Flexible projection mapping
Hi guys I was hopping someone can point me in the right direction on how to achieve this for a project of mine
I'm trying yo use jit.gl.nurbs with a keystone patch I found in the forums, but honestly I don't understand why you need a 5 plane matrix for each corner.
I don't know if a better approach could be using jit.lcd to define mesh vertex...
how do i get control points to define the shapes I want to map?
Hope someone can help!
Thank you very much
Hello !!!
Someone that care to explain ??
Thank you!
You should be able to extrapolate those 4 control points into more. if you look you have a couple sets of data you have the sort of x, y and z position first, but I forget what the other two numbers are. I thought I remembered them being something related to texture, but changing them doesn't seem to actually do anything...but you do need them there
I extrapolated your patch into something more useful..something I've been meaning to do for a while myself..but compare the two to see what i changed (notably the first matrix size from a 2 2 to a 4 4, yielding the 3x3 grid) and then just rote manual positioning. This would look different on a videoplane with a proper aspect ratio though. the points wouldnt be off screen
you only need a 3 plane matrix for a gl.nurbs projection mapping solution. the 3 planes correspond to x,y,z positions of the control vertices. you also don't necessarily need to upsample the 3x3 matrix to 20x20 as the nurbs handles interpolation internally, but i suppose that's a personal preference.
for a gl.mesh solution, you do need a 5 plane matrix. the last two planes are texture s and t values. the gl.nurbs object handles texturing internally, whereas the gl.mesh object needs explicit texture parameters (the last two planes).
Would love to give this a try. Would you be so kind as to post the example?
Got it, very nice.