Colored Lights


    Nov 05 2008 | 5:45 pm
    Hi Listers,
    I'm trying to place many colored lights in the space around an object that is moving.
    I've looked at the #35 Lights and Fog Tutorial and it does not indicate how this might be possible.
    The patcher below puts the lights in space but I don't know how to make them both turned on at the same time
    and each have its own color.
    I eventually want to have as many as eight lights in this environment. I know the rendering time may be
    lengthy but I'm rendering a video for a DVD and making high-res stills and rendering time is not an issue.
    I hope someone can modify the patcher below or point to another source which will instruct me in this.
    Many thanks in advance.
    Chuck Henry

    • Nov 05 2008 | 8:55 pm
      Currently, you need to use jit.gl.sketch and gl commands for multiple light sources.
      I believe there are a few examples floating around in the forum archive.
      -Ben
    • Nov 05 2008 | 10:44 pm
      Thanks for your quick reply Ben.
      I can only use the multiple lights with Gridshapes on this work. I'm hoping someone can write a JS script for each colored light to go with Gridshapes. If this is not possible, does anyone know if this is in development? It seems to me that it would be very useful for many. chuck
      -----Original Message----- From: jitter-bounces@cycling74.com [mailto:jitter-bounces@cycling74.com] On Behalf Of Ben Bracken Sent: Wednesday, November 05, 2008 3:56 PM Subject: [jitter] Re: Colored Lights
      Currently, you need to use jit.gl.sketch and gl commands for multiple light sources.
      I believe there are a few examples floating around in the forum archive.
      -Ben
    • Nov 05 2008 | 11:19 pm
      if you are using gridshape, you can draw these objects by naming the gridshape instance and using the 'drawobject' command to jit.gl.sketch. Check out the [object_commands] and [gl_commands] subpatchers in jit.gl.sketch's help patch.
      All the best, -Ben
    • Nov 06 2008 | 12:42 am
      Many thanks Ben, I'll give it a try tonight and let you know how it goes. Cheers, Chuck
      -----Original Message----- From: jitter-bounces@cycling74.com [mailto:jitter-bounces@cycling74.com] On Behalf Of Ben Bracken Sent: Wednesday, November 05, 2008 6:20 PM Subject: [jitter] Re: RE: Re: Colored Lights
      if you are using gridshape, you can draw these objects by naming the gridshape instance and using the 'drawobject' command to jit.gl.sketch. Check out the [object_commands] and [gl_commands] subpatchers in jit.gl.sketch's help patch.
      All the best, -Ben
    • Nov 06 2008 | 11:15 am
      Chuck, I've written some articles about lighting and jitter on my website. They cover single and multiple lights using jit.gl.sketch and attempt to show how openGL lights are integrated with jitter. There are also some example patches to explore. http://www.pelado.co.uk/2008/10/02/exploring-lighting-in-jitter-part-1/ http://www.pelado.co.uk/2008/10/02/exploring-lighting-in-jitter-part-2-using-jitglsketch/
      Hopefully they can help you get started.
      pelado
    • Nov 06 2008 | 4:32 pm
      I'm finding much interesting info on your site .. Many thanks!!
      Cheers, Chuck
      _____
      From: jitter-bounces@cycling74.com [mailto:jitter-bounces@cycling74.com] On Behalf Of pelado Sent: Thursday, November 06, 2008 6:16 AM Subject: Re: [jitter] Re: RE: Re: Colored Lights
      Chuck, I've written some articles about lighting and jitter on my website. They cover single and multiple lights using jit.gl.sketch and attempt to show how openGL lights are integrated with jitter. There are also some example patches to explore.
      Hopefully they can help you get started.
      pelado
    • Nov 16 2008 | 6:32 pm
      Hi Pelado and Rob Ramierez,
      Pelado,
      Thanks again for the links and the information therein. I've been working on one gridshape with "Lighting with sketch" and I've stripped it down as much as I can without hurting myself or any of the neighbors :-) I did manage to light a sphere with 8 lights and I got it to work by saving the "eight lights.txt" in the same folder in one of my Options/File Preferences. I'd like to combine it with the "RamVID_SkLiteG.txt" patcher.
