< Though that lr bug caused the problems with f. that we both have noted in
the past.
Right, I remember; however, I think the issue reverts back to what,
officially, a gerund is, or more generally what are admissible arguments to
train (`:6), agenda (@.), and tie (`) (and their products) because i
At some point you are supposed to use a 3D drawing program like Blender or
Maya, have it generate a ‘.obj’ file that contains all the vertex and coloring
information. People publish some open source ‘.obj’s of familiar characters.
That was ultimately my goal: Could I get J to read in a ‘.obj’ an
I got it for color. Now let me play with that a little.
Thanks,
On Sat, Feb 29, 2020 at 8:20 PM bill lam wrote:
> there is a
> glClearColor 0 0 0 0
> inside a_g_paint, or it should be 0 0 0 1?
>
> you can use a global noun say BColor to hold its value. If you want another
> color, you change the
there is a
glClearColor 0 0 0 0
inside a_g_paint, or it should be 0 0 0 1?
you can use a global noun say BColor to hold its value. If you want another
color, you change the content, eg 1 0 0 1, of this noun, and then gl_sel
and gl_paint to trigger a paint event to render according to the current
s
Bill,
You're going right over my head.
Can you show how a verb like "white" can change the background color to
white, for example,
or how a more general verb "background" can take a rgb vector argument? I'm
not versed in callbacks, for example.
Without such a feature "logo" style free inputs canno
you can setup state for drawing outside paint event, but all actual drawing
must happen inside paint event, the verb a_g_paint, the callback verb. It
is useless if you call the verb from your code or copying the commands
inside and execute them from your code.
For opengl drawing you need a opengl
Raul,
Yes, I have, and had, read that buffer page. It does not shed light on your
comment for me.
Regarding 'paint'ing, your comment makes sense, but is not prescriptive
enough for me to move forward.
I have experimented in several ways but with no usable results.
For example, I tried the follo
There are a variety of ways you could draw eyes. But, as a matter of
priorities, I would first focus in laying down a trail (or sequence of
turtles) indicating the turtle's path.
You could use a texture (internal image) to put eyes on your turtle. You
could do something like a soccer ball with onl
Have you read the second paragraph at
https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBindBuffer.xml
?
As for your paint issue--you're basically going to need instructions in the
paint callback which lays down geometry (or whatever) for your painted
surface.
Does this make sense?
Very nice, Tom.
I removed 1,"1~
from colorData1=: 1&fc ,1,"1~_3]\3#"2] 0&". ;._2 [ 0 : 0
and got 1-color tetrahedral faces.
In a_g_paint changing glClearColor 0 0 0 0 to glClearColor 0 0 0 1
produce black background for the window.
I'm anxious to figure out more, like how to put static eyes on t
Attached is a running copy that uses Brian’s tetrahedron with the original cube
and now they are both side by side. Spinning around.
I expand vbo to handle this with one buffer name that is a list of glGenBuffers
locations. I print out what
I receive back from the buffer call. This shows what
It's a wiki. Please right the ship as you see fit. New entries
http://rosettacode.org/wiki/Angles_(geometric),_normalization_and_conversion
http://rosettacode.org/wiki/Approximate_Equality
--
For information about J forums see
Attached is a running copy of the tetrahedron (turtle?) script.
--
(B=)
cocurrent 'demoshader'
mp=: (+/ . *)"2
copies =: $,:
sprog=: 0
GLSL=: 0
STOP=: 0
A=: 0 : 0
pc a;
minwh 300 300;cc g opengl flush;
rem form end;
)
a_run=: 3 : 0
NB. if. -. checkrequire_qtdemo_ 'gles';'api/gles' do. return.
Raul (et al),
I'm not sure I understand your question/observation.
By freeing up buffers do you mean something like the following (that is,
the 0 there)?
glBindBuffer GL_ARRAY_BUFFER;0
On another note, or perhaps a continuation of your point, please read on.
In my turtle graphics script I want
The code I was looking at freed the buffers during initialization (before
any paint operations). That might work better if there's no additional
buffers being created, but it's probably not ideal.
Do you have anything like that in your code?
Thanks,
--
Raul
On Sat, Feb 29, 2020 at 12:41 AM Tho
Ah, I missed the vbo bug that needed to fix for j807.
with these 2 fixes, I can see a solid color tetrahedron.
press z and x to rotate to see all faces.
vbo=: >@{:glGenBuffers 2;2#_1
colorData=: 1&fc , 3# 0&". ;._2 [ 0 : 0
1 0 0
0 1 0
0 0 1
1 1 0
)
the color of the 3 vertex of the first triangl
2 comments below.
0) I confirmed that scaling the original vertices DOES rescale the object.
Before it did not. (Increasing the 10 in the line below reduces the
tetrahedron's size.)
vertexData=: 1&fc ,1 2 0 0 2 3 3 2 1 1 0 3{4 3$, %&10, 0&". ;._2 [ 0 : 0
1) A couple of simple changes enabled me
Thomas and Bill,
Raul has done some terrific sleuthing and may have found a key problem.
He found that the shader.ijs needs the following line to work properly.
vbo=: 2 {:: glGenBuffers 2;2#_1
Another key problem I stumbled on is vertex sequence for the tetrahedron.
Apparently, just winding is n
I think there maybe some bug in shader, in that if colorData is multiplied
by 1.2 , the tetrahedron became bigger, if multiplied by 0.5, it became
smaller. Don't know why color will change the size.
On Fri, Feb 28, 2020, 9:52 PM Brian Schott wrote:
> Bill, especially (Thomas, Raul, and others),
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