The normals are incorrect and facetted, but I actually quite like the look.
And a quick video:
I’m trying to get a handle on using Quartz Composer to do things with 3D objects (I’m new to Quartz, but it seems like it might have a better chance of letting me debug multipass GLSL shaders and OpenCL stuff than the OpenGL Shader Builder). Anyway, I was wondering if you’d be willing to post some of your quartz project files?
There are quite a few of my QTZ projects in the Box.net widget at the right of my blog. You’re welcome to have a poke around in there.
When it comes to GLSL, you might find some of Quartz Composer’s limitations a bit… limiting.
having said that, if you only want to chain-together Fragment Shaders, and experiment with OpenCL a little, QC is a good bet. OpenCL is currently VERY unstable in QC 4 though.
Don’t let me put you off though: QC is a great program for testing stuff out quickly, and integrates nicely with other Mac applications, too.
Hi, i’m using jitter and quartz composer a little bit. I’m realizing that GLSL is quite foundamental. I think you used that for the examples above and also the fragmented spheres can be done in GLSL. Do you have any usggestion about were to start? Tutorials and such? I’m quite good at programming in general… but have no clue how it works…
There must be something simple enough to start, but with clear connection to practical examples
good to hear from you!
I’m actually using OpenCL in this example, but doing something that can also be done with a GLSL shader.
GLSL is definitely a cool thing to get into, and opens up lots of possibilities. QC has some annoying limitations when it comes to GLSL, which you’ll find surprisingly quickly. There’s still a lot you can do though.
The best place to start is probably the GLSL Orange Book, the standard text on the language. The only problem is that the book is written for programmers who are already familiar with 3D graphics generally, and OpenGL more specifically. Being a Jitter user, you may be in a better position to jump in that I was.
I’d say, do some background reading on OpenGL, specifically on coordinate spaces, matrices and transformations. There’s lots stuff about this on the web. Try and look for OpenGL-specific stuff though, as otherwise you might get confused by differences in terminology between OpenGL/GLSL and Microsoft’s DirectX/HLSL.
You’ll find lots more info on the Windows-only systems than on OpenGL/GLSL, unfortunately.I’d stick with GLSL sourcecode to start with, then maybe try converting some HLSL later on. If you’ve got the hang of the basics though, there is a lot of sourcecode out there to experiment with.
In terms of tutorial material, there seems to some quite outdated stuff out there still, and not so much new stuff seems to have appeared since I first started experimenting with GLSL, to be honest.
Hope this helps. Sorry it’s not very specific though.
Keep me posted on your progress.
Oh, one more thing, if you’re not so interested realistic lighting effects, shadows etc., then things are a LOT less complicated. Much of the heavy maths stuff tends to revolve around generating normal vectors for lighting. If you cut all that out, there’s a lot you can still do, without getting so heavily into the mathematics.
Having said that, you might thrive on that geometry stuff.
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