jellocube/ribbon how it works?
category: code [glöplog]
i've read a lot of forums, still doesn't understand: how to build cube?
Use different frames from an animation of a rotating cube for each horizontal line.
use a matrix on tesselated cube.
diffferent frames animation a'int suitable on BlitzBasic 3D
it is, you just do everything in software
maybe guyz are right:
http://engene.se/cube2.html
just my thinko, a sample differs from da algo....
http://engene.se/cube2.html
just my thinko, a sample differs from da algo....
Maybe it's time to switch to a better programming language if you get hit by silly limitations.
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Maybe it's time to switch to a better programming language if you get hit by silly limitations.
huh, is it suppose to sounds wise or funny?
http://www.lomont.org/Software/
nice puzzle
Either use vertex shaders or get some balls and code C.
Anyway different models for each frame works for navis.
Anyway different models for each frame works for navis.
What Preacher said. Stop being stuck at BASIC-like languages and get to the real thing... delphi, c(++), or asm. You obviously suffer from the limitations of your development environment.
To answer the real question:
- Use different frames from an animation of a rotating cube for each horizontal line (like preacher said)
- Use a matrix on tesselated cube (like bartoshe said)
- Raymarch an iso-surface with domain distortion. We did this for http://www.pouet.net/prod.php?which=53569
To answer the real question:
- Use different frames from an animation of a rotating cube for each horizontal line (like preacher said)
- Use a matrix on tesselated cube (like bartoshe said)
- Raymarch an iso-surface with domain distortion. We did this for http://www.pouet.net/prod.php?which=53569
fuck the c++, it is not a holywar.
i just try to understand how effect works.. and i do not know how to copy part of cube's frame using OpenGL(
it's not limitation of Basic/Pascal/Asm, this is just my empty head. that's it.
i just try to understand how effect works.. and i do not know how to copy part of cube's frame using OpenGL(
it's not limitation of Basic/Pascal/Asm, this is just my empty head. that's it.
You could theoretically do that with glCopyTexSubImage2D (render the animation into multiple textures and draw parts of those), or by rendering the cube multiple times with different amount of rotation and using glScissor or the stencil buffer to limit the area where the cube is drawn.
However, for OpenGL, a tesselated cube (lots of polygons on each side) with a vertex shader that deforms it somehow is the best choice.
However, for OpenGL, a tesselated cube (lots of polygons on each side) with a vertex shader that deforms it somehow is the best choice.
What Preacher is describing can be done entirely in software as a 2d effect no matter the graphics API or programming language, using simple trigonometric functions. Very similar to how you'd do a twister.
trigonometric functions are clear- torotate vertices. i've found app, guy used Open GL o_O.
and if you take a look at WACO 4k intro, u'll find the way. maybe.
and if you take a look at WACO 4k intro, u'll find the way. maybe.
Actually, it's probably easier to do this type of thing in Blitz3D/BMax than in many other languages. Also, thanks for informing us know Delphi still exists.
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i've found app, guy used Open GL o_O.
funny.
@Rowley Birkin: i've found example on the Blitz, now it's clear.
duhhh.
amiganuts has madskillz. on da pc rubber one looks smooth(
amiganuts has madskillz. on da pc rubber one looks smooth(