I attached an .ijs Here's the same file with a .txt extension.
Thanks, -- Raul On Fri, Feb 28, 2020 at 12:31 PM 'robert therriault' via Programming <programm...@jsoftware.com> wrote: > > Hey Raul, > > I think that Bill was suggesting that you convert the .ijs file to .txt > before attaching. Did you attach a .txt version or the .ijs version of the > file. > > Cheers, bob > > > On Feb 28, 2020, at 09:23, Raul Miller <rauldmil...@gmail.com> wrote: > > > > And... I do not see the attachment at > > http://jsoftware.com/pipermail/programming/2020-February/055193.html > > > > The other copy seems to indicate that my attachment got the mime type > > "application/octet-stream", despite it being text content (I was > > hoping for "text/plain".) > > > > That said, ... I should probably be experimenting on the chat forum. > > But, also, I'm using gmail which does not seem to give me control over > > the mime type of attachments (and researching this issue has lead me > > into a maze of conflicting statements on the subject). > > > > So, anyways... while I haven't eliminated the possibility that forum > > .ijs attachments might work, I am slightly sceptical at this point. > > > > Thanks, > > > > -- > > Raul > > > > > > > > On Fri, Feb 28, 2020 at 12:15 PM Raul Miller <rauldmil...@gmail.com> wrote: > >> > >> Hmm... > >> > >> I am attaching an example .ijs file to this response. > >> > >> I am also bcc'ing a copy of this message to an alternate email > >> address, so that I can see how it gets treated outside the forums. > >> > >> Will the attachment show up at > >> http://jsoftware.com/pipermail/programming/2020-February/date.html? (I > >> will see, soon...) > >> > >> Thanks, > >> > >> -- > >> Raul > >> > >> On Fri, Feb 28, 2020 at 11:58 AM bill lam <bbill....@gmail.com> wrote: > >>> > >>> I think J forum actually accept text file attachments. > >>> Attach .ijs file as .txt file probably work if email > >>> client set mime type correctly. > >>> > >>> Fri, 28 Feb 2020, Raul Miller написал(а): > >>>> This is getting to be long enough that it might help to use a resource > >>>> like github (either a repository or a gist) or even pastebin (rather > >>>> than email) to distribute it. > >>>> > >>>> (I'm still getting going for today, and haven't actually tried this, > >>>> yet. But I'm anticipating some difficulties separating text from code > >>>> and maybe chasing down implied pieces.) > >>>> > >>>> Thanks, > >>>> > >>>> -- > >>>> Raul > >>>> > >>>> On Fri, Feb 28, 2020 at 8:52 AM Brian Schott <schott.br...@gmail.com> > >>>> wrote: > >>>>> > >>>>> Bill, especially (Thomas, Raul, and others), > >>>>> > >>>>> Your comment regarding trying a simpler figure and simplifying the color > >>>>> has led me to consider several alternatives. Below I show a revised > >>>>> script > >>>>> which uses a tetrahedron (4 faces) and some color changes. I think the > >>>>> tetrahedron is mostly working for me but I am really confused about the > >>>>> colors. > >>>>> > >>>>> I apologize for the length of this email, but I have many questions. > >>>>> > >>>>> As an aside, I have discovered an error in the shader.ijs in the > >>>>> qtdemo's. > >>>>> The last 0 in the