simple openGL optimizations

Aug 24, 2006 at 3:26am

simple openGL optimizations

There are some abstractions missing from your text patch. Off the top
of my head, you will probably want to use the gridshape attribute
@displaylist 1. This caches the vertices on the graphics card. Also,
if each gridshape is vertex-wise the same. You can use just 1
gridshape with @automatic 0 set and give it the draw method along with
any attrs you want to change for however many times you want to draw
it. You can also use jit.gl.sketch’s ability to draw named ob3d
objects and use its ability to modify the OpenGL state machine to
handle how your object looks and drawing it with the draw_raw method.

HTH,
wes

#27280
Aug 26, 2006 at 9:43pm

Hey Wes,

Sorry I’m slow on the response. Question: I see in another post you
mention that there is a way to draw multiple objects by calling draw
repeatedly–you say there was a javascript-dev thread about it recently
(http://www.cycling74.com/forums/index.php?t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multiple+opengl#msg_64241).
Is this something that can only be done with javascript? I’m a bit
confused as to whether or not I can do this without using javascript,
and how I would go about it–would you mind elaborating a bit on this,
or pointing me in the direction of docs to tell me how I might do this?

Many thanks!

Dave

Wesley Smith wrote:
> There are some abstractions missing from your text patch. Off the top
> of my head, you will probably want to use the gridshape attribute
> @displaylist 1. This caches the vertices on the graphics card. Also,
> if each gridshape is vertex-wise the same. You can use just 1
> gridshape with @automatic 0 set and give it the draw method along with
> any attrs you want to change for however many times you want to draw
> it. You can also use jit.gl.sketch’s ability to draw named ob3d
> objects and use its ability to modify the OpenGL state machine to
> handle how your object looks and drawing it with the draw_raw method.
>
> HTH,
> wes

#82366
Aug 26, 2006 at 9:50pm

if you set an ob3D with the attribute @automatic 0, you can bang once
to draw, send a position -1 -1 -1, then bang again to draw again
(assuming you havent banged jit.gl.render in the meantime).

this way you can bang one object more than once to draw it more than
once.

something akin to:

#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P message 14 304 122 196617 position 0.5 -0.5 0 , bang;
#P message 30 282 127 196617 position -0.5 -0.5 0 , bang;
#P message 42 252 122 196617 position -0.5 0.5 0 , bang;
#P message 59 222 117 196617 position 0.5 0.5 0 , bang;
#P newex 14 201 53 196617 t b b b b;
#P window linecount 2;
#P hidden newex 177 354 389 196617 jit.gl.videoplane v001 @scale 1.
1. 1. @depth_enable 0 @blend_enable 1 @automatic 0 @dim 2 2 @texture
v001.GPUFXOut @scale 0.5 0.5 0.5 @depth_enable 0;
#P connect 5 0 0 0;
#P connect 4 0 0 0;
#P connect 2 0 0 0;
#P connect 3 0 0 0;
#P connect 1 3 2 0;
#P connect 1 2 3 0;
#P connect 1 1 4 0;
#P connect 1 0 5 0;
#P window clipboard copycount 6;

v a d e //

http://www.vade.info
abstrakt.vade.info

On Aug 26, 2006, at 5:43 PM, Dave Della Costa wrote:

> Hey Wes,
>
> Sorry I’m slow on the response. Question: I see in another post you
> mention that there is a way to draw multiple objects by calling draw
> repeatedly–you say there was a javascript-dev thread about it
> recently
> (http://www.cycling74.com/forums/index.php?
> t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multipl
> e+opengl#msg_64241).
> Is this something that can only be done with javascript? I’m a bit
> confused as to whether or not I can do this without using javascript,
> and how I would go about it–would you mind elaborating a bit on this,
> or pointing me in the direction of docs to tell me how I might do
> this?
>
> Many thanks!
>
> Dave
>
>
> Wesley Smith wrote:
>> There are some abstractions missing from your text patch. Off the
>> top
>> of my head, you will probably want to use the gridshape attribute
>> @displaylist 1. This caches the vertices on the graphics card.
>> Also,
>> if each gridshape is vertex-wise the same. You can use just 1
>> gridshape with @automatic 0 set and give it the draw method along
>> with
>> any attrs you want to change for however many times you want to draw
>> it. You can also use jit.gl.sketch’s ability to draw named ob3d
>> objects and use its ability to modify the OpenGL state machine to
>> handle how your object looks and drawing it with the draw_raw method.
>>
>> HTH,
>> wes

