I'm trying to figure out whether I should just switch over to Processing 2.0 before GlGraphics gets ported. I'm using GLGraphics for it's GLGraphicsOffScreen buffers, which seem to be possible to find a substitute for in 2.0... and importantly for the ultra fast GLModels, necessary for rendering high triangle meshes.
Basically it's just a matter of getting the graphics card mesh and buffer performance...
Are these now part of processing 2.0 in terms of performance or will that not come until GlGraphics is ported?
Is there a way I can set Peasy to control a different camera, say in an GLGraphicsOffScreen only? I'm running a script where I have multiple GLGraphicsOffScreens showing 3D views and then I compose them into a viewport that shows them all at once. I'd like to be able to Peasy control one of these.
I'd like to create some thread or other regular function that checks a file to see whether it has been modified and then trigger a reload if it has. Seems like it should be straight forward enough, but I have no idea how to access file attributes.
Has anyone had success getting a color buffer picker (for picking shapes) in processing 2.0 with open gl? I'm trying to use my old scripts that employ the picker library. I get this error:
The type processing.core.PGraphics3D cannot be resolved. It is indirectly referenced from required .class file.
Or use one of the other code snippets out there. I get these errors when I use this library:
Is there a way to simulate a in-flexible chain with verlet particles and verlet springs? I'm close, but I can't seem to get rid of the springy-ness of the springs. I just want them to be almost completely stiff links, but allow the particles to have some distance between them.
Kind of the same questions – is there an example of making a stiff piece, like a rod or hoop, that is connected to verlet particles?
Is there a library or easy method that will allow me to offset a closed polygon into smaller closed polygons until there is no more room? OR even better, spiral in!
It gets complicated fast when you "pocket" areas that split off with irregular polygons.
Is there any library or function for simplifying meshes? Averaging points and reducing the number of faces. I have a function that I've created that reads the the elevation values of my terrains on a spaced grid (I'm working with landscapes) and then could create a mesh out of them. Is this the best way?
I've tried to do this with the Toxiclibs, but I got crazy results.
Has anyone had success finding the elevation of an X,Y point on a 3D triangle?
Because I'm using landscapes forms it was easy to find the triangle/face that my Ray intersected – by flattening my mesh – but once I have the triangle, I'm not sure how I would actually find the elevation of a point somewhere within the 3D triangle.
Seems like it could be a pretty easy thing to do if I understood normals better, but I've also seen a bunch of intense solutions on the web.