following line should be a 1 because it's the alpha > >>>>> value. (Coincidentally, there is another line in shader.ijs which also > >>>>> addresses ClearColor, but it is ignored, I think, and it separates the > >>>>> integers with ;'s .) Correcting that alpha value creates a black > >>>>> background, which can be effective. > >>>>> > >>>>> glClearColor 0 0 0 0 > >>>>> > >>>>> Btw, I have left 2 glClearColor's in the script so it's easy to swap > >>>>> them: > >>>>> white 1 1 1 1 and > >>>>> black 0 0 0 1 . > >>>>> > >>>>> The major changes I have made to the script are the following. > >>>>> > >>>>> NB. changed cube to a mirrored sphenoid(?) > >>>>> NB. (eg, see > >>>>> https://en.wikipedia.org/wiki/Architectonic_and_catoptric_tessellation) > >>>>> > >>>>> rt=: (|.@:{)`[`]} NB. rotates vertices of xth face for winding order > >>>>> vertexData=: 1&fc ,1 rt 3 rt 4 3 3$ %&10, 0&". ;._2 [ 0 : 0 > >>>>> _3 _9 _4 > >>>>> 3 _9 _4 > >>>>> 0 0 2 > >>>>> 0 8 _4 > >>>>> ) > >>>>> > >>>>> I discovered that the verb `rt` (or something like it) is required to > >>>>> make > >>>>> the tetrahedron work because of face winding issues. The original cube > >>>>> was > >>>>> adjusted another way, apparently. > >>>>> With `vertexData` defined either as above OR without `1&fc` prepended I > >>>>> get > >>>>> the SAME --mostly desirable-- results. The inclusion and exclusion of > >>>>> `1&fc` giving the same result is confusing, by itself, and begs the > >>>>> question, "Why is `1&fc` used?" > >>>>> > >>>>> I said "mostly desirable" above, instead of "desirable" because of the > >>>>> next > >>>>> 2 issues. > >>>>> > >>>>> v0) The 10 in the first line of the definition of vertexData is used to > >>>>> simplify data entry and I have also used it to experiment with scaling > >>>>> the > >>>>> size of the tetrahedron. This has led to another surprise, that no > >>>>> scaling > >>>>> seems to result from increasing the 10 to 80 or so. Why? > >>>>> > >>>>> v1) I have been disillusioned by the face coloring of the tetrahedron, > >>>>> even > >>>>> in the simplest situations because when the tetrahedron is rotated in > >>>>> certain directions, the black or white background seems to bleed through > >>>>> one of the edges. What causes that? > >>>>> > >>>>> Now, moving on to coloring. I have no idea how the face COLORing works > >>>>> using almost any version of `colorData` below. I can generalize though > >>>>> on > >>>>> one thing: if I leave out the `1&fc`, no colors work on ANY version > >>>>> of `colorData` . > >>>>> > >>>>> The first version below seems to give a complete tetrahedron except for > >>>>> the > >>>>> background color bleeding through one edge. And as mentioned earlier, it > >>>>> only works with vertices rotated with the rt verb. > >>>>> > >>>>> colorData=: 1&fc ,1 rt 3 rt 4 3 3$ , 0&". ;._2 [ 0 : 0 > >>>>> 0 0 1 > >>>>> 1 1 1 > >>>>> 1 0 0 > >>>>> 0 1 0 > >>>>> ) > >>>>> > >>>>> f0) If the 1's in the second row are changed to 0.9's, the background > >>>>> color > >>>>> no longer bleeds in. Why? > >>>>> > >>>>> f1) (This approach does not seem to work at all, and I have a > >>>>> replacement > >>>>> for it that works a little, but will