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diff --git a/Gem/manual/BasicObj.html b/Gem/manual/BasicObj.html index 80e5d84..b65dc68 100644 --- a/Gem/manual/BasicObj.html +++ b/Gem/manual/BasicObj.html @@ -1,115 +1,115 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Basic Objects</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Basic Objects</u></h2></center>
-
-<p><br>There are a number of objects which are the foundation for GEM.
-These objects are used in every patch and control the graphics and rendering.
-<p><a href="#gemwin">[gemwin]</a> - The window manager
-<br><a href="#gemhead">[gemhead]</a> - The start of a rendering chain
-<br><a href="#manips">manips</a> - Move an object in the window
-<br><a href="#geos">geos</a> - Render a shape
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="gemwin"></a>[gemwin]</h3>
-The graphics window is created and destroyed with the <i>[gemwin]</i> object.
-With the <i>[gemwin]</i> object, you can set the default size of the graphics
-window, create and destroy the graphics window, turn on and off rendering,
-etc. All basic GEM patches will have the following <i>[gemwin]</i>
-object with these messages:
-<center>
-<p><img SRC="gemwin.jpg" BORDER=1 height=128 width=78></center>
-The create and destroy messages will display and remove the graphics window.
-The 1 and 0 messages start and stop rendering.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="gemhead"></a>[gemhead]</h3>
-The <i>[gemhead]</i> object is the start of every rendering chain.
-A simple patch, which is located in examples/gem_basic/gem1.redSquare.pd
-looks like:
-<center>
-<p><img SRC="redSquare.jpg" BORDER=1 height=138 width=91></center>
-
-<p>This patch will render a red square. The <i>[gemhead]</i> object
-signifies the start of rendering. The <i>[color]</i> object sets the color
-for all objects after it in the chain. The <i>[square]</i> object renders
-a square into the graphics window based on the current color, texturing,
-and transformations. In this case, there is no texturing and no transformation.
-<p>Every rendering chain <b>MUST</b> start with a [gemhead]. If you
-do not put a <i>[gemhead]</i> at the beginning of the chain, then nothing
-will be rendered for that part of the patch.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="manips"></a>manips</h3>
-In the patch 01.basic/02.cube.pd, the <i>[translateXYZ]</i> object is
-introduced.
-<center>
-<p><img SRC="basicCube.jpg" BORDER=1 height=133 width=93></center>
-
-<p>The graphics are transformed and moved by the <i>manipulator</i> objects,
-or the manips. GEM has the following manips:
-<p><i>[color]</i> - set the color with a vector
-<br><i>[colorRGB]</i> - set the color with 3 discrete values
-<br><i>[rotate]</i> - rotate with an angle and vector
-<br><i>[rotateXYZ]</i> - rotate with 3 discrete values
-<br><i>[scale]</i> - scale with a vector
-<br><i>[scaleXYZ]</i> - scale with 3 discrete values
-<br><i>[translate]</i> - translate with a vector
-<br><i>[translateXYZ]</i> - translate with 3 discrete values
-<p>To understand the difference between the vector and discrete values
-version, realize that everything in is defined in 3 dimensions. These
-dimensions can be XYZ values, or RGB colors.
-<center>
-<p><img SRC="transXYZ.jpg" BORDER=1 height=92 width=201></center>
-
-<p>The two translate objects above will do exactly the same thing in a
-patch, but they provide two different ways to do it. <i>[translate]</i> accepts
-a scalar and vector. <i>[translateXYZ]</i> accepts three floats which
-specify a point in space. The manips will transform any object which
-appears after it in the rendering chain.
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="geos"></a>geos</h3>
-Up above, we saw the <i>[square]</i> and <i>[cube]</i> objects. The other
-primary geos are:
-<p><i>[square]</i> - render a square
-<br><i>[circle]</i> - render a circle
-<br><i>[triangle]</i> - render a triangle
-<br><i>[cube]</i> - render a cube
-<br><i>[sphere]</i> - render a sphere
-<br><i>[cone]</i> - render a cone
-<p>The <i>[square]</i>, <i>[circle]</i>, <i>[cube]</i>, and <i>[triangle]</i> objects
-have a right-hand inlet to set the size of the shape. The default
-size is 1.
-<p>The <i>[cone]</i> and <i>[sphere]</i> objects are not perfectly smooth.
-They are actually composed of a number of polygons. In order to control
-the rendering better, the middle inlet is the size of the object, while
-the right-hand inlet is the number of slices to define the shape.
-Take a look at the patch gem_basic/gem3.sphere.pd to see how the number
-of slices can change the look of a sphere. Don't worry about the
-<i><a href="Lighting.html#world_light">[world_light]</a></i>
-object, it is just there to make it easier to see the difference in the
-number of slices. Make sure to click the 'lighting 0' message before
-closing the patch (if you don't, then other patches will probably be completely
-black until you quit and restart pd/GEM).
-<p>Your graphics window should look like this for 5 and 15 slices:
-<center>
-<p><img SRC="sphere5.jpg" BORDER=0 height=150 width=150><img SRC="sphere15.jpg" height=150 width=150></center>
-Obviously, the more slices that you use, the better the sphere looks.
-However, each slice adds more polygons, which can slow down your frame
-rate. In computer graphics, there is always a trade off between resolution
-and speed.
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Basic Objects</title> +</head> +<body> + +<center> +<h2> +<u>Basic Objects</u></h2></center> + +<p><br>There are a number of objects which are the foundation for GEM. +These objects are used in every patch and control the graphics and rendering. +<p><a href="#gemwin">[gemwin]</a> - The window manager +<br><a href="#gemhead">[gemhead]</a> - The start of a rendering chain +<br><a href="#manips">manips</a> - Move an object in the window +<br><a href="#geos">geos</a> - Render a shape +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="gemwin"></a>[gemwin]</h3> +The graphics window is created and destroyed with the <i>[gemwin]</i> object. +With the <i>[gemwin]</i> object, you can set the default size of the graphics +window, create and destroy the graphics window, turn on and off rendering, +etc. All basic GEM patches will have the following <i>[gemwin]</i> +object with these messages: +<center> +<p><img SRC="gemwin.jpg" BORDER=1 height=128 width=78></center> +The create and destroy messages will display and remove the graphics window. +The 1 and 0 messages start and stop rendering. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="gemhead"></a>[gemhead]</h3> +The <i>[gemhead]</i> object is the start of every rendering chain. +A simple patch, which is located in examples/gem_basic/gem1.redSquare.pd +looks like: +<center> +<p><img SRC="redSquare.jpg" BORDER=1 height=138 width=91></center> + +<p>This patch will render a red square. The <i>[gemhead]</i> object +signifies the start of rendering. The <i>[color]</i> object sets the color +for all objects after it in the chain. The <i>[square]</i> object renders +a square into the graphics window based on the current color, texturing, +and transformations. In this case, there is no texturing and no transformation. +<p>Every rendering chain <b>MUST</b> start with a [gemhead]. If you +do not put a <i>[gemhead]</i> at the beginning of the chain, then nothing +will be rendered for that part of the patch. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="manips"></a>manips</h3> +In the patch 01.basic/02.cube.pd, the <i>[translateXYZ]</i> object is +introduced. +<center> +<p><img SRC="basicCube.jpg" BORDER=1 height=133 width=93></center> + +<p>The graphics are transformed and moved by the <i>manipulator</i> objects, +or the manips. GEM has the following manips: +<p><i>[color]</i> - set the color with a vector +<br><i>[colorRGB]</i> - set the color with 3 discrete values +<br><i>[rotate]</i> - rotate with an angle and vector +<br><i>[rotateXYZ]</i> - rotate with 3 discrete values +<br><i>[scale]</i> - scale with a vector +<br><i>[scaleXYZ]</i> - scale with 3 discrete values +<br><i>[translate]</i> - translate with a vector +<br><i>[translateXYZ]</i> - translate with 3 discrete values +<p>To understand the difference between the vector and discrete values +version, realize that everything in is defined in 3 dimensions. These +dimensions can be XYZ values, or RGB colors. +<center> +<p><img SRC="transXYZ.jpg" BORDER=1 height=92 width=201></center> + +<p>The two translate objects above will do exactly the same thing in a +patch, but they provide two different ways to do it. <i>[translate]</i> accepts +a scalar and vector. <i>[translateXYZ]</i> accepts three floats which +specify a point in space. The manips will transform any object which +appears after it in the rendering chain. +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="geos"></a>geos</h3> +Up above, we saw the <i>[square]</i> and <i>[cube]</i> objects. The other +primary geos are: +<p><i>[square]</i> - render a square +<br><i>[circle]</i> - render a circle +<br><i>[triangle]</i> - render a triangle +<br><i>[cube]</i> - render a cube +<br><i>[sphere]</i> - render a sphere +<br><i>[cone]</i> - render a cone +<p>The <i>[square]</i>, <i>[circle]</i>, <i>[cube]</i>, and <i>[triangle]</i> objects +have a right-hand inlet to set the size of the shape. The default +size is 1. +<p>The <i>[cone]</i> and <i>[sphere]</i> objects are not perfectly smooth. +They are actually composed of a number of polygons. In order to control +the rendering better, the middle inlet is the size of the object, while +the right-hand inlet is the number of slices to define the shape. +Take a look at the patch gem_basic/gem3.sphere.pd to see how the number +of slices can change the look of a sphere. Don't worry about the +<i><a href="Lighting.html#world_light">[world_light]</a></i> +object, it is just there to make it easier to see the difference in the +number of slices. Make sure to click the 'lighting 0' message before +closing the patch (if you don't, then other patches will probably be completely +black until you quit and restart pd/GEM). +<p>Your graphics window should look like this for 5 and 15 slices: +<center> +<p><img SRC="sphere5.jpg" BORDER=0 height=150 width=150><img SRC="sphere15.jpg" height=150 width=150></center> +Obviously, the more slices that you use, the better the sphere looks. +However, each slice adds more polygons, which can slow down your frame +rate. In computer graphics, there is always a trade off between resolution +and speed. +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> |