#82367
Aug 26, 2006 at 9:53pm

You can do this without javascript, it’s jsut going to be a pain in
the arse. Is there are reason you don’t want to use javascript? In
any case, there are several options for drawing geometry multiple
times:

1) use jit.gl.multiple in jitter 1.6
2) use javascript to manage drawing your objects in multiple ways
3) use sketch to manage the opengl state machine and draw your object
(JS or in a patch)
4) use a ton of messages to control your object and how it is drawn

If you opt to not use jit.gl.multiple, the most flexible way to do
this is via JS. You can do some object oriented type stuff in JS to
build a framework for drawing your geometry. This will be easy to
manage as you add complexity. If you did this with message boxes in a
patch, you would probably go insane. This was the point of the JS-dev
post. Take a look at the script I posted and I think you will come to
the same conclusion. If you don’t know JS, it’s not hard and it lets
you do things that would otherwise be very tedious to do in a patch.

best,
wes

On 8/26/06, Dave Della Costa wrote:
> Hey Wes,
>
> Sorry I’m slow on the response. Question: I see in another post you
> mention that there is a way to draw multiple objects by calling draw
> repeatedly–you say there was a javascript-dev thread about it recently
> (http://www.cycling74.com/forums/index.php?t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multiple+opengl#msg_64241).
> Is this something that can only be done with javascript? I’m a bit
> confused as to whether or not I can do this without using javascript,
> and how I would go about it–would you mind elaborating a bit on this,
> or pointing me in the direction of docs to tell me how I might do this?
>
> Many thanks!
>
> Dave
>
>
> Wesley Smith wrote:
> > There are some abstractions missing from your text patch. Off the top
> > of my head, you will probably want to use the gridshape attribute
> > @displaylist 1. This caches the vertices on the graphics card. Also,
> > if each gridshape is vertex-wise the same. You can use just 1
> > gridshape with @automatic 0 set and give it the draw method along with
> > any attrs you want to change for however many times you want to draw
> > it. You can also use jit.gl.sketch’s ability to draw named ob3d
> > objects and use its ability to modify the OpenGL state machine to
> > handle how your object looks and drawing it with the draw_raw method.
> >
> > HTH,
> > wes
>

#82368
Aug 26, 2006 at 10:10pm

Hey Wes,

I don’t really have any objection to using JS, in fact I like it, but
I’m just trying to get a handle on what’s going on in Max-world before I
do that–this message explains that to my satisfaction though, thank
you. I’m gonna mess around with it and check out your post (I think I
found it here:
http://www.cycling74.com/forums/index.php?t=msg&goto=62747&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=opengl#msg_62747)
and see what I can get.

Thanks again!

Dave

Wesley Smith wrote:
> You can do this without javascript, it’s jsut going to be a pain in
> the arse. Is there are reason you don’t want to use javascript? In
> any case, there are several options for drawing geometry multiple
> times:
>
> 1) use jit.gl.multiple in jitter 1.6
> 2) use javascript to manage drawing your objects in multiple ways
> 3) use sketch to manage the opengl state machine and draw your object
> (JS or in a patch)
> 4) use a ton of messages to control your object and how it is drawn
>
> If you opt to not use jit.gl.multiple, the most flexible way to do
> this is via JS. You can do some object oriented type stuff in JS to
> build a framework for drawing your geometry. This will be easy to
> manage as you add complexity. If you did this with message boxes in a
> patch, you would probably go insane. This was the point of the JS-dev
> post. Take a look at the script I posted and I think you will come to
> the same conclusion. If you don’t know JS, it’s not hard and it lets
> you do things that would otherwise be very tedious to do in a patch.
>
> best,
> wes
>
> On 8/26/06, Dave Della Costa wrote:
>> Hey Wes,
>>
>> Sorry I’m slow on the response. Question: I see in another post you
>> mention that there is a way to draw multiple objects by calling draw
>> repeatedly–you say there was a javascript-dev thread about it recently
>> (http://www.cycling74.com/forums/index.php?t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multiple+opengl#msg_64241).
>>
>> Is this something that can only be done with javascript? I’m a bit
>> confused as to whether or not I can do this without using javascript,
>> and how I would go about it–would you mind elaborating a bit on this,
>> or pointing me in the direction of docs to tell me how I might do this?
>>
>> Many thanks!
>>
>> Dave
>>
>>
>> Wesley Smith wrote:
>> > There are some abstractions missing from your text patch. Off the top
>> > of my head, you will probably want to use the gridshape attribute
>> > @displaylist 1. This caches the vertices on the graphics card. Also,
>> > if each gridshape is vertex-wise the same. You can use just 1
>> > gridshape with @automatic 0 set and give it the draw method along with
>> > any attrs you want to change for however many times you want to draw
>> > it. You can also use jit.gl.sketch’s ability to draw named ob3d
>> > objects and use its ability to modify the OpenGL state machine to
>> > handle how your object looks and drawing it with the draw_raw method.
>> >
>> > HTH,
>> > wes
>>