send it in a new message) I want 2 > >>>>> of > >>>>> the faces in the tetrahedron to have the same color and each of the > >>>>> other 2 > >>>>> to have a different color (3 colors altogether). I devised the following > >>>>> NONWORKING scheme of colors to accomplish this result. By nonworking I > >>>>> mean > >>>>> only the background color shows in the graphics pane, no tetrahedron. > >>>>> Why? > >>>>> > >>>>> colorData=: 1&fc ,_3]\3#"2] 0&". ;._2 [ 0 : 0 > >>>>> 0 0 1 > >>>>> 1 1 1 > >>>>> 1 0 0 > >>>>> 0 1 0 > >>>>> ) > >>>>> > >>>>> To demonstrate the result above consider the following result which > >>>>> makes > >>>>> each of the 4 faces, represented by the boxes' contents below, has 3 > >>>>> identical rows. > >>>>> ;/_3]\3#"2] 0&". ;._2 [ 0 : 0 > >>>>> 0 0 1 > >>>>> 1 1 1 > >>>>> 1 0 0 > >>>>> 0 1 0 > >>>>> ) > >>>>> +-----+-----+-----+-----+ > >>>>> |0 0 1|1 1 1|1 0 0|0 1 0| > >>>>> |0 0 1|1 1 1|1 0 0|0 1 0| > >>>>> |0 0 1|1 1 1|1 0 0|0 1 0| > >>>>> +-----+-----+-----+-----+ > >>>>> > >>>>> > >>>>> > >>>>> ***************my revised slider.ijs script is below************ > >>>>> > >>>>> cocurrent 'demoshader' > >>>>> > >>>>> mp=: (+/ . *)"2 > >>>>> rt=: (|.@:{)`[`]}NB. rotates vertices of xth face for winding order > >>>>> sprog=: 0 > >>>>> GLSL=: 0 > >>>>> STOP=: 0 > >>>>> > >>>>> A=: 0 : 0 > >>>>> pc a; > >>>>> minwh 300 300;cc g opengl flush; > >>>>> rem form end; > >>>>> ) > >>>>> > >>>>> a_run=: 3 : 0 > >>>>> NB. if. -. checkrequire_qtdemo_ 'gles';'api/gles' do. return. end. > >>>>> require 'gl2' > >>>>> coinsert 'jgl2' > >>>>> require 'gles' > >>>>> coinsert 'jgles' > >>>>> require '~addons/ide/qt/opengl.ijs' > >>>>> coinsert 'qtopengl' > >>>>> STEPS=: 100 > >>>>> R=: 20 30 0 > >>>>> EYE=: 0 0 1 > >>>>> LR=: UD=: IO=: 0 > >>>>> UP=: 0 1 0 > >>>>> wd A > >>>>> HD=: ".wd'qhwndc g' > >>>>> wd 'ptimer 100' > >>>>> wd 'pshow' > >>>>> ) > >>>>> > >>>>> a_g_initialize=: 3 : 0 > >>>>> if. p=. >@{. glGetString GL_VERSION do. smoutput 'GL_VERSION: ', memr 0 > >>>>> _1 > >>>>> 2,~ p end. > >>>>> if. 0=p do. smoutput 'cannot retrieve GL_VERSION' return. end. > >>>>> if. p=. >@{. glGetString GL_VENDOR do. smoutput 'GL_VENDOR: ', memr 0 _1 > >>>>> 2,~ p end. > >>>>> if. p=. >@{. glGetString GL_RENDERER do. smoutput 'GL_RENDERER: ', memr > >>>>> 0 > >>>>> _1 2,~ p end. > >>>>> if. p=. >@{. glGetString GL_SHADING_LANGUAGE_VERSION do. smoutput > >>>>> 'GL_SHADING_LANGUAGE_VERSION: ', memr 0 _1 2,~ p end. > >>>>> GLSL=: wglGLSL'' > >>>>> > >>>>> wglPROC'' > >>>>> sprog=: 0 > >>>>> if. GLSL>120 do. > >>>>> vsrc=. vsrc2 > >>>>> fsrc=. fsrc2 > >>>>> else. > >>>>> vsrc=. vsrc1 > >>>>> fsrc=. fsrc1 > >>>>> if. 0=GLES_VERSION_jgles_ do. > >>>>> vsrc=. vsrc,~ '#define lowp', LF, '#define mediump', LF, '#define > >>>>> highp', LF > >>>>> fsrc=. fsrc,~ '#define lowp', LF, '#define mediump', LF, '#define > >>>>> highp', LF > >>>>> end. > >>>>> end. > >>>>> vsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';' > >>>>> es'),LF,vsrc > >>>>> fsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';' > >>>>> es'),LF,fsrc > >>>>> if.