A set of patches for drawing GL primitives and modifying the GL environment.
Source code is available on GitHub.
Credits
Logo by @usefuldesign.au.
Known issues
- The
GL Field of View
patch doesn't work properly on Mac OS 10.9 (it produces stretched output).
Simple test with better FPS performances...:) I have no time now but try it more tomorrow.... Best wishes.. yanomano.
Seems it is not a lot of work to have line stipple with the Kineme glLine patch as a base....With differents repeated and random pattern... -Perhaps a structure input to define the pattern on the fly ?
http://developer.apple.com/documentation/Darwin/Reference/ManPages/man3/...
yanomano.
Line stipple just takes a scale and a 16-bit number for input, which is interpreted as a "bit field," [i.e. 42 = 00101010] so it would just take 2 additional numbers for input.
The problem: many OpenGL Drivers have lousy support for line stippling (if any support at all), so this might not work on all machines. I'll add it to the next beta though :)
[EDIT: random pattern isn't possible]
Perhaps texturing a GL line will work ?
yanomano.
I can add texture support for lines too. I'll add both (I've already got stipple working — yay barcode generator! :)
Cool for motion graphics !
yanomano.
So, how should texture coordinations be made available? As simple UV pairs, or something simpler (U only, assume V is 0), or even simpler still (no exported interface, assume point 1 is UV (0,0) and point 2 is UV (1,0))
a line with 2 points : (0,0,0) and (1,0,0) idealy it should read a texture like : 512pixels X 1 pixel with 512 pixel mapped in the X axys
I think is it your "U only, assume V is 0" exemple :) An offset parameters just for V would be great...so with a 512X512 pixels image , we have 512 différents patterns for the line.
yanomano.
By giving control over both U and V though, you can place the line with any orientation you want. That means placing it vertically as well as horizontally, or even obliquely.
I'll probably do that, to fit in with the other texture-using patches, which all have explicit U and V inputs per vertex.