Re: [PD] transparency in models

2008-04-05 Thread Roman Haefeli
On Fri, 2008-04-04 at 22:42 -0400, marius schebella wrote:
 Hi,
 I want to apply colors (or textures) with alpha values to obj. models 
 and then turn them around, but I am having problems if I rotate the 
 objects. this actually causes problems with standard geos, too...
 I searched the archives for that problem but I found no real answer. 
 maybe because there is none?

iirc, it was discussed before (otherwise i wouldn't be able to write you
a reply).

from what i understand, alpha rendering depends on rendering order.
first, the textures most behind need to be rendered in order to get
transparency for textures more in front. 

 what is necessary to get transparency working from all different 
 viewpoints?

i don't know if there is a general solution. would be interested as
well.

  I tried to play around with GEMglDepthFunc and other stuff, 
 but not with the correct result. (correct maybe, but not what I wanted.)
 any help? thanks,

i don't know about [GEMglDepthFunc], but a not very realistic approach
could be to split a model into its planes and change the rendering order
of the planes dynamically, so that most-behind planes are rendered first
and most-in-front planes rendered last. calculating the correct
rendering order needs a lot of math and i don't quit know how to do it.


roman
 




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Re: [PD] transparency in models

2008-04-05 Thread niko
hi H, list
in my experience the proper order of objects is

gemhead
I
pix_image
I
alpha 1
I
colorRGB
I
pix_texture
I
model

you can then play with the last inlet of [colorRGB] to fade in/out 
geos/models. Correct me if im wrong - [alpha 1] should be before 
[pix_texture] in the chain to be rendered correctly.
here are two of my patches using a lot of transparency tricks, hope this 
helps

www.njeremic.ecobytes.net/files/vj-live1.zip
www.njeremic.ecobytes.net/files/baum_pd_patch.zip

greetings
n.


Roman Haefeli wrote:
 On Fri, 2008-04-04 at 22:42 -0400, marius schebella wrote:
 Hi,
 I want to apply colors (or textures) with alpha values to obj. models 
 and then turn them around, but I am having problems if I rotate the 
 objects. this actually causes problems with standard geos, too...
 I searched the archives for that problem but I found no real answer. 
 maybe because there is none?
 
 iirc, it was discussed before (otherwise i wouldn't be able to write you
 a reply).
 
 from what i understand, alpha rendering depends on rendering order.
 first, the textures most behind need to be rendered in order to get
 transparency for textures more in front. 
 
 what is necessary to get transparency working from all different 
 viewpoints?
 
 i don't know if there is a general solution. would be interested as
 well.
 
  I tried to play around with GEMglDepthFunc and other stuff, 
 but not with the correct result. (correct maybe, but not what I wanted.)
 any help? thanks,
 
 i don't know about [GEMglDepthFunc], but a not very realistic approach
 could be to split a model into its planes and change the rendering order
 of the planes dynamically, so that most-behind planes are rendered first
 and most-in-front planes rendered last. calculating the correct
 rendering order needs a lot of math and i don't quit know how to do it.
 
 
 roman
  
 
 
   
   
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Re: [PD] transparency in models

2008-04-05 Thread cyrille henry
hello,

for what i know, this is a openGL limitation, with no generic hardware solution.

cyrille

marius schebella a écrit :
 Hi,
 I want to apply colors (or textures) with alpha values to obj. models 
 and then turn them around, but I am having problems if I rotate the 
 objects. this actually causes problems with standard geos, too...
 I searched the archives for that problem but I found no real answer. 
 maybe because there is none?
 what is necessary to get transparency working from all different 
 viewpoints? I tried to play around with GEMglDepthFunc and other stuff, 
 but not with the correct result. (correct maybe, but not what I wanted.)
 any help? thanks,
 marius.
 
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Re: [PD] transparency in models

2008-04-05 Thread Roman Haefeli
On Sat, 2008-04-05 at 12:47 +0200, niko wrote:

 www.njeremic.ecobytes.net/files/baum_pd_patch.zip

hi again. i stumbled across a rendering of this one somewhere, can't
recall where exactly. however, i just wanted to say, that i really
enjoyed it.

roman





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Re: [PD] transparency in models

2008-04-05 Thread Roman Haefeli
On Sat, 2008-04-05 at 12:47 +0200, niko wrote:
 hi H, list
 in my experience the proper order of objects is

as far as i understand marius, he doesn't have troubles with
implementing transparency in general. the problem is rather, that if you
have a cube for example and you apply a texture with transparency to it,
it works well, but if you rotate the cube around 180°, transparency
doesn't work anymore. or more correct: transparent parts of the plane in
front don't show parts of the plane behind, but of the background (or
whatever was rendered first _and_ is behind the front plane).

sorry, if i repeat myself, but i have troubles finding a better
explanation.


roman


 gemhead
 I
 pix_image
 I
 alpha 1
 I
 colorRGB
 I
 pix_texture
 I
 model
 
 you can then play with the last inlet of [colorRGB] to fade in/out 
 geos/models. Correct me if im wrong - [alpha 1] should be before 
 [pix_texture] in the chain to be rendered correctly.
 here are two of my patches using a lot of transparency tricks, hope this 
 helps
 
 www.njeremic.ecobytes.net/files/vj-live1.zip
 www.njeremic.ecobytes.net/files/baum_pd_patch.zip
 
 greetings
 n.





