[...] That's because by itself, 3D Transformation is "timeless" (i.e. what it does has nothing to do with time). If you add a consumer subpatch that depends upon a "Patch Time" patch inside, you're able to add the timebase input (because now the macro can depend upon time). [...]]]>
Hi Christoper: when a right click on a new 3D Transformation all I get is Edit macro Patch / Publish Inputs / and Insert input splitter options.... When I right click on the 3D Transformation in that patch I mailed to the list I get the above but with the time base option [...]]]>
[...] Right click the patch, select "Timebase" from the menu, and choose "External". -- [ christopher wright ] email@hidden http://kineme.net/ Attachment: smime.p7s Description: S/MIME cryptographic signature]]>
agreed... just bothers me I can't figure it out :) Hmm, interesting... The easiest way to add that option, copy-paste the 3d transformation patch :) On Jul 5, 2008, at 10:23 AM, MARK HARRIS wrote: [...]]]>
Hmm, interesting... The easiest way to add that option, copy-paste the 3d transformation patch :) On Jul 5, 2008, at 10:23 AM, MARK HARRIS wrote: [...]]]>
Hi I've been using a patch which someone sent me which has a 3D transform with a external time base input. When I ad a new 3D transform it does not give me the time-base options just the publish inputs and the insert input splitter... How do I add the time-base options? here the file... [...]]]>
[...] 2-sided lighting doesn't deal with gl_BackColor, it only determines whether or not certain lighting calculations are performed on non- front-facing polys. If it were to set gl_BackColor, there'd have to be another input somewhere to control it (gltools feature request? ; [...]]]>
[...] Enable the "Use Perlin Noise" checkbox on the random patches -- this seems to make it go away, at least for me. Not sure why that matters though -- I'm guessing it's a bug that should get filed. -- [ christopher wright ] email@hidden http://kineme.net/ Attachment: smime. [...]]]>
Hi All. I've been trying to get a trail of sphere's moving along a random path, I've used the usual iterator set up to duplicate them and linked the patch time via a math function to random patches to control the motion in 3D space.... Its working after a fashion but I keep getting random skipping, almost like its re-setting itself .. has anyone got any ideas? its probable something basic Im missing... here's the patch anyway... Any help much appreciated. Thanks Mark Attachment:
duplicate+random skipping?.qtz
Description: application/quartzcomposer
 ]]>Answered my own question: I was trying to set params["ScaleX"]= ScaleX; params["ScaleY"]= ScaleY; params['MeshRes']= MeshRes; to variables that hadn't been declared as input ports. Very silly. Sorry to have wasted your time guys... [...]]]>
Is there a problem with this JS code: /* Creates output structure from inputs */ __structure params = new Object(); function (__structure outputStruct) main (__number M, __number N1, __number N2, __number N3, __number Mb, __number N1b, __number N2b, __number N3b, __number dummy) { var result = new Object(); if(!_testMode)
{ // Superformula controls params["M"]= M; params["N1"]= N1; params["N2"]= N2; params["N3"]= N3; params["Mb"]= Mb; params["N1b"]= N1b; params["N2b"] = N2b; params["N3b"] = N3b; // Pre-transform controls params["ScaleX"]= ScaleX; params["ScaleY"]= ScaleY; // Mesh resolution params['MeshRes']= MeshRes; } result.outputStruct = params; return result; } It's basically just taking a load of input values and making a structure out of them. Unfortunately, it seems very unreliably, for some reason. Sometimes it works fine, but just as often, it doesn't seem to produce an output. If I hover the mouse over the output port, I don't get a list of the structure items as
I should, and Structure Key Member patches connected to the output aren't receiving any values. I've tried declaring the params __structure both inside and outside the main loop, which doesn't seem to make any difference. Anyone any thoughts? I'm using QC 3.0 MacOS 10.5.3 QuickTime 7.5 on a 1st-generation MacBook Pro. Cheers, a|x http://machinesdontcare.wordpress.com
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really want - millions of new email addresses available now at Yahoo! ]]>Anyone managed to get 2-sided GLSL lighting working in QC? I'm actually trying to implement a very simple 'fake' lighting effect in a GLSL Shader patch, whereby the colour at each fragment is a product of it's distance from an arbitrary light-source position. [...]]]>
[...] Subtract successive frames (motion detection), then use a histogram. If the image is stationary, the low indexes of the histogram will have high values. If the image is moving, the low indexes will be lower. You'll have to do some tests to see what thresholds you should use -- [...]]]>
Help! We'd like to record a screen capture of some 2D/3D graphics, but switch to a presenter when nothing is happening on the screen. We're trying to build a QC that will take two video sources off of a server (the easy part) and composite them into one QT movie (another easy part). [...]]]>
Hi James, _javascript_ is the answer, I've used it quite a bit and works fine, you can see an example in use at http://www.memo.tv/webcam_piano (in the iterator, just before the OSC Sender) but in summary you want to do something like (_javascript_): function (__structure outputFloats) main (__number float1, __number float2, __number float3) { var result = new Object(); result.outputFloats = new Array(); result.outputFloats[0] = float1; result.outputFloats[1] = float2; result.outputFloats[2] = float3; // etc. return result; } Memo (Mehmet S. Akten) www.memo.tv email@hidden +44 (0) 7958 783 832 +44 (0) 20 8123 9986 29 Ironworks Dace Rd London E3 2NX, UK On 25 Jun 2008, at 12:06, James Sheridan wrote: > quoted text
]]>Id love this to happen, and it would make things end user wise seamless, but it would require vendor implementation, or an extension to opengl itself... anyone know anybody on the khronos group? :) On Jul 1, 2008, at 12:17 PM, Christopher Wright wrote: [...] [...]]]>
The apps have a long history... so wrapping them into one would require significant effort ! Its the last resort... I have implemented a solution using CGWindowListCreateImage, but the GPU pixel read back performance hit is unacceptable. I guess i'm stubborn too.. [...]]]>
[...] That's an example of intra-app -- the VJ application has its own QCRenderer, so it can pass stuff to it simply. This is a pretty common design, and it's extraordinarily fast :) That's why I suggested wrapping both apps into one, so it would work like this :) [...]]]>
thanks for the info... BTW, the thread that prompted me to ask the question in the first place is here: http://lists.apple.com/archives/quartzcomposer-dev/2006/Feb/msg00065.html thanks again JC On Tue, Jul 1, 2008 at 5:17 PM, Christopher Wright <email@hidden> wrote: [...] [...]]]>
[...] If it really is driver/VM (virtual memory) deep, the only workarounds would be possibly Shared Memory (/usr/include/sys/shm.h) (not sure how that would work with non-system memory resources though) or a kext that does the shim thing you mention later... [...] [...]]]>
I would love to have something like this working. However, everyone I have spoken to tells me that the protected memory architecture and driver model currently used forbids this sort of sharing. Im not smart enough/knowledgeable enough to know all the details of why, but im [...]]]>
[...] You'll want to look into OpenGL Context Sharing. This works for intra- application resource sharing (i.e. within the same program), but maybe not for inter-app sharing (i.e. across different applications). I've never really seen trans-app texture sharing, so I don't know if that's [...]]]>
Hi I'm completely new to Quartz Composer, so bare with me ! I've just had a look at the screen grabber Quartz Composer patch on http://002.vade.info/ . The nice thing about the v002 capture is the it is fully GPU accelerated. However it can only grab whats visible on screen. [...]]]>