      Rob,
      You saved the day with your help on this . you did most of the heavy lifting.
      The "jit.gl.multiple" and the "p Audio Control" patchers use 3 sine waves to modulate one gridshape sphere's xyz shape axes and 3 more sine waves to translate the sphere's position in space and 4 more sine waves to modulate the same sphere's color and 3 more sine waves to move the camera and 3 more sine waves to move the "lookat attribute" etc. The single sphere leaves a trail of its path and the path also leaves a trail (due to the camera's movement. The "multiple" sphere has a uniform color that gradually changes from one incremental step to the next.
      Pelado and Rob,
      As you will see in this combined version, there seem to be two separate systems implemented. How can I make the Eight Lights sphere become the one that is much more animated by combining these two systems? That will make the trails that much more interesting by seeing the color of the sphere as it interacts with the eight lights. It's nice that the eight lights seem to be attached to the sphere because when the sphere rotates the colors also rotate with it. That will leave a very colorful trail. Having control over the color and reflectivity of the object the brightness and color of the 8 lights will be ideal.
      There are a few things that I have not been able to figure out with this patcher:
      1. When it starts, there are a few stray spheres appear and persist for a while . very annoying.
      2. Fullscreen strobing and artifacts .. Grrrrrr.
      If either of you can help with this, I will appreciate it and anyone else who can help .. Please do.
      All the best,
      Chuck Henry
      0, glenable color_material; 1, glmaterial front ambient_and_diffuse 1. 1. 1. 1.; 2, glmaterial front specular 1. 1. 1. 1.; 3, glmaterial front emission 0. 0. 0. 1.; 4, glmaterial front shininess 1.; 5, glmaterial back ambient_and_diffuse 1. 1. 1. 1.; 6, glmaterial back specular 1. 1. 1. 1.; 7, glmaterial back emission 0. 0. 0. 1.; 8, glmaterial back shininess 1.; 9, gllightmodel ambient 0. 0. 0. 1.; 10, gllightmodel two_side 0; 11, gllightmodel local_viewer 1; 12, gllight light0 ambient 0. 0. 0. 1.; 13, gllight light0 diffuse 0. 0. 0. 1.; 14, gllight light0 specular 0.3 0. 0. 1.; 15, gllight light0 position 0. 20. -28. 0.; 16, gllight light0 spot_cutoff 180.; 17, gllight light0 spot_direction 0. 0. 0.; 18, gllight light0 spot_exponent 0.; 19, gllight light0 constant_attenuation 0.; 20, gllight light0 linear_attenuation 0.05; 21, gllight light0 quadratic_attenuation 0.; 22, glenable light0; 23, gllight light1 ambient 0. 0. 0. 1.; 24, gllight light1 diffuse 0. 0. 0. 1.; 25, gllight light1 specular 0.4 0.4 0. 1.; 26, gllight light1 position 20. -20. -20. 0.; 27, gllight light1 spot_cutoff 180.; 28, gllight light1 spot_direction 0. 0. 0.; 29, gllight light1 spot_exponent 0.; 30, gllight light1 constant_attenuation 0.; 31, gllight light1 linear_attenuation 0.05; 32, gllight light1 quadratic_attenuation 0.; 33, glenable light1; 34, gllight light2 ambient 0. 0. 0. 1.; 35, gllight light2 diffuse 0. 0. 0. 1.; 36, gllight light2 specular 0. 0.4 0. 1.; 37, gllight light2 position 28. 20. 0. 0.; 38, gllight light2 spot_cutoff 180.; 39, gllight light2 spot_direction 0. 0. 0.; 40, gllight light2 spot_exponent 0.; 41, gllight light2 constant_attenuation 0.; 42, gllight light2 linear_attenuation 0.05; 43, gllight light2 quadratic_attenuation 0.; 44, glenable light2; 45, gllight light3 ambient 0. 