Hi, thank you very much for the reply.

Lets see...

If we can manage that to work, we can contribute with the pd community with
some documentation.

Cheers,

Juliana

2011/4/8 IOhannes zmölnig <[email protected]>

> ola
>
>
> On 04/08/2011 04:09 PM, Juliana Vizzotto wrote:
>
>> for instance. We download the svn development sources...
>> Please, it would be great to have the source of cube, for instance, or any
>>
>
> there is no real documentation on how to do that.
>
> if you want to do it in C++, you should go for the sources.
> basically, each Gem-object has it's own file (living in different
> directories, depending on their "type").
> e.g. the code for [cube] can be found in Gem/src/Geos/cube.cpp (.h).
>
> to start a new object, it's probably easiest to just copy an existing
> object:
> - copy
>  $ cp Geos/cube.cpp Geos/supercube.cpp
>  $ cp Geos/cube.h Geos/supercube.h
> - rename the object's internals
>  $ sed -e 's|cube|supercube|g' -i Geos/supercube.cpp
>  $ sed -e 's|cube|supercube|g' -i Geos/supercube.h
> - recompile
>  $ make
> - use
>  [supercube]
>
> the above is a bit simplistic, you will probably want to do the
> search&replace manually, rather than trusting sed;
> obviously, you also might want to add some code before running make.
>
>
>
> however, there you don't necessarily need to write C++ code.
> for simple things, Gem wraps all the openGL commands into objects. e.g. you
> can use [GEMglVertex3f] rather than glVertex3f()
>
> for more complex things, you could use one of the scripting languages
> supported by Pd, e.g. lua (frank barknecht has done some nice things with
> Gem & lua; there might be examples in the web...)
>
> and of course there is GridFlow's openGL injector, that allows you to write
> openGL commands as messages, and inject them into Gem.
> something like (it's surely not working, but you should get the idea):
>
> [gemhead]
> |
> [Vertex 3 4 5, Color 1 0 0(
> |
> [gf.gl]
>
>
> gfasdrm
> IOhannes
>
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