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10.6Mac OS X 10.6 (Snow Leopard) fragDepth (Composition by gtoledo3)
I was reading an OpenGL forum last night, and it became obvious that many people think you can't mix the results of a scene created with a fragment shader with objects created with vertices (like a Sphere or Cube, in QC world). This composition shows how to write to gl_FragDepth, so that your scene can depth test against other geometry rendered in the scene. Specifically, it uses a Kinect input, in the most basic way possible, to make it very obvious how to tweak to your liking. Note that my hand is in front of the teapot in the sample image, while the rest of me is behind it. This is depth testing with the most basic kinect output image. The same principle can be applied to stuff that's done programmatically in the fragment shader by taking whatever value represents the depth of the objects, and writing that to gl_FragDepth, usually with some number massaging. (Thanks to cwright for showing me gl_FragDepth some years back.) Evil Particle (Composition by itaru)
It lets you detect edges of your input video or image and emit evil particles from the edges. I haven't really checked compatibility except my personal setup, OS X 10.6.8 and Quartz Composer 4.0. Hopefully it will work with other configuration too. more info: http://www.itaru.org/ilog/2012/10/11/evil-particle/ Release: Serial IO, v1.0
Release Type:
Production
Version:
1.0
Release Notes
Changes since Serial IO 0.2
Release: AudioTools, v1.1
Release Type:
Production
Version:
1.1
Release Notes
Source code available on GitHub. Changes since AudioTools 1.0
Credits@gtoledo3 (http://qctwit.blogspot.com/) commissioned the development of the
Release: DataTools, v1.2
Release Type:
Production
Version:
1.2
Release Notes
Source code is available on GitHub. Changes since DataTools 1.1
Known IssuesKineme StructureTools, Kineme Value Historian, and Kineme Spooky must be uninstalled to use Kineme DataTools. |