#82369
Aug 26, 2006 at 10:15pm

Ah, this is helpful…thanks Anton. So, I’m presuming the same thing
works if I add ‘texture’ to that as well? I need different textures for
each one, and what’s more, I need to be able to swap them out.

Can I use this technique if I need to go back and move each one
independently later on (I’m displaying three rows of six circles each,
like a grid, and they each need to be able to rotate independently based
on user interaction–motion detection). I apologize, I’m dense with
this OpenGL stuff: I didn’t pay close enough attention in class when you
and Josh were going over it, I guess. ;)

Thanks,
Dave

vade wrote:
> if you set an ob3D with the attribute @automatic 0, you can bang once to
> draw, send a position -1 -1 -1, then bang again to draw again (assuming
> you havent banged jit.gl.render in the meantime).
>
> this way you can bang one object more than once to draw it more than once.
>
> something akin to:
>
> #P window setfont “Sans Serif” 9.;
> #P window linecount 1;
> #P message 14 304 122 196617 position 0.5 -0.5 0 , bang;
> #P message 30 282 127 196617 position -0.5 -0.5 0 , bang;
> #P message 42 252 122 196617 position -0.5 0.5 0 , bang;
> #P message 59 222 117 196617 position 0.5 0.5 0 , bang;
> #P newex 14 201 53 196617 t b b b b;
> #P window linecount 2;
> #P hidden newex 177 354 389 196617 jit.gl.videoplane v001 @scale 1. 1.
> 1. @depth_enable 0 @blend_enable 1 @automatic 0 @dim 2 2 @texture
> v001.GPUFXOut @scale 0.5 0.5 0.5 @depth_enable 0;
> #P connect 5 0 0 0;
> #P connect 4 0 0 0;
> #P connect 2 0 0 0;
> #P connect 3 0 0 0;
> #P connect 1 3 2 0;
> #P connect 1 2 3 0;
> #P connect 1 1 4 0;
> #P connect 1 0 5 0;
> #P window clipboard copycount 6;
>
> *
> *
> *
> *
> *v a d e //*
> *
> *
> *www.vade.info*
> *abstrakt.vade.info*
>
>
> On Aug 26, 2006, at 5:43 PM, Dave Della Costa wrote:
>
>> Hey Wes,
>>
>> Sorry I’m slow on the response. Question: I see in another post you
>> mention that there is a way to draw multiple objects by calling draw
>> repeatedly–you say there was a javascript-dev thread about it recently
>> (http://www.cycling74.com/forums/index.php?t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multiple+opengl#msg_64241
>> < http://www.cycling74.com/forums/index.php?t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multiple+opengl#msg_64241>).
>> Is this something that can only be done with javascript? I’m a bit
>> confused as to whether or not I can do this without using javascript,
>> and how I would go about it–would you mind elaborating a bit on this,
>> or pointing me in the direction of docs to tell me how I might do this?
>>
>> Many thanks!
>>
>> Dave
>>
>>
>> Wesley Smith wrote:
>>> There are some abstractions missing from your text patch. Off the top
>>> of my head, you will probably want to use the gridshape attribute
>>> @displaylist 1. This caches the vertices on the graphics card. Also,
>>> if each gridshape is vertex-wise the same. You can use just 1
>>> gridshape with @automatic 0 set and give it the draw method along with
>>> any attrs you want to change for however many times you want to draw
>>> it. You can also use jit.gl.sketch’s ability to draw named ob3d
>>> objects and use its ability to modify the OpenGL state machine to
>>> handle how your object looks and drawing it with the draw_raw method.
>>>
>>> HTH,
>>> wes
>>>
jitter@cycling74.com
>> jitter@cycling74.com