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Re: [PD] transparency in models

2008-04-05 Thread niko
thanx
i already posted it here before
there is a videoof it
http://www.njeremic.ecobytes.net/njeremic/videos/baum_net.mov
greets. n.

p.s.
sorry for not understanding the original post question
i also needed a long time to understand transparency in gem/openGL

Roman Haefeli wrote:
 On Sat, 2008-04-05 at 12:47 +0200, niko wrote:
 
 www.njeremic.ecobytes.net/files/baum_pd_patch.zip
 
 hi again. i stumbled across a rendering of this one somewhere, can't
 recall where exactly. however, i just wanted to say, that i really
 enjoyed it.
 
 roman
 
 
 
   
   
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Re: [PD] transparency in models

2008-04-05 Thread marius schebella
but I have the impression that some program manage to solve that 
problem. I am not sure how, but if there is a solution, then it should 
also be possible to use it in gem.
often I am not sure if people are talking about single objects or 
secenes. but afaik it has something to do with a z-buffer, like it would 
be possible to render the obj coordinates from the camera viewpoint into 
a special alpha channel/buffer and then use that information to define 
the renderorder for the texture. but not sure at all, if this is my 
fantasy or if that is really how it works. I know that shadows also se 
weird buffers and viewpoint manipulations to work.
thanks roman, cyrille for your answers, I am aware of the discussions in 
the archive, maybe some more talk brings us further...
marius.

cyrille henry wrote:
 hello,
 
 for what i know, this is a openGL limitation, with no generic hardware 
 solution.
 
 cyrille
 
 marius schebella a écrit :
 Hi,
 I want to apply colors (or textures) with alpha values to obj. models 
 and then turn them around, but I am having problems if I rotate the 
 objects. this actually causes problems with standard geos, too...
 I searched the archives for that problem but I found no real answer. 
 maybe because there is none?
 what is necessary to get transparency working from all different 
 viewpoints? I tried to play around with GEMglDepthFunc and other 
 stuff, but not with the correct result. (correct maybe, but not what I 
 wanted.)
 any help? thanks,
 marius.

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Re: [PD] transparency in models

2008-04-05 Thread Jack

Hello Roman, Marius, Niko and list !
Here a small patch for this problem.
Sorry, i have not enough time for a patch with dynamic creation of geos.
++

Jack



testorder1.pd
Description: Binary data


Le 5 avr. 08 à 13:06, Roman Haefeli a écrit :


On Sat, 2008-04-05 at 12:47 +0200, niko wrote:

hi H, list
in my experience the proper order of objects is


as far as i understand marius, he doesn't have troubles with
implementing transparency in general. the problem is rather, that  
if you
have a cube for example and you apply a texture with transparency  
to it,

it works well, but if you rotate the cube around 180°, transparency
doesn't work anymore. or more correct: transparent parts of the  
plane in

front don't show parts of the plane behind, but of the background (or
whatever was rendered first _and_ is behind the front plane).

sorry, if i repeat myself, but i have troubles finding a better
explanation.


roman



gemhead
I
pix_image
I
alpha 1
I
colorRGB
I
pix_texture
I
model

you can then play with the last inlet of [colorRGB] to fade in/out
geos/models. Correct me if im wrong - [alpha 1] should be before
[pix_texture] in the chain to be rendered correctly.
here are two of my patches using a lot of transparency tricks,  
hope this

helps

www.njeremic.ecobytes.net/files/vj-live1.zip
www.njeremic.ecobytes.net/files/baum_pd_patch.zip

greetings
n.






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Re: [PD] transparency in models

2008-04-05 Thread Jack
In fact, it's not very good, because the position depends on the  
center of the geos.
But it can be useful in certain case.
++

Jack


Le 5 avr. 08 à 15:23, Jack a écrit :

 Hello Roman, Marius, Niko and list !
 Here a small patch for this problem.
 Sorry, i have not enough time for a patch with dynamic creation of  
 geos.
 ++

 Jack

 testorder1.pd
 Le 5 avr. 08 à 13:06, Roman Haefeli a écrit :

 On Sat, 2008-04-05 at 12:47 +0200, niko wrote:
 hi H, list
 in my experience the proper order of objects is

 as far as i understand marius, he doesn't have troubles with
 implementing transparency in general. the problem is rather, that  
 if you
 have a cube for example and you apply a texture with transparency  
 to it,
 it works well, but if you rotate the cube around 180°, transparency
 doesn't work anymore. or more correct: transparent parts of the  
 plane in
 front don't show parts of the plane behind, but of the background (or
 whatever was rendered first _and_ is behind the front plane).

