Hello,

See the new version attached to use a texture.
++

Jack



Le 05/08/2018 à 01:28, oliver a écrit :
> cyrille henry wrote:
>> hello,
>>
>> you can try [curve3d]
> 
> cyrille, jack: thanks a lot for your kind help.
> 
> i tried both your suggestions with some success , but i'm not quite
> there yet.
> 
> 
> 
> i attached an example patch providing both methods and problems.
> 
> 
> basically [curve3d] works well, with a minor issue that can be worked
> around. though i don't understand why it's there.
> 
> the issue is that the applied texture is rotated by 90°. i tried several
> things to correct it ([pix_flip], [pix_coordinate]) but they all messed
> up the texture.
> 
> ========================================================================
> 
> the vertex-shader approach of jack produces the shape i was looking for,
> but unfortunately doesn't allow texture mapping. or at least i wasn't
> able to figure out how to do it.
> 
> thanks for any further thoughts ...
> 
> best
> 
> oliver
> 
> 
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Attachment: mesh_deformation.pd
Description: application/extension-pd

uniform sampler2D tex0;

varying vec4 vertColor;

void main() {
  vec4 image = texture2D(tex0, gl_TexCoord[0].st);
  gl_FragColor = image * vertColor;
}
#define PI 3.1415926535897932384626433832795

uniform float deformation;

varying vec4 vertColor;

void main() {
  vertColor = gl_Color;
  gl_TexCoord[0] = gl_MultiTexCoord0;
  vec4 pos_vertex = gl_Vertex;
  float add_y = cos(pos_vertex.x * PI * 0.5) * deformation * pos_vertex.y;
  pos_vertex.y += add_y;
  gl_Position = gl_ModelViewProjectionMatrix * pos_vertex;
}
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