(GLSL>:300)*.0~:GLES_VERSION_jgles_ do. > >>>>> fsrc=. ('void main';'out vec4 gl_FragColor;',LF,'void main') > >>>>> stringreplace fsrc > >>>>> end. > >>>>> smoutput vsrc > >>>>> smoutput fsrc > >>>>> 'err program'=. gl_makeprogram vsrc;fsrc > >>>>> if. #err do. smoutput err return. end. > >>>>> > >>>>> vertexAttr=: >@{. glGetAttribLocation program;'vertex' > >>>>> assert. _1~: vertexAttr > >>>>> colorAttr=: >@{. glGetAttribLocation program;'color' > >>>>> assert. _1~: colorAttr > >>>>> mvpUni=: >@{. glGetUniformLocation program;'mvp' > >>>>> assert. _1~: mvpUni > >>>>> > >>>>> glGenBuffers 2;vbo=: 2#_1 > >>>>> glBindBuffer GL_ARRAY_BUFFER; {.vbo > >>>>> glBufferData GL_ARRAY_BUFFER; (#vertexData); (symdat <'vertexData'); > >>>>> GL_STATIC_DRAW > >>>>> glBindBuffer GL_ARRAY_BUFFER; {:vbo > >>>>> glBufferData GL_ARRAY_BUFFER; (#colorData); (symdat <'colorData'); > >>>>> GL_STATIC_DRAW > >>>>> glBindBuffer GL_ARRAY_BUFFER; 0 > >>>>> > >>>>> sprog=: program > >>>>> > >>>>> NB. glClearColor 0; 0; 1; 1 > >>>>> ) > >>>>> > >>>>> a_g_char=: 3 : 0 > >>>>> if. 0=#sysdata do. return. end. > >>>>> R=: 360 | R + 2 * 'xyz' = 0 { sysdata > >>>>> k=. 0{sysdata > >>>>> STEPS=: 200 <. STEPS + 's' = k > >>>>> STEPS=: 3 >. STEPS - 'a' = k > >>>>> LR=: LR - 0.01*'l'=k > >>>>> LR=: LR + 0.01*'r'=k > >>>>> gl_paint '' > >>>>> ) > >>>>> > >>>>> a_timer=: 3 : 0 > >>>>> if. 0=STOP do. return. end. > >>>>> R=: 360 | R + 2 * 1 1 1 > >>>>> gl_sel HD > >>>>> gl_paint'' > >>>>> ) > >>>>> > >>>>> a_g_paint=: 3 : 0 > >>>>> if. 0=sprog do. return. end. > >>>>> > >>>>> wh=. gl_qwh'' > >>>>> glClearColor 1 1 1 1 > >>>>> glClearColor 0 0 0 1 NB. this is new > >>>>> glClear GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT > >>>>> > >>>>> glUseProgram sprog > >>>>> glEnable GL_DEPTH_TEST > >>>>> glEnable GL_CULL_FACE > >>>>> > >>>>> NB. matrix convention: current matrix on the left > >>>>> NB. note pre-multiplication > >>>>> > >>>>> NB. model-view > >>>>> mvp=: (gl_Rotate (0{R), 1 0 0 ) mp (gl_Rotate (1{R), 0 1 0) mp > >>>>> (gl_Rotate > >>>>> (2{R), 0 0 1) mp (gl_Scale STEPS%100) mp (gl_Translate 0 0 _8) mp > >>>>> glu_LookAt EYE,LR,UD,IO,UP > >>>>> > >>>>> NB. projection > >>>>> mvp=: mvp mp gl_Perspective 30, (%/wh),1 10 > >>>>> > >>>>> NB. note GL_FALSE, no transpose > >>>>> glUniformMatrix4fv mvpUni; 1; GL_FALSE; mvp > >>>>> > >>>>> glBindBuffer GL_ARRAY_BUFFER; {.vbo > >>>>> glEnableVertexAttribArray vertexAttr > >>>>> glVertexAttribPointer vertexAttr; 3; GL_FLOAT; 0; 0; 0 > >>>>> > >>>>> glBindBuffer GL_ARRAY_BUFFER; {:vbo > >>>>> glEnableVertexAttribArray colorAttr > >>>>> glVertexAttribPointer colorAttr; 3; GL_FLOAT; 0; 0; 0 > >>>>> > >>>>> glDrawArrays GL_TRIANGLES; 0; 12 NB. 36 was for cubes ******* > >>>>> > >>>>> glBindBuffer GL_ARRAY_BUFFER; 0 > >>>>> glDisableVertexAttribArray colorAttr > >>>>> glDisableVertexAttribArray vertexAttr > >>>>> > >>>>> glDisable GL_DEPTH_TEST > >>>>> glDisable GL_CULL_FACE > >>>>> > >>>>> glUseProgram 0 > >>>>> > >>>>> gl_clear '' > >>>>> gl_rgb 255 255 255 > >>>>> gl_textcolor '' > >>>>> gl_textxy 10 30 > >>>>> gl_text 'keys: x y z a s l r F4' > >>>>> gl_textxy 10 50 > >>>>> gl_text 'scale: ',":STEPS%100 > >>>>> gl_textxy 10 70 > >>>>> gl_text 'angle: ',":R > >>>>> gl_textxy 10 90 > >>>>> if. 0=sprog do. return. end. > >>>>> gl_text 