>
>
> ————————————————————————
>

#82370
Aug 26, 2006 at 10:27pm

On 8/26/06, Dave Della Costa wrote:
> Ah, this is helpful…thanks Anton. So, I’m presuming the same thing
> works if I add ‘texture’ to that as well? I need different textures for
> each one, and what’s more, I need to be able to swap them out.
>

Of course you can do that.

> Can I use this technique if I need to go back and move each one
> independently later on (I’m displaying three rows of six circles each,
> like a grid, and they each need to be able to rotate independently based
> on user interaction–motion detection). I apologize, I’m dense with
> this OpenGL stuff: I didn’t pay close enough attention in class when you
> and Josh were going over it, I guess. ;)

You just need to keep track of 6 sets of data and apply them
appropriately. In JS, you could create 6 data structures to manage it
all and then use that data to draw the geometry 6 different ways.
Give it a shot. Try some things out to see what’s possible.

wes

#82371
Aug 26, 2006 at 10:29pm

no worries :) After seeing Wes’s response I was wondering If I was
missing something.

You could def use this technique to swap textures for the object.
Assuming the textures are created before hand with a [jit.gl.texture
context @name tex1] ( & tex2, tex3 etc))

it would be something like this (simplistic),

You could do something like use coll to manage the drawing commands/
messages you send to one object, so youd update the coll which would
contain the list of your drawing commands, and then ‘dump’ it to the
gl object in question.

it’d probably be better to use jit.gl.sketch, as you wouldnt need to
dump the coll every frame you loaded, but only when you needed a change.

you can use jit.gl.sketch’s ‘drawobject’ command to manage this for
you. check the help file, and if you want, I can make a patch that
does some of that.

v a d e //

http://www.vade.info
abstrakt.vade.info

On Aug 26, 2006, at 6:15 PM, Dave Della Costa wrote:

> Ah, this is helpful…thanks Anton. So, I’m presuming the same thing
> works if I add ‘texture’ to that as well? I need different
> textures for
> each one, and what’s more, I need to be able to swap them out.
>
> Can I use this technique if I need to go back and move each one
> independently later on (I’m displaying three rows of six circles each,
> like a grid, and they each need to be able to rotate independently
> based
> on user interaction–motion detection). I apologize, I’m dense with
> this OpenGL stuff: I didn’t pay close enough attention in class
> when you
> and Josh were going over it, I guess. ;)
>
> Thanks,
> Dave
>
>
> vade wrote:
>> if you set an ob3D with the attribute @automatic 0, you can bang
>> once to
>> draw, send a position -1 -1 -1, then bang again to draw again
>> (assuming
>> you havent banged jit.gl.render in the meantime).
>>
>> this way you can bang one object more than once to draw it more
>> than once.
>>
>> something akin to:
>>
>> #P window setfont “Sans Serif” 9.;
>> #P window linecount 1;
>> #P message 14 304 122 196617 position 0.5 -0.5 0 , bang;
>> #P message 30 282 127 196617 position -0.5 -0.5 0 , bang;
>> #P message 42 252 122 196617 position -0.5 0.5 0 , bang;
>> #P message 59 222 117 196617 position 0.5 0.5 0 , bang;
>> #P newex 14 201 53 196617 t b b b b;
>> #P window linecount 2;
>> #P hidden newex 177 354 389 196617 jit.gl.videoplane v001 @scale
>> 1. 1.
>> 1. @depth_enable 0 @blend_enable 1 @automatic 0 @dim 2 2 @texture
>> v001.GPUFXOut @scale 0.5 0.5 0.5 @depth_enable 0;
>> #P connect 5 0 0 0;
>> #P connect 4 0 0 0;
>> #P connect 2 0 0 0;
>> #P connect 3 0 0 0;
>> #P connect 1 3 2 0;
>> #P connect 1 2 3 0;
>> #P connect 1 1 4 0;
>> #P connect 1 0 5 0;
>> #P window clipboard copycount 6;
>>
>> *
>> *
>> *
>> *
>> *v a d e //*
>> *
>> *
>> *www.vade.info*
>> *abstrakt.vade.info*
>>
>>
>> On Aug 26, 2006, at 5:43 PM, Dave Della Costa wrote:
>>
>>> Hey Wes,
>>>
>>> Sorry I’m slow on the response. Question: I see in another post
>>> you
>>> mention that there is a way to draw multiple objects by calling draw
>>> repeatedly–you say there was a javascript-dev thread about it
>>> recently
>>> (http://www.cycling74.com/forums/index.php?
>>> t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multi
>>> ple+opengl#msg_64241
>>> < http://www.cycling74.com/forums/index.php?
>>> t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multi
>>> ple+opengl#msg_64241>).
>>> Is this something that can only be done with javascript? I’m a bit
>>> confused as to whether or not I can do this without using
>>> javascript,
>>> and how I would go about it–would you mind elaborating a bit on
>>> this,
>>> or pointing me in the direction of docs to tell me how I might do
>>> this?
>>>
>>> Many thanks!
>>>
>>> Dave
>>>
>>>
>>> Wesley Smith wrote:
>>>> There are some abstractions missing from your text patch. Off
>>>> the top
>>>> of my head, you will probably want to use the gridshape attribute
>>>> @displaylist 1. This caches the vertices on the graphics card.
>>>> Also,
>>>> if each gridshape is vertex-wise the same. You can use just 1
>>>> gridshape with @automatic 0 set and give it the draw method
>>>> along with
>>>> any attrs you want to change for however many times you want to
>>>> draw
>>>> it. You can also use jit.gl.sketch’s ability to draw named ob3d
>>>> objects and use its ability to modify the OpenGL state machine to
>>>> handle how your object looks and drawing it with the draw_raw
>>>> method.
>>>>
>>>> HTH,
>>>> wes
>>>>
jitter@cycling74.com
>>> jitter@cycling74.com

>>
>>
>> ———————————————————————
>> —
>>

#82372
Aug 26, 2006 at 10:31pm

oops:

#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P hidden newex 272 143 154 196617 jit.gl.texture v001 @name tex4;
#P hidden newex 272 117 154 196617 jit.gl.texture v001 @name tex3;
#P hidden newex 271 87 154 196617 jit.gl.texture v001 @name tex2;
#P hidden newex 272 54 154 196617 jit.gl.texture v001 @name tex1;
#P message 25 167 184 196617 position 0.5 -0.5 0 , texture tex4 ,
bang;
#P message 45 138 189 196617 position -0.5 -0.5 0 , texture tex3 ,
bang;
#P message 49 108 184 196617 position -0.5 0.5 0 , texture tex2 ,
bang;
#P message 66 78 182 196617 position 0.5 0.5 0 , texture tex1 , bang;
#P newex 21 57 53 196617 t b b b b;
#P window linecount 2;
#P hidden newex 184 210 389 196617 jit.gl.videoplane v001 @scale 1.
1. 1. @depth_enable 0 @blend_enable 1 @automatic 0 @dim 2 2 @texture
v001.GPUFXOut @scale 0.5 0.5 0.5 @depth_enable 0;
#P connect 1 0 5 0;
#P connect 1 1 4 0;
#P connect 1 2 3 0;
#P connect 1 3 2 0;
#P connect 3 0 0 0;
#P connect 2 0 0 0;
#P connect 4 0 0 0;
#P connect 5 0 0 0;
#P window clipboard copycount 10;

v a d e //

http://www.vade.info
abstrakt.vade.info

On Aug 26, 2006, at 6:15 PM, Dave Della Costa wrote:

> Ah, this is helpful…thanks Anton. So, I’m presuming the same thing
> works if I add ‘texture’ to that as well? I need different
> textures for
> each one, and what’s more, I need to be able to swap them out.
>
> Can I use this technique if I need to go back and move each one
> independently later on (I’m displaying three rows of six circles each,
> like a grid, and they each need to be able to rotate independently
> based
> on user interaction–motion detection). I apologize, I’m dense with
> this OpenGL stuff: I didn’t pay close enough attention in class
> when you
> and Josh were going over it, I guess. ;)
>
> Thanks,
> Dave
>
>
> vade wrote:
>> if you set an ob3D with the attribute @automatic 0, you can bang
>> once to
>> draw, send a position -1 -1 -1, then bang again to draw again
>> (assuming
>> you havent banged jit.gl.render in the meantime).
>>
>> this way you can bang one object more than once to draw it more
>> than once.
>>
>> something akin to:
>>
>> #P window setfont “Sans Serif” 9.;
>> #P window linecount 1;
>> #P message 14 304 122 196617 position 0.5 -0.5 0 , bang;
>> #P message 30 282 127 196617 position -0.5 -0.5 0 , bang;
>> #P message 42 252 122 196617 position -0.5 0.5 0 , bang;
>> #P message 59 222 117 196617 position 0.5 0.5 0 , bang;
>> #P newex 14 201 53 196617 t b b b b;
>> #P window linecount 2;
>> #P hidden newex 177 354 389 196617 jit.gl.videoplane v001 @scale
>> 1. 1.
>> 1. @depth_enable 0 @blend_enable 1 @automatic 0 @dim 2 2 @texture
>> v001.GPUFXOut @scale 0.5 0.5 0.5 @depth_enable 0;
>> #P connect 5 0 0 0;
>> #P connect 4 0 0 0;
>> #P connect 2 0 0 0;
>> #P connect 3 0 0 0;
>> #P connect 1 3 2 0;
>> #P connect 1 2 3 0;
>> #P connect 1 1 4 0;
>> #P connect 1 0 5 0;
>> #P window clipboard copycount 6;
>>
>> *
>> *
>> *
>> *
>> *v a d e //*
>> *
>> *
>> *www.vade.info*
>> *abstrakt.vade.info*
>>
>>
>> On Aug 26, 2006, at 5:43 PM, Dave Della Costa wrote:
>>
>>> Hey Wes,
>>>
>>> Sorry I’m slow on the response. Question: I see in another post
>>> you
>>> mention that there is a way to draw multiple objects by calling draw
>>> repeatedly–you say there was a javascript-dev thread about it
>>> recently
>>> (http://www.cycling74.com/forums/index.php?
>>> t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multi
>>> ple+opengl#msg_64241
>>> < http://www.cycling74.com/forums/index.php?
>>> t=msg&goto=64241&rid=0&S=1c80bf4ce3f43ad92103b2436169faa8&srch=multi
>>> ple+opengl#msg_64241>).
>>> Is this something that can only be done with javascript? I’m a bit
>>> confused as to whether or not I can do this without using
>>> javascript,
>>> and how I would go about it–would you mind elaborating a bit on
>>> this,
>>> or pointing me in the direction of docs to tell me how I might do
>>> this?
>>>
>>> Many thanks!
>>>
>>> Dave
>>>
>>>
>>> Wesley Smith wrote:
>>>> There are some abstractions missing from your text patch. Off
>>>> the top
>>>> of my head, you will probably want to use the gridshape attribute
>>>> @displaylist 1. This caches the vertices on the graphics card.
>>>> Also,
>>>> if each gridshape is vertex-wise the same. You can use just 1
>>>> gridshape with @automatic 0 set and give it the draw method
>>>> along with
>>>> any attrs you want to change for however many times you want to
>>>> draw
>>>> it. You can also use jit.gl.sketch’s ability to draw named ob3d
>>>> objects and use its ability to modify the OpenGL state machine to
>>>> handle how your object looks and drawing it with the draw_raw
>>>> method.
>>>>
>>>> HTH,
>>>> wes
>>>>
jitter@cycling74.com
>>> jitter@cycling74.com

>>
>>
>> ———————————————————————
>> —
>>

#82373

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