On Sep 28, 2009, at 8:49 AM, Dave Griffiths wrote:

Hi Evan,

On Sun, 2009-09-27 at 19:11 +0100, evan.raskob [lists] wrote:
drawing recursive trees.
something is funky.
not translating the proper amount that I'd like each iteration. maybe
i'm not parenting properly, or the (scale) function isn't affecting
the translation properly?

Could you expand on this? It can help to use (hint-origin) to visualise
the local transformation of the primitives - the axes give you an
indication of what calling translate will do (the direction of x,y,z and
the amount it will move due to scaling).

I think I see one of the problems - I didn't need to iterate through the children when rotating branches because I was using parenting and keeping a list of parent objects. If I iterated through all the children I was rotating both parents and children, thus double-rotating.

The other issue has to do with the scale of the planes when their parents are rotated. The planes I'm drawing are twice as thin than wide, but when their parents are rotated it looks like the scale of the plane rotates as well (gets wider in the center and the texture expands?) Or is this just me. Maybe I should lay off the drugs ;)


i'm trying to find a good technique for livecoding a recursive
structure and then messing with it, using the (build-*) functions and
good parenting.

Navigating the scenegraph with (get-children) is a good way to do this. You could also use the mouse to pick primitives with (mouse-over) and go
up or down the scenegraph running various scripts on the objects.

definitely...


also, something very funky happening to the textures of my planes
when I rotate their parents.  try changing the rotation value in
(every-frame) to something large and you'll see.

I can't get anything funky to happen - could you post a screenshot?


see above... I will try to recreate.

also, doing a tiled framedump creates ghost images.

On the flickr pic, it looks like you might have blur active, tiled
framedump won't work with that currently (and I'm not sure if it ever
will, as it reuses the same render target to make each tile)

Right! Forgot about that tidbit.



It seems to work here with your tree script as it is tho.

cheers,

dave


Evan Raskob
ML Studio
4-8 Arcola Street
London E8 2DJ
United Kingdom

http://mlstudio.co.uk
http://pixelist.info

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