0. 0. 1.; 46, gllight light3 diffuse 0. 0. 0. 1.; 47, gllight light3 specular 0. 0. 0.1 1.; 48, gllight light3 position 20 -20. 20. 0.; 49, gllight light3 spot_cutoff 180.; 50, gllight light3 spot_direction 0. 0. 0.; 51, gllight light3 spot_exponent 0.; 52, gllight light3 constant_attenuation 0.; 53, gllight light3 linear_attenuation 0.05; 54, gllight light3 quadratic_attenuation 0.; 55, glenable light3; 56, gllight light4 ambient 0. 0. 1. 1.; 57, gllight light4 diffuse 0. 0. 0. 1.; 58, gllight light4 specular 0. 0.4 0. 1.; 59, gllight light4 position 0. 20. 28. 0.; 60, gllight light4 spot_cutoff 180.; 61, gllight light4 spot_direction 0. 0. 0.; 62, gllight light4 spot_exponent 0.; 63, gllight light4 constant_attenuation 0.; 64, gllight light4 linear_attenuation 0.05; 65, gllight light4 quadratic_attenuation 0.; 66, glenable light4; 67, gllight light5 ambient 0. 0. 0. 1.; 68, gllight light5 diffuse 0. 0. 0. 1.; 69, gllight light5 specular 0. 0. 0.1 1.; 70, gllight light5 position -20. -20. 20. 0.; 71, gllight light5 spot_cutoff 180.; 72, gllight light5 spot_direction 0. 0. 0.; 73, gllight light5 spot_exponent 0.; 74, gllight light5 constant_attenuation 0.; 75, gllight light5 linear_attenuation 0.05; 76, gllight light5 quadratic_attenuation 0.; 77, glenable light5; 78, gllight light6 ambient 0. 0. 0. 1.; 79, gllight light6 diffuse 0. 0. 0. 1.; 80, gllight light6 specular 0.3 0. 0. 1.; 81, gllight light6 position -28. 20. 0. 0.; 82, gllight light6 spot_cutoff 180.; 83, gllight light6 spot_direction 0. 0. 0.; 84, gllight light6 spot_exponent 0.; 85, gllight light6 constant_attenuation 0.; 86, gllight light6 linear_attenuation 0.05; 87, gllight light6 quadratic_attenuation 0.; 88, glenable light6; 89, gllight light7 ambient 0. 0. 0. 1.; 90, gllight light7 diffuse 0. 0. 0. 1.; 91, gllight light7 specular 0.4 0.4 0.1.; 92, gllight light7 position -20. -20. -20. 0.; 93, gllight light7 spot_cutoff 180.; 94, gllight light7 spot_direction 0. 0. 0.; 95, gllight light7 spot_exponent 0.; 96, gllight light7 constant_attenuation 0.; 97, gllight light7 linear_attenuation 0.05; 98, gllight light7 quadratic_attenuation 0.; 99, glenable light7; 100, glenable lighting; 101, glenable normalize;
    • Nov 17 2008 | 2:35 pm
      Chuck, I had a quick look at your patch this morning and here are a few comments: I think you need to understand what each element is doing in the patch and get to grips with it. Then you can move into making it more efficient and doing what you want it to do.
      For a start have a look at why the sound is distorting so much. There's no control over the levels that are being sent to the dac~ (why do you need three?). The range for output is should be between 0 and 1, once you go over 1 you start to get distortion in the signal.
      You're drawing 300 spheres using the jit.gl.multiple object, each with a dimension of 60x60. This caused the patch to grind to a halt on my (old) machine). You could drop the dims of the sphere in gridshape (say to 20x20) and add @displaylist 1 to make things run much quicker without much lose in the 'quality' of the sphere being drawn.
      The strobe effect is happening because you are sending the message erase to jit.gl.render twice for each pass. I disabled the erase message inside the audio control patch to eliminate it.
