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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