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author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2008-08-27 22:27:30 +0000 |
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committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2008-08-27 22:27:30 +0000 |
commit | 3964e2714e9672fb4a45c8a16a96153ab7cae05b (patch) | |
tree | 907e694cfd92f92d4b8987137a34c053cededfed /opengl/doc/objects/3dp_push-help.pd | |
parent | 6726719d723f2f816827739aa59187848746f64f (diff) |
merged in relevant changes from the v0-40 pd-extended release branch
svn path=/trunk/externals/pdp/; revision=10266
Diffstat (limited to 'opengl/doc/objects/3dp_push-help.pd')
-rw-r--r-- | opengl/doc/objects/3dp_push-help.pd | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/opengl/doc/objects/3dp_push-help.pd b/opengl/doc/objects/3dp_push-help.pd new file mode 100644 index 0000000..2f0de29 --- /dev/null +++ b/opengl/doc/objects/3dp_push-help.pd @@ -0,0 +1,60 @@ +#N canvas 221 0 695 553 10; +#X obj 22 40 3dp_windowcontext; +#X obj 22 15 metro 40; +#X obj 22 -5 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1 +; +#X obj 22 67 3dp_push; +#X obj 180 126 3dp_light; +#X floatatom 301 85 5 0 0 0 - - -; +#X obj 22 97 3dp_mouserotate; +#X obj 180 104 3dp_view transz 10; +#X obj 23 207 3dp_draw sphere 1; +#X obj 317 128 3dp_for 3; +#X obj 317 151 3dp_push; +#X obj 368 215 3dp_draw cube 0.5; +#X obj 23 177 3dp_push; +#X obj 368 189 3dp_view transy; +#X obj 468 158 * 1; +#X floatatom 484 134 5 0 0 0 - - -; +#X obj 180 84 3dp_view roty; +#X floatatom 266 66 5 0 0 0 - - -; +#X floatatom 391 102 5 0 0 0 - - -; +#X obj 63 413 3dp_mode texture; +#X text 28 244 saving a (matrix) state can be accomplished by the 3dp_push +object. the default matrix is the modelview matrix. it works as follows: +both the right and the left outlet propagate the same matrix state +as the input. so in short you can use 3dp_push to split your rendering +tree into parallel branches. the matrix types that can be pushed are: +modelview \, texture \, color \, projection. setting a current matrix +can be done using the 3dp_mode object. i.e. will map all geometric +transforms to the texture matrix \, for texture coordinate animation. +the left outlet restores the current matrix back to the modelview matrix. +; +#X text 27 418 i.e; +#X text 185 418 will map all geometric transforms; +#X text 27 431 to the texture matrix \, for texture coordinate animation. +the left outlet restores the current matrix back to the modelview matrix. +; +#X text 46 -6 <-- start here; +#X text 34 501 bitch made doc for PDP 0.12.4 - http://delcorp.org/abbadingo +; +#X connect 0 0 3 0; +#X connect 0 1 6 1; +#X connect 1 0 0 0; +#X connect 2 0 1 0; +#X connect 3 0 6 0; +#X connect 3 1 16 0; +#X connect 5 0 7 1; +#X connect 6 0 12 0; +#X connect 7 0 4 0; +#X connect 9 0 10 0; +#X connect 9 1 14 0; +#X connect 10 1 13 0; +#X connect 12 0 8 0; +#X connect 12 1 9 0; +#X connect 13 0 11 0; +#X connect 14 0 13 1; +#X connect 15 0 14 1; +#X connect 16 0 7 0; +#X connect 17 0 16 1; +#X connect 18 0 9 1; |