'matrix:' > >>>>> for_i. i.4 do. > >>>>> gl_textxy 10, 105+i*15 > >>>>> gl_text 6j2": i{mvp > >>>>> end. > >>>>> ) > >>>>> > >>>>> a_f4_fkey=: 3 : 0 > >>>>> STOP=: -.STOP > >>>>> NB. gl_paint '' > >>>>> ) > >>>>> > >>>>> a_cancel=: a_close > >>>>> > >>>>> a_close=: 3 : 0 > >>>>> STOP=: 0 > >>>>> wd 'ptimer 0' > >>>>> glDeleteBuffers ::0: 2; vbo > >>>>> glDeleteProgram ::0: sprog > >>>>> wd 'pclose' > >>>>> ) > >>>>> > >>>>> NB. Mirrored sphenoid? > >>>>> vertexData=: 1&fc ,1 rt 3 rt 4 3 3$ %&80, 0&". ;._2 [ 0 : 0 > >>>>> _3 _9 _4 > >>>>> 3 _9 _4 > >>>>> 0 0 2 > >>>>> 0 8 _4 > >>>>> ) > >>>>> > >>>>> colorData=: 1&fc ,1 rt 3 rt 4 3 3$ , 0&". ;._2 [ 0 : 0 > >>>>> 0 0 1 > >>>>> 1 1 1 > >>>>> 1 0 0 > >>>>> 0 1 0 > >>>>> ) > >>>>> > >>>>> > >>>>> NB. ========================================================= > >>>>> vsrc1=: 0 : 0 > >>>>> attribute highp vec3 vertex; > >>>>> attribute lowp vec3 color; > >>>>> varying lowp vec4 v_color; > >>>>> uniform mat4 mvp; > >>>>> void main(void) > >>>>> { > >>>>> gl_Position = mvp * vec4(vertex,1.0); > >>>>> v_color = vec4(color,1.0); > >>>>> } > >>>>> ) > >>>>> > >>>>> fsrc1=: 0 : 0 > >>>>> varying lowp vec4 v_color; > >>>>> void main(void) > >>>>> { > >>>>> gl_FragColor = v_color; > >>>>> } > >>>>> ) > >>>>> > >>>>> NB. ========================================================= > >>>>> vsrc2=: 0 : 0 > >>>>> in vec3 vertex; > >>>>> in vec3 color; > >>>>> out vec4 v_color; > >>>>> uniform mat4 mvp; > >>>>> void main(void) > >>>>> { > >>>>> gl_Position = mvp * vec4(vertex,1.0); > >>>>> v_color = vec4(color,1.0); > >>>>> } > >>>>> ) > >>>>> > >>>>> fsrc2=: 0 : 0 > >>>>> in vec4 v_color; > >>>>> void main(void) > >>>>> { > >>>>> gl_FragColor = v_color; > >>>>> } > >>>>> ) > >>>>> > >>>>> NB. ========================================================= > >>>>> a_run'' > >>>>> > >>>>> On Fri, Feb 14, 2020 at 7:19 PM bill lam <bbill....@gmail.com> 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 <schott.br...@gmail.com> > >>>>>> wrote: > >>>>>> > >>>>>> -- > >>>>> (B=) > >>>>> ---------------------------------------------------------------------- > >>>>> For information about J forums see http://www.jsoftware.com/forums.htm > >>>> ---------------------------------------------------------------------- > >>>> For information about J forums see http://www.jsoftware.com/forums.htm > >>> > >>> -- > >>> regards, > >>> ==================================================== > >>> GPG key 1024D/4434BAB3 2008-08-24 > >>> gpg --keyserver subkeys.pgp.net --armor --export 4434BAB3 > >>> ---------------------------------------------------------------------- > >>> For information about J forums see http://www.jsoftware.com/forums.htm > > ---------------------------------------------------------------------- > > For information about J forums see http://www.jsoftware.com/forums.htm > > ---------------------------------------------------------------------- > For information about J forums see http://www.jsoftware.com/forums.htm
echo 0 :0 Let's test this idea. But, what are appropriate mime types for .ijs files? Will text/plain work? (why or why not?) )
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