I think you're assuming 2d turtle, here?

(Which might be a correct assumption?)

Thanks,

-- 
Raul

On Fri, Feb 14, 2020 at 7:19 PM bill lam <[email protected]> wrote:

> If you intended to run turtle graphics only, then drawing cube is over
> skilled. Drawing triangles is much simpler. eg a triangle with vertices
> 0 1 0, 1 _1 0, _1 _1 0
> then use different scale, translate and rotate to place them into different
> positions and orientations.
>
> Also only a constant solid color from fragment shader is sufficient.
>
> On Sat, Feb 15, 2020, 7:19 AM Brian Schott <[email protected]> wrote:
>
> > Raul,
> >
> > Yes, you are a big help.
> >
> > However, you say that the only geometry to update in shader is R, but I
> > don't think so. LR (left and right) is also explicitly updated, and IO
> (in
> > and out) and UD (up and down) could potentially be updated. R is likely
> > updating the heading of the turtle, but earlier I was musing about
> whether
> > it was updating the heading of the (viewing) eye. With only one turtle
> and
> > one eye, it does not matter much which is correct, but with multiple
> > objects (turtles (and eyes?)) things get more complicated.
> >
> > Consider the initial state of the system eye here (where EYE=: 0 0 1 and
> > LR=: UD=: IO=: 0)
> > AND before R has been applied:
> >
> >    glu_LookAt EYE,LR,UD,IO,UP
> > 1 0  0 0
> > 0 1  0 0
> > 0 0  1 0
> > 0 0 _1 1
> >    (gl_Translate 0 0 _8) mp glu_LookAt EYE,LR,UD,IO,UP
> > 1 0  0 0
> > 0 1  0 0
> > 0 0  1 0
> > 0 0 _9 1
> >
> > glu_LookAt=: 3 : 0
> > 'eye center up'=. _3]\,>y
> > F=. center - eye
> > f=. (% +/&.:*:)F
> > UPP=. (% +/&.:*:)up
> > s=. f ((1&|.@:[ * _1&|.@:]) - _1&|.@:[ * 1&|.@:]) UPP
> > u=. s ((1&|.@:[ * _1&|.@:]) - _1&|.@:[ * 1&|.@:]) f
> > M=. _4]\ s, 0, u, 0, (-f), 0 0 0 0 1
> > (|:M) gl_mp~ gl_Translate -eye
> > )
> >
> > See, the Eye is 9 units above the cube, I think. (I'm not sure about 9,
> but
> > I guess 9 because
> > we see "F=. center - eye" in glu_LookAt.)
> >
> > Next the view (or the object) is scaled and rotated in the calculation of
> > mvp.
> >
> > So I am thinking for 1 eye and n-1 turtles there needs to be n mvp's, n
> Rs,
> > and n LRs, n UDs, and n IOs. (And I don't think n-1 turtles makes any
> real
> > world sense, either.)
> >
> > Do you agree about needing so many mvp's and LRs and so on?
> >
> >
> >
> > On Fri, Feb 14, 2020 at 5:06 PM Raul Miller <[email protected]>
> wrote:
> >
> > > On Fri, Feb 14, 2020 at 4:15 PM Brian Schott <[email protected]>
> > > wrote:
> > > > I am mostly interested in how commands in the Terminal window can be
> > sent
> > > > to the Cube in the "a" window. Any pointers?
> > >
> > > There's two parts to the answer to your question, in the context of
> > > shader.ijs
> > >
> > > (1) Update the geometry being rendered,
> > > (2) call gl_paint''
> > >
> > > In shader.ijs, the only geometry being updated is the value of R --
> > > the rendering of that geometry is all the details that you see in the
> > > implementation of a_g_paint (mostly the bits involving mvp).
> > >
> > > For what you're describing, you might want (for example) a lot of
> cubes.
> > >
> > > I hope this helps,
> > >
> > > --
> > (B=)
> > ----------------------------------------------------------------------
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> >
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