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jitter possibilities

November 14, 2010 | 12:12 am

Hello,

i am currently working on a new project.

[attachment=145999,1367]

Attachments:
  1. prototype.jpg

November 14, 2010 | 12:19 am

i made a protoype in processing (the image above is the prototype in processing), but i want to continue in jitter because of some reasons. So i need some information how to continue in the best way.

my aim is to render all the points with a texture and i want to move the points every point point by point. So my idea was to make a matrix with the position information. But i don’t know what’s the best way to render the textures (will be about 5000 points) and move every single point through a matrix. I hope u understand what i want to do and you can give me any hints about that issue.


November 14, 2010 | 5:13 pm

Are you familiar with the OpenGL functionality? In a jit.gl.mesh object for example, you can dump the position and texture information in separate float32 matrices.
Then you can render the geometry in the form of points, lines, line_loops etc with the message [draw_mode points].
As for the texture, you could link a [jit.gl.texture] to this mesh, this objects offers you the possibility of using different texture mappings.



efe
November 15, 2010 | 8:20 am

If your interest is to create a particle system i would go for java-jitter so you can create a huge array of instances of a single class(in this case your particles). Then, as Beatriz says, i would use that with a combination of jit.gl.mesh and jit.gl.texture. In the case of the texturing you can try with shaders and slabs so you can modify the textures in different ways.


November 16, 2010 | 2:50 pm

thank you for the answers. I will take a look on it.


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