      Using @blend_enable 1 I would suggest disabling depth with the multiple object.
      The eight lights sphere is not animated because the position is set at 0 0 0, try animating this if you want it to move. At present, it is the lookat parameter which gives it the appearance of moving.
      You could integrate all the spheres to be drawn using jit.gl.sketch by sending it the additional message 'drawobject [jit.gl.multiple name] 1' . You will want to set jit.gl.multiple to automatic 0. (Note that the 1 tells sketch to ignore the settings of jit.gl.multiple and that the spheres will be drawn with the eight lights).
      pelado
    • Nov 17 2008 | 5:11 pm
      Hi Pelado,
      Thank you for your very helpful reply.
      The point about the audio distortion is well taken . which I will attend to in the final stages . for now I just need a variable signal that I can use to find the ballpark parameters. I'm using three oscillators on each control because it makes for more interesting drawing. Is there a patch that will compress the output proportionally to keep the output of the three audio osc in range?
      I think I've made your suggested corrections except the big one:
      "The eight lights sphere is not animated because the position is set at 0 0 0, try animating this if you want it to move. At present, it is the lookat parameter which gives it the appearance of moving.
      You could integrate all the spheres to be drawn using jit.gl.sketch by sending it the additional message 'drawobject [jit.gl.multiple name] 1' . You will want to set jit.gl.multiple to automatic 0. (Note that the 1 tells sketch to ignore the settings of jit.gl.multiple and that the spheres will be drawn with the eight lights)."
      I thought having both jit.gl.multiple and jit.gl.sketch referring to jit.gl.gridshape (named 'gridshape') would do the animating. I'm very confused now. Please be more specific. I thought the eight lights sphere was the gridshape sphere which is animated by the glparams.
      The attached is the updated version of RamVID_SkLiteGa.txt
      Many thanks again, Chuck
      _____
      From: jitter-bounces@cycling74.com [mailto:jitter-bounces@cycling74.com] On Behalf Of pelado Sent: Monday, November 17, 2008 9:35 AM Subject: Re: [jitter] Re: RE: Re: Colored Lights
      Chuck, I had a quick look at your patch this morning and here are a few comments:
      I think you need to understand what each element is doing in the patch and get to grips with it. Then you can move into making it more efficient and doing what you want it to do.
      For a start have a look at why the sound is distorting so much. There's no control over the levels that are being sent to the dac~ (why do you need three?). The range for output is should be between 0 and 1, once you go over 1 you start to get distortion in the signal.
      You're drawing 300 spheres using the jit.gl.multiple object, each with a dimension of 60x60. This caused the patch to grind to a halt on my (old) machine). You could drop the dims of the sphere in gridshape (say to 20x20) and add @displaylist 1 to make things run much quicker without much lose in the 'quality' of the sphere being drawn.
      The strobe effect is happening because you are sending the message erase to jit.gl.render twice for each pass. I disabled the erase message inside the audio control patch to eliminate it.
      Using @blend_enable 1 I would suggest disabling depth with the multiple object.
      The eight lights sphere is not animated because the position is set at 0 0 0, try animating this if you want it to move. At present, it is the lookat parameter which gives it the appearance of moving.
      You could integrate all the spheres to be drawn using jit.gl.sketch by sending it the additional message 'drawobject [jit.gl.multiple name] 1' . You will want to set jit.gl.multiple to automatic 0. (Note that the 1 tells sketch to ignore the settings of jit.gl.multiple and that the spheres will be drawn with the eight lights).
      pelado
    • Nov 17 2008 | 9:27 pm
      > > I thought having both jit.gl.multiple and jit.gl.sketch referring to > jit.gl.gridshape (named 'gridshape') would do the animating. I'm very > confused now. Please be more specific. I thought the eight lights sphere was > the gridshape sphere which is animated by the glparams. >
      Chuck, here is your patch with the eight lights on the spheres from the jit.gl.multiple object. I disabled the sphere that was not animated to make things clearer.
