, vade wrote: Here is the code ive used to attempt this myself. It is non functional, the texture coordinates created for the VBO mesh are not 'useful', in the sense that they do not map to 0 - 1 fro the edges of the quad, so while I can in fact texture the quad, it only has one texel mapped.
Ive asked the GL List about this after doing some research. The usual answer is to use interleaved VBO arrays which render out vertices, texture coordinates, normals, etc, all within one interleaved buffer. That is beyond my skill :(
Ive attempted to create a second VBO to "render" out a set of texture coordinates, bind them before gl_DrawElements, but to no effect (99.999 percent because I have little clue what I am doing).
Ive also heard the suggestion to use gl_GenCoords, but again, I am far too novice a GL programmer to fully grok how to use these suggestions.
Here is my code, hopefully it will not bounce from the list.
FYIW, I personally know Bill Etra, and have been trying on and off to get this working for him in a native app - to make a Color 3D Rutt Etra performance application for him. Ive had a pretty good version built in Max/MSP/Jitter, but the speed is simply not there. This VBO method is incredibly fast.
We both would be grateful to have a helping hand with our difficulties!
Thanks !
On Nov 28, 2007, at 11:57 AM, Alex Drinkwater wrote: Hi Pierre-Olivier!
Thanks for getting back to me.
On 28 Nov 2007, at 16:32, Pierre-Olivier Latour wrote:
Try the GLSL Grid patch
I know about that one. What I want is a heightfield grid though (rather than a static grid), that can be textured, lit etc. by placing it inside Lighting/GLSL patches, and inputting a texture image, as well as the displacement image. The current Heightfield plugin can be placed inside a Lighting patch, but can't be properly lit, as far as I can tell. It also doesn't accept an image as a texture, to be displayed on the surface of the grid.
Cheers,
Alex
On Nov 28, 2007, at 3:20 AM, Alex Drinkwater wrote:
Fingers crossed this will make it to the list this time. This is my fourth attempt to post this message, as my mailserver timed out trying to contact the list server after several hours on each of my previous attempts.
Does anyone know if it would be possible to modify the GLHeightfield plugin so that it produces a mesh that can be used inside a GLSL patch in Quartz Composer, or can be textured with an image, or lit effectively using the Lighting patch? At the moment, it seems that the mesh produced by the plugin does not play well with other QC patches (unless I'm missing something basic here). At the moment I'm not too bothered with lighting the mesh, but I'd very much like to be able to texture it with an image.
I know it's just an example plugin, but it's tantalisingly close to what I I's like it to be able to do- just not quite there.
Anyone any thought?
Cheers,
alx http://www.toneburst.net http://machinesdontcare.wordpress.com
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