Well, I've moved triangles made with the mesh creator in the past but what seems to be a problem here is using the mesh creator in point mode, and then sending that data to the mesh renderer. If I change to triangle mode, this works. gl_Color is passing along fine in the fragment shader.
In the vs, I'm getting the length of a texture and moving points that should have a z of 0 by adding the texture value (not multiplying) to the z lane, ala typical extrusion height field. This is a kinda complex composition that sets up a fluid sim via texture, passes that along to a kernel that computes a particle sim. I thought it would be cool to just extrude the particle sim with texture and add ao using a shader. On Aug 29, 2013, at 11:50 AM, Achim Breidenbach <[email protected]> wrote: > George, > > do I read correctly between the lines that you already tried it, but didn't > succeeded? ;-) > > I didn't use the Mesh Renderer too much, but I can remember that manipulating > the coordinates was one thing I've tried and it worked. (ages ago) > > Do you have a composition that don't work like you expected? > > best, > > Achim Breidenbach > Boinx Software Ltd. > > On 29.08.2013, at 17:42, George Toledo wrote: > >> Should it be possible to render a bunch of points using the mesh renderer, >> and then to control z position by using a glsl vertex shader? >> _______________________________________________ >> Do not post admin requests to the list. They will be ignored. >> Quartzcomposer-dev mailing list ([email protected]) >> Help/Unsubscribe/Update your Subscription: >> https://lists.apple.com/mailman/options/quartzcomposer-dev/achim%40boinx.com >> >> This email sent to [email protected] > _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [email protected]