      You had been sending a set of parameters to multiple that was controlling the colour of the spheres, I disconnected this and sent the message 'drawobject multiple 1' to jit.gl.sketch. As I said earlier, the flag '1' in this message tells sketch to ignore any settings that are made in the multiple object, such as colour. Because, the command list includes 'gldisable color_material' sketch will use the parameters that you set for each light to render the material properties of the spheres. Now you can see the multiple lights acting on each of the spheres.
      The animation issue is similar. There is a set of parameters animating the position of the spheres in jit.gl.multiple. These are kept when you use sketch and drawobject mutliple 1.
      There is nothing animating the single sphere being drawn with your command 'drawobject gridshape 1'.
      Perhaps your confusion comes from the fact that sketch applies the lighting to the sphere when given the command 'drawobject gridshape 1', but this only applies to the sphere drawn by sketch, and not the spheres drawn by multiple? However, when we tell sketch to draw the multiple spheres too, it will do so using the lights (as long as the flag is set to '1' - if set to '0' then the lighting will be ignored and the colour of the spheres is controlled by the multiple object).
      Hopes this helps you sort it out. How about trying to animate the position of the individual lights now?
      pelado
    • Nov 19 2008 | 9:41 am
      Hi Pelado,
      It is good to see the sphere that is animated by glparams position scale . also colored by the 8 lights. And I can now see the sphere in sketch also lit by the 8 lights. Making progress!!!
      Now, I think I can ask the BIG question:
      Is there a way to make ONE SPHERE change the position scale and COLOR as in @glparams . while modifying that surface color with the 8 lights . AND while modifying the erase_color, lookat, and camera position as in the p Audio Control?
      That's what I'm looking for. Is this an either/or option? Or can I do it all to the ONE SPHERE?
      The command list should not read 'gldisable color_material' I think the one I was using read 'glenable color_material'.
      Anyway, the answer to my BIG question will determine the next steps.
      Thanks for your time to instruct my frazzled brain cells.
      Cheers, Chuck
      _____
      From: jitter-bounces@cycling74.com [mailto:jitter-bounces@cycling74.com] On Behalf Of pelado Sent: Monday, November 17, 2008 4:27 PM Subject: Re: [jitter] Re: RE: Re: Colored Lights
      I thought having both jit.gl.multiple and jit.gl.sketch referring to jit.gl.gridshape (named 'gridshape') would do the animating. I'm very confused now. Please be more specific. I thought the eight lights sphere was the gridshape sphere which is animated by the glparams.
      Chuck, here is your patch with the eight lights on the spheres from the jit.gl.multiple object. I disabled the sphere that was not animated to make things clearer.
      You had been sending a set of parameters to multiple that was controlling the colour of the spheres, I disconnected this and sent the message 'drawobject multiple 1' to jit.gl.sketch. As I said earlier, the flag '1' in this message tells sketch to ignore any settings that are made in the multiple object, such as colour. Because, the command list includes 'gldisable color_material' sketch will use the parameters that you set for each light to render the material properties of the spheres. Now you can see the multiple lights acting on each of the spheres.
      The animation issue is similar. There is a set of parameters animating the position of the spheres in jit.gl.multiple. These are kept when you use sketch and drawobject mutliple 1.
      There is nothing animating the single sphere being drawn with your command 'drawobject gridshape 1'.
      Perhaps your confusion comes from the fact that sketch applies the lighting to the sphere when given the command 'drawobject gridshape 1', but this only applies to the sphere drawn by sketch, and not the spheres drawn by multiple? However, when we tell sketch to draw the multiple spheres too, it will do so using the lights (as long as the flag is set to '1' - if set to '0' then the lighting will be ignored and the colour of the spheres is controlled by the multiple object).
