Sorry for the flurry of posts: I have a semi workaround.

After reorganizing it so that all patches are in a lighting environment: The
sprite that doesn't move back and forth in Z still doesn't. The sprite that
is directly inside of the Lighting patch *does, * which gives hope to
lighting a Sprite AND a dynamically created mesh at the same time.

However, when one flicks on the shadow engine, both *entirely disappear.*

Wah wah wah....

-gt

On Fri, Oct 1, 2010 at 1:36 PM, George Toledo <[email protected]> wrote:

> Apparently, width and height, x, y translation, and x/y/z rotation all keep
> working correctly. Only z translation stops working for some mysterious
> reason.
>
> It would be helpful to know if the sprite  inside the lighting patch stays
> at a "static z" for others as well, while the other that doesn't share a
> macro with the mesh, moves from front to back. In addition, if lighting
> works on a "drawn mesh" for others, like it works for me, it would be
> helpful to know as well.
>
> Thanks for off-list responses that I've received from a couple people.
>
> -GT
>
>
> On Fri, Oct 1, 2010 at 1:30 PM, George Toledo <[email protected]> wrote:
>
>> For those keeping track (this has been a fun one sided conversation):
>>
>> I'm attaching an example of this with working normal generation. When I
>> got this working I was very excited. I was totally wrong about my queue
>> setup/kernel. I was correct in my original thought that I should feed the
>> entire vertices structure in order to calculate normals.
>>
>> So, this works, and looks like I would expect, but now there is a very odd
>> side effect. I have a sprite placed in the same environment, and it no
>> longer moves when powered by interpolation! This happens even without
>> shadows being enabled. The sprite should be moving back and forth on the z
>> axis, but it stays as though it is placed at 0.
>>
>> With some more testing, it becomes apparent that the Sprite can't share
>> the same macro; it cannot even be placed by the Lighting environment that
>> the mesh is in, it actually has to be placed outside in order for it to
>> evaluate.
>>
>> I'm guessing this displays a new bug with evaluation? I'm happy to have
>> normal generation from arbitrary vertices working, but not so happy that
>> other stuff stops evaluating correctly.
>>
>>
>> -GT
>>
>>
>> On Fri, Oct 1, 2010 at 11:12 AM, George Toledo <[email protected]>wrote:
>>
>>>
>>>
>>> Ok, I've looked at this further, and I'm submitting something that I
>>> truly believe should work.
>>>
>>> The composition I posted earlier was taking an entire structure of
>>> vertices, and trying to convert to normals. That wouldn't work, and was
>>> ill-concieved on my part.
>>>
>>> The first example in the folder takes each vertex, computes a normal
>>> using an OpenCL kernel from the Aurora.qtz example that is "supposed to"
>>> generate normals. I construct a queue of normal values, and feeds them to
>>> the mesh creator, alongside the vertices. However, the kernel fails.
>>>
>>> Then, I'm trying a second attempt, based off of some more of the premises
>>> of the Aurora.qtz sample composition, that integrate Indices into the mix -
>>> by ignoring z count I may be making an error, but I am unsure. In this,
>>> there is no indicated failure, but the chain fails to evaluate. I checked
>>> the Aurora.qtz sample code, and notice that both kernels fail to
>>> evaluate/generate normals there as well, even with the additional different
>>> queueing setup than mine.
>>>
>>> It was somewhat difficult to find the examples of normal construction
>>> since they were placed into Aurora as custom patches. They had to be
>>> extracted. I believe that the first example in the folder should definitely
>>> work, and I don't know why the kernel fails. I also am uncertain why the
>>> whole "normals" chain fails to evaluate in Aurora.qtz.
>>>
>>>
>>> -George Toledo
>>>
>>>
>>> On Fri, Oct 1, 2010 at 9:25 AM, George Toledo <[email protected]>wrote:
>>>
>>>> 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
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>>>>> If you have received this E-mail in error, please notify us immediately
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>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> 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
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>>>>> You should not use or disclose the contents of this E-mail or any of
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>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> 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
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>>>
>>>
>>>
>>>
>>> --
>>> 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
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>
>


-- 
George Toledo
[email protected]
www.georgetoledo.com

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