 sorry, if i repeat myself, but i have troubles finding a better
 explanation.


 roman


 gemhead
 I
 pix_image
 I
 alpha 1
 I
 colorRGB
 I
 pix_texture
 I
 model

 you can then play with the last inlet of [colorRGB] to fade in/out
 geos/models. Correct me if im wrong - [alpha 1] should be before
 [pix_texture] in the chain to be rendered correctly.
 here are two of my patches using a lot of transparency tricks,  
 hope this
 helps

 www.njeremic.ecobytes.net/files/vj-live1.zip
 www.njeremic.ecobytes.net/files/baum_pd_patch.zip

 greetings
 n.



  
  
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Re: [PD] transparency in models

2008-04-05 Thread marius schebella
hmm, something in your patch is crashing my pd, the transparency is also 
not working correct, in some situations the render order is still wrong 
(when circles are rotated and the scene as a whole) and I also get 
flicker when the render order changes.
plus, this still does not help me with wavefront models...
but in theory something like changing the render order is the solution.
marius.

Jack wrote:
 Hello Roman, Marius, Niko and list !
 Here a small patch for this problem.
 Sorry, i have not enough time for a patch with dynamic creation of geos.
 ++
 
 Jack
 
 
 Le 5 avr. 08 à 13:06, Roman Haefeli a écrit :
 
 On Sat, 2008-04-05 at 12:47 +0200, niko wrote:
 hi H, list
 in my experience the proper order of objects is

 as far as i understand marius, he doesn't have troubles with
 implementing transparency in general. the problem is rather, that if you
 have a cube for example and you apply a texture with transparency to it,
 it works well, but if you rotate the cube around 180°, transparency
 doesn't work anymore. or more correct: transparent parts of the plane in
 front don't show parts of the plane behind, but of the background (or
 whatever was rendered first _and_ is behind the front plane).

 sorry, if i repeat myself, but i have troubles finding a better
 explanation.


 roman


 gemhead
 I
 pix_image
 I
 alpha 1
 I
 colorRGB
 I
 pix_texture
 I
 model

 you can then play with the last inlet of [colorRGB] to fade in/out
 geos/models. Correct me if im wrong - [alpha 1] should be before
 [pix_texture] in the chain to be rendered correctly.
 here are two of my patches using a lot of transparency tricks, hope this
 helps

 www.njeremic.ecobytes.net/files/vj-live1.zip
 www.njeremic.ecobytes.net/files/baum_pd_patch.zip

 greetings
 n.



 

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Re: [PD] transparency in models

2008-04-05 Thread chris clepper
You want to sort by Z which requires special depth sorting code in the
external.  The model object uses a display list so you would have to stop
using that and move to vertex arrays for decent performance.

On Sat, Apr 5, 2008 at 7:21 AM, marius schebella [EMAIL PROTECTED]
wrote:

 but I have the impression that some program manage to solve that
 problem. I am not sure how, but if there is a solution, then it should
 also be possible to use it in gem.
 often I am not sure if people are talking about single objects or
 secenes. but afaik it has something to do with a z-buffer, like it would
 be possible to render the obj coordinates from the camera viewpoint into
 a special alpha channel/buffer and then use that information to define
 the renderorder for the texture. but not sure at all, if this is my
 fantasy or if that is really how it works. I know that shadows also se
 weird buffers and viewpoint manipulations to work.
 thanks roman, cyrille for your answers, I am aware of the discussions in
 the archive, maybe some more talk brings us further...
 marius.

 cyrille henry wrote:
  hello,
 
  for what i know, this is a openGL limitation, with no generic hardware
  solution.
 
  cyrille
 
  marius schebella a écrit :
  Hi,
  I want to apply colors (or textures) with alpha values to obj. models
  and then turn them around, but I am having problems if I rotate the
  objects. this actually causes problems with standard geos, too...
  I searched the archives for that problem but I found no real answer.
  maybe because there is none?
  what is necessary to get transparency working from all different
  viewpoints? I tried to play around with GEMglDepthFunc and other
  stuff, but not with the correct result. (correct maybe, but not what I
  wanted.)
  any help? thanks,
  marius.
 
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[PD] transparency in models

2008-04-04 Thread marius schebella
Hi,
I want to apply colors (or textures) with alpha values to obj. models 
and then turn them around, but I am having problems if I rotate the 
objects. this actually causes problems with standard geos, too...
I searched the archives for that problem but I found no real answer. 
maybe because there is none?
what is necessary to get transparency working from all different 
viewpoints? I tried to play around with GEMglDepthFunc and other stuff, 
but not with the correct result. (correct maybe, but not what I wanted.)
any help? thanks,
marius.

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