      Hopes this helps you sort it out. How about trying to animate the position of the individual lights now?
      pelado
      0, glenable color_material; 1, glmaterial front ambient_and_diffuse 1. 1. 1. 1.; 2, glmaterial front specular 1. 1. 1. 1.; 3, glmaterial front emission 0. 0. 0. 1.; 4, glmaterial front shininess 1.; 5, glmaterial back ambient_and_diffuse 1. 1. 1. 1.; 6, glmaterial back specular 1. 1. 1. 1.; 7, glmaterial back emission 0. 0. 0. 1.; 8, glmaterial back shininess 1.; 9, gllightmodel ambient 0. 0. 0. 1.; 10, gllightmodel two_side 0; 11, gllightmodel local_viewer 1; 12, gllight light0 ambient 0. 0. 0. 1.; 13, gllight light0 diffuse 0. 0. 0. 1.; 14, gllight light0 specular 0.3 0. 0. 1.; 15, gllight light0 position 0. 20. -28. 0.; 16, gllight light0 spot_cutoff 180.; 17, gllight light0 spot_direction 0. 0. 0.; 18, gllight light0 spot_exponent 0.; 19, gllight light0 constant_attenuation 0.; 20, gllight light0 linear_attenuation 0.05; 21, gllight light0 quadratic_attenuation 0.; 22, glenable light0; 23, gllight light1 ambient 0. 0. 0. 1.; 24, gllight light1 diffuse 0. 0. 0. 1.; 25, gllight light1 specular 0.4 0.4 0. 1.; 26, gllight light1 position 20. -20. -20. 0.; 27, gllight light1 spot_cutoff 180.; 28, gllight light1 spot_direction 0. 0. 0.; 29, gllight light1 spot_exponent 0.; 30, gllight light1 constant_attenuation 0.; 31, gllight light1 linear_attenuation 0.05; 32, gllight light1 quadratic_attenuation 0.; 33, glenable light1; 34, gllight light2 ambient 0. 0. 0. 1.; 35, gllight light2 diffuse 0. 0. 0. 1.; 36, gllight light2 specular 0. 0.4 0. 1.; 37, gllight light2 position 28. 20. 0. 0.; 38, gllight light2 spot_cutoff 180.; 39, gllight light2 spot_direction 0. 0. 0.; 40, gllight light2 spot_exponent 0.; 41, gllight light2 constant_attenuation 0.; 42, gllight light2 linear_attenuation 0.05; 43, gllight light2 quadratic_attenuation 0.; 44, glenable light2; 45, gllight light3 ambient 0. 0. 0. 1.; 46, gllight light3 diffuse 0. 0. 0. 1.; 47, gllight light3 specular 0. 0. 0.1 1.; 48, gllight light3 position 20 -20. 20. 0.; 49, gllight light3 spot_cutoff 180.; 50, gllight light3 spot_direction 0. 0. 0.; 51, gllight light3 spot_exponent 0.; 52, gllight light3 constant_attenuation 0.; 53, gllight light3 linear_attenuation 0.05; 54, gllight light3 quadratic_attenuation 0.; 55, glenable light3; 56, gllight light4 ambient 0. 0. 1. 1.; 57, gllight light4 diffuse 0. 0. 0. 1.; 58, gllight light4 specular 0. 0.4 0. 1.; 59, gllight light4 position 0. 20. 28. 0.; 60, gllight light4 spot_cutoff 180.; 61, gllight light4 spot_direction 0. 0. 0.; 62, gllight light4 spot_exponent 0.; 63, gllight light4 constant_attenuation 0.; 64, gllight light4 linear_attenuation 0.05; 65, gllight light4 quadratic_attenuation 0.; 66, glenable light4; 67, gllight light5 ambient 0. 0. 0. 1.; 68, gllight light5 diffuse 0. 0. 0. 1.; 69, gllight light5 specular 0. 0. 0.1 1.; 70, gllight light5 position -20. -20. 20. 0.; 71, gllight light5 spot_cutoff 180.; 72, gllight light5 spot_direction 0. 0. 0.; 73, gllight light5 spot_exponent 0.; 74, gllight light5 constant_attenuation 0.; 75, gllight light5 linear_attenuation 0.05; 76, gllight light5 quadratic_attenuation 0.; 77, glenable light5; 78, gllight light6 ambient 0. 0. 0. 1.; 79, gllight light6 diffuse 0. 0. 0. 1.; 80, gllight light6 specular 0.3 0. 0. 1.; 81, gllight light6 position -28. 20. 0. 0.; 82, gllight light6 spot_cutoff 180.; 83, gllight light6 spot_direction 0. 0. 0.; 84, gllight light6 spot_exponent 0.; 85, gllight light6 constant_attenuation 0.; 86, gllight light6 linear_attenuation 0.05; 87, gllight light6 quadratic_attenuation 0.; 88, glenable light6; 89, gllight light7 ambient 0. 0. 0. 1.; 90, gllight light7 diffuse 0. 0. 0. 1.; 91, gllight light7 specular 0.4 0.4 0.1.; 92, gllight light7 position -20. -20. -20. 0.; 93, gllight light7 spot_cutoff 180.; 94, gllight light7 spot_direction 0. 0. 0.; 95, gllight light7 spot_exponent 0.; 96, gllight light7 constant_attenuation 0.; 97, gllight light7 linear_attenuation 0.05; 98, gllight light7 quadratic_attenuation 0.; 99, glenable light7; 100, glenable lighting; 101, glenable normalize;
    • Nov 19 2008 | 8:49 pm
    • Nov 20 2008 | 5:48 am
      Hi Pelado,
      I agree that read, experiment, and meditate to digest is the only way to understand. There is very little to read about multiple lights with sketch in the docs and archives. And your site will be very instructive and convenient once I get a handle on the basics. Placing multiple lights in a scene has been a breeze in the other programs that I have used but jitter has so many layers of sophistication that are necessary to understand in order to do this seemingly simple task. A very simple stripped down tutorial would be very helpful.
      You were very fortunate to have had a teacher to whom you could ask questions and get feedback on your understanding of the computer tasks. I have the docs, tutorials, the Open GL Programming Guide and this mailing list for guidance and Q&A. Perhaps you or anyone else can answer the first part of my question:
      Is there a way to make ONE SPHERE change the position scale and COLOR as in @glparams . while modifying that surface color with the 8 lights?
      For example . Would I be able to see the effects of four colored lights (2red, 2yellow 2green and 2blue) on a magenta sphere? A yes or no will do. I have not been able to find a way to do this and I don't know if it is even possible. If it is possible, I will continue trying.
      This would make a good tutorial for those of us that are interested in the appearance rendered GL objects.
      Thank you for your patience.
      Cheers, Chuck
      _____
      From: jitter-bounces@cycling74.com [mailto:jitter-bounces@cycling74.com] On Behalf Of pelado Sent: Wednesday, November 19, 2008 3:50 PM Subject: Re: [jitter] Re: RE: Re: Colored Lights
      When I was at school, a long time ago, I used to have a teacher that continually repeated "read, learn and inwardly digest". This came back to me today for some reason... My thoughts here are that you take some time to have a look at the individual objects and get to grips with them one at a time. One of the beauties of the jit.gl.multiple object is that you can send it matrices that affect each object it draws individually, so, you can control position, scale, colour plus a few other parameters of each object. Which is probably the most efficient way of achieving control over many instances of an object with Jitter.
      pelado
      On Wed, Nov 19, 2008 at 10:41 AM, Charles Henry wrote:
      Is there a way to make ONE SPHERE change the position scale and COLOR as in @glparams . while modifying that surface color with the 8 lights . AND while modifying the erase_color, lookat, and camera position as in the p Audio Control?
    • Jan 09 2009 | 4:35 pm
      On 16 Nov 2008, at 19:32, Charles Henry wrote:
      > J
    • Jan 09 2009 | 4:38 pm
      sorry for previous mail, wrong manipulation while browsing my archives... //yac