My ignorance. 😀

On Sat, Feb 15, 2020, 11:23 PM Raul Miller <[email protected]> wrote:

> 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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