On Jan 4, 2008, at 6:30 PM, Michael Kwasnicki wrote:

Hello Vade,

the Billboard is not a normal OpenGL 3D object which has texture coordinates (what I was tweaking using Image Texturing Properties patch) and stuff. Billboard is just a flat thing. I imagine this is something like it just overwrites everything in the frame buffer byte wise in the last rendering step.

Im aware you were tweaking the texture properties patch :P

I'm not that skilled with Objective-C and native OS X APIs.
I just use low level OpenGL and GLUT with C++.
But when going down to OpenGL then I'd try Christopher Wright suggested. It's not that difficult to implement once the image data is loaded into the memory. Just a few calculations how many tiles we need and then copy the bytes.

But I don't know how to map them if not on sprites ( or GL_QUADS when using low level OpenGL ).

Since this is a QuartzComposer mailinglist I assume you can access Quartz APIs. Why not tile the images, map them on sprites and then use the "Render in Image" patch.
Then you have something you can render using a Billboard.
I think this is the best solution yet. I dont need to do any major changes in my quartz plugin, and I suspect this will just work for my scenario as well. Thanks, thats an elegant approach.

It works still real time for me when I put my approach into a render in Image patch.

I'll try to write an QuartzComposition which automatically tiles an image and renders the resulting pan zoom stuff into an image ready for Billboard.

-Michael
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