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Author Topic: FRGMENTARIUM 3DICKULUS - Catmull-Rom spline paths ! camera/parameter keyframes !  (Read 33177 times)
Description: adding spline paths for smooth transitions between key frames
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3dickulus
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« Reply #15 on: July 05, 2013, 04:23:48 PM »

1d two points... start and end transition of a single value

for instance when you have a linear transition, easing is applying acceleration, speed and decay, this can be represented as a curve, it's not like a 3d spline but it is a 2d curve
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vinz
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« Reply #16 on: July 05, 2013, 04:26:50 PM »

Sounds GREAT !!!!  cheesy
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Kali
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« Reply #17 on: July 07, 2013, 03:26:58 PM »

wow, this is great news, I'm going to test it right now!!!
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eiffie
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« Reply #18 on: July 08, 2013, 08:18:16 PM »

3dickulus - when you have that done I think there are a bunch of artists here who would love a simple hybrid formula editor!?!? If you think you want to try it let me know because I've put some thought into it and it shouldn't be too hard. (well in my head it isn't).
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3dickulus
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« Reply #19 on: July 09, 2013, 04:48:25 AM »

@Kali Hi I sent you a note on Da, all is well tnx.

a simple hybrid formula editor!?!?

look at the Qt Easing Demo for single value parms

In theory, what I've done is applicable to ANY set of 3d parameters, the tricky part is a visual representation that makes sense, like viewing the spline that represents the Up vector is not as useful as seeing the Up vectors attached to each control point, seeing the spline and control points as GL_LINE_STRIP and GL_POINTS gives no depth clues until you step back and move a bit, they are rendered over the quad in the GL view.
The object needs to occlude the points and lines and they also need some perspective, right now I'm fiddling with a vertex shader that draws points as spheres in the correct perspective, it works but the Zbuffer is inverted?!? farthest is drawn over closest, not sure how to fix that yet, need a "glSortZBuffer(-1)"  function.

another issue is that people customize their GLSL scripts so hardcoded parameters will only be valid for a particular version of a script, every script needs camera settings so that is a candidate but the rest are a variable number of variables? I will have to incorporate the use of the settings widget parser and that might be beyond my scope.
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eiffie
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« Reply #20 on: July 09, 2013, 05:13:00 PM »

Yes definitely it is a whole different project. Maybe Syntopia is already contemplating something like it?? or maybe I should get off my butt and do it myself smiley
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« Reply #21 on: July 09, 2013, 07:36:32 PM »

The object needs to occlude the points and lines and they also need some perspective, right now I'm fiddling with a vertex shader that draws points as spheres in the correct perspective, it works but the Zbuffer is inverted?!? farthest is drawn over closest, not sure how to fix that yet, need a "glSortZBuffer(-1)"  function.

glDepthFunc(GL_GREATER) ? Though I believe it might be a problem with the near and far values.

Yes definitely it is a whole different project. Maybe Syntopia is already contemplating something like it?? or maybe I should get off my butt and do it myself smiley

Not really. I haven't done much coding on Fragmentarium lately, though I hope to get back to it soon.

Btw, if any of you are modifying Fragmentarium, consider forking the Github repository - this way the changes won't be lost, and it would be possible for me to track changes or backport them to the main branch.

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3dickulus
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« Reply #22 on: July 09, 2013, 11:29:25 PM »

glDepthFunc(GL_GREATER)  yes, I'll try that tnx  Syntopia, I have used that func before, not sure why it was eluding me.

Btw, if any of you are modifying Fragmentarium, consider forking the Github repository - this way the changes won't be lost, and it would be possible for me to track changes or backport them to the main branch.

I'll look into github, hmm, another account and password to remember, I've never used github so if anyone who has wants to give me a rundown of the basics of forking a repository the input would be more than welcome.
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3dickulus
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« Reply #23 on: July 10, 2013, 06:13:19 AM »

Quote
Syntopia: glDepthFunc(GL_GREATER) ? Though I believe it might be a problem with the near and far values

 both seem to have no effect!? requiring some more investigation.
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« Reply #24 on: July 15, 2013, 10:25:33 PM »

Nice vid !!! i've just checked on my computer and the camera move is perfect here smiley
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3dickulus
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« Reply #25 on: July 16, 2013, 12:05:41 AM »

tnx, I was worried because  some players show it as very bumpy but I guess it's all in the decoding.
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« Reply #26 on: July 16, 2013, 01:24:05 PM »

I've only see it on vlc here, adnd everything seems smooth to my eyes. it's less obivous when the camera is moving fastly, but i think all is great smiley
Thanks for your great Work  A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup

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3dickulus
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« Reply #27 on: July 16, 2013, 02:00:14 PM »

tnx, that's good to hear.

I've got some results with object occlusion of paths, just digging into the DEraytracer frag, modified so the depth information of the object is there,  a very simple mod... almost there, it'll come to me smiley
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« Reply #28 on: July 16, 2013, 06:47:34 PM »

I've got some results with object occlusion of paths, just digging into the DEraytracer frag, modified so the depth information of the object is there,  a very simple mod... almost there, it'll come to me smiley

Oh, i didn't understood anything and google can't help me is it cool? what does this mod do ? lol  embarrass
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3dickulus
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« Reply #29 on: July 16, 2013, 07:00:42 PM »

it's hard to judge where your path is if it is drawn on top of everything, this mod will (hopefully) let the object, bulb, menger, hybrid or whatever, block the view of the path when it goes behind or through a solid piece of the object
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