I'm not trying to be strident by asking three times in a row, but how can I get a head's up about how to properly make normals, without damaging my computer in the process?
To quote the QC4 release notes: "Quartz Composer now has a fully integrated geometry pipeline. This pipeline centers around the opaque QCMesh type, which contains information such as vertex locations, vertex colors, normals, texture coordinates and indices. The geometry pipeline integrates seamlessly with the rest of Quartz Composer. For example, geometry can be created and modified directly on the GPU using OpenCL." Can I please get instructions, or pointed to Apple sample code, about how to make normals for the "fully integrated geometry pipeline" that "integrates seamlessly with the rest of Quartz Composer"? When things go awry with OpenCL, it can cause crashing, locking of the system, black strobing on the display, and destruction of data or systems. If that wasn't the case, I would experiment until I found the answer myself, but that being the case, I think it's probably reasonable of me to expect an actual answer on how to do this, or get some kind of affirmation that Apple will buy me a new laptop when mine catches on fire from using QC! (tongue in cheek here...) -George Toledo On Thu, Sep 30, 2010 at 8:36 PM, George Toledo <[email protected]> wrote: > > > This is an example that *doesn't* work, to spectacular effect on my > system. The way I'm generating normals may not be correct, but I'm at a loss > as to what to do to handle it correctly, or if it is even possible, since > the mesh creator has other bugs with the normals function. > > I've included a working version without normals attempt as well. > > -GT > > > ---------- Forwarded message ---------- > From: George Toledo <[email protected]> > Date: Thu, Sep 30, 2010 at 10:29 AM > Subject: generation of normals > To: quartzcomposer-dev list list <[email protected]> > > > What would be the appropriate way to generate normals for the mesh creator, > using the "mouse ribbon.qtz" as a reference. How is one supposed to > appropriately handle texturing and indices as well? > > I see some examples that use a 2D grid, but these principles don't seem to > work, or at least I'm confused about how to apply them to a scenario like > "mouse ribbon.qtz". > > -- > George Toledo > [email protected] > www.georgetoledo.com > > > > > -- > George Toledo > [email protected] > www.georgetoledo.com > > The information contained in this E-mail and any attachments may be > confidential. > If you have received this E-mail in error, please notify us immediately by > telephone or return E-mail. > You should not use or disclose the contents of this E-mail or any of the > attachments for any purpose or to any persons. > > > > > -- > George Toledo > [email protected] > www.georgetoledo.com > > The information contained in this E-mail and any attachments may be > confidential. > If you have received this E-mail in error, please notify us immediately by > telephone or return E-mail. > You should not use or disclose the contents of this E-mail or any of the > attachments for any purpose or to any persons. > > -- George Toledo [email protected] www.georgetoledo.com The information contained in this E-mail and any attachments may be confidential. If you have received this E-mail in error, please notify us immediately by telephone or return E-mail. You should not use or disclose the contents of this E-mail or any of the attachments for any purpose or to any persons.
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