now im trying to add to the loop an opengl object from outside js.
my logic was that if only i add the gl obejct instance name to the
//
for(var i=0; i < objects.length; i++) {
var model_to_world = modelToWorldTransform(objects[i]);
shader.param("modelToWorld", model_to_world);
objects[i].draw();
}
//
but if i recall it isnt possible to share a render context in js and in max
togther. at least i couldnt find an example for such. is this possible? hope
im getting thru.
On 1/5/07, yair reshef wrote:
>
> my syntax...
> i used
> hand.read = ("hand.obj");
> instead of
> hand.read("hand.obj");
>
> all is well
>
> On 1/5/07, yair reshef wrote:
> >
> > as you guessed the problem was with the model file, i used one imported
> > from 3dsmax, changing it to "apple.obj" worked. i trusted that model as
> > i got it to work with jit.model before.
> > here it is.
> > the object is a hand, part of the makeHuman,
> >
http://www.dedalo-3d.com/index.php , a poser gnu clone.
> >
> > On 1/4/07, Wesley Smith < wesley.hoke@gmail.com> wrote:
> > >
> > > Works for me. It may the model file you're using?? Not sure. Try
> > > this snippet:
> > >
> > > var sphere = new JitterObject("jit.gl.gridshape", RenderContext);
> > > sphere.shape = "sphere";
> > > sphere.lighting_enable = 1;
> > > sphere.blend_enable = 1;
> > > sphere.color = [1., 1., 1., 1.];
> > > sphere.texture = "movie";
> > > sphere.shader = shader.name;
> > > sphere.auto_material = 0;
> > > sphere.automatic = 0;
> > >
> > > var model = new JitterObject("jit.gl.model", RenderContext);
> > > model.lighting_enable = 1;
> > > model.blend_enable = 1;
> > > model.color = [1., 1., 1., 1.];
> > > model.scale = [5., 5., 5.];
> > > model.texture = "movie";
> > > model.shader = shader.name;
> > > model.auto_material = 0;
> > > model.automatic = 0;
> > > model.read ("starfish.obj");
> > >
> > > var objects = new Array()
> > > objects[ objects.length] = ground;
> > > objects[objects.length] = sphere;
> > > objects[objects.length] = model;
> > >
> > > function camera(vals)
> > > {
> > > camera_pos = arrayfromargs(arguments);
> > > }
> > >
> > > erd
> > >
> > >
> > > On 1/4/07, yair reshef < yair99@gmail.com> wrote:
> > > > thanks wes, i tried playing around with the js, replacing the sphere
> > > with a
> > > > gl.model dont seem to work for me. any pointers?
> > > >
> > > >
> > > >
> > > > On 1/4/07, Wesley Smith wrote:
> > > > >
> > > > > For those who are curious about how to do projective texturing in
> > > > > Jitter, I've uploaded a sample patch and Cg shader for doing
> > > > > projective texturing with Phong shading. I'm using the
> > > jit.gl.texture
> > > > > @bordercolor attribute in the patch, so if you don't have the
> > > latest
> > > > > beta when a bug related to bordercolor was fixed, some of the
> > > colors
> > > > > might look funky.
> > > > >
> > > > > The key to doing projetive texturing is using OpenGL's matrix
> > > loading
> > > > > and multiplication functions to calculate the coordinate transform
> > > of
> > > > > the scene from the light's point of view. This is applied to the
> > > > > texture coordinates so that they seem to project from that
> > > location.
> > > > > The texture transform matrix also needs the model to world
> > > transform
> > > > > of the object the shader is operating on, so that matrix is passed
> > > in
> > > > > as another variable.
> > > > >
> > > > > Here's the link:
> > > >
http://www.mat.ucsb.edu/~whsmith/ProjectiveTextures.zip.
> > > > >
> > > > > wes
> > > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > >
> >
> >
> >
>