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jellocube/ribbon how it works?

category: code [glöplog]
 
i've read a lot of forums, still doesn't understand: how to build cube?
Use different frames from an animation of a rotating cube for each horizontal line.
added on the 2012-05-07 13:25:54 by Preacher Preacher
use a matrix on tesselated cube.
added on the 2012-05-07 13:31:19 by Bartoshe Bartoshe
diffferent frames animation a'int suitable on BlitzBasic 3D
it is, you just do everything in software
added on the 2012-05-07 14:24:35 by cce cce
maybe guyz are right:
http://engene.se/cube2.html

just my thinko, a sample differs from da algo....
Maybe it's time to switch to a better programming language if you get hit by silly limitations.
added on the 2012-05-07 15:04:08 by Preacher Preacher
Quote:
Maybe it's time to switch to a better programming language if you get hit by silly limitations.


huh, is it suppose to sounds wise or funny?

http://www.lomont.org/Software/

nice puzzle
Either use vertex shaders or get some balls and code