Hey, I was wondering if there’s a way to bind a single texture to a cluster of spreads. What I am trying to avoid is to have the same texture bound to each one of the members of a spread, but to have a single one to all of them. Any pointers?
Hey guys, thanks for the answers!
maybe i need to explain myself better. Basically i want to ‘emulate’ a patch that I did using openGL. It basically binds a texture to a dynamic mesh that then deforms the texture coordinates. It looks like this:
if you take a close look the vertices deformed and textured look like this:
So, I am trying to figure out how to recreate this effect using vvvv and HLSL. So far the geometry part is fixed but I am having a problem to implement a single texture into a cluster of geometries.
ahem… seems you are a high level coding boy!!! dont know if i will reply to you correctly !
if you want to take the quad approach ( or plane aproach with gouraud), usually we are using pipet to get pixel color informations, and restranfer it to quads that are spreaded. wich is composing by end the final aspect desired.
for what i have seen of your impresives examples, you should create meshes separetly , spreaded to the resolution you want, and report to them color values from pipet. Maybe rope(ex9) would be a good start point ?
or use pipet result to modify points of your mesh ( btw your flicker gallery is very nice and i really appreciate your last pictural works)
be aware pipets coordonates ares quite tricky as they are not in same value ( jus a thing of 0.5 and -1 ) space than quads etc…
maybe i’m not getting the problem…
but, if you spread-transform your objects, means, you know the transform of each of them. so you could apply an analog spreaded transform to the texture to quasi make each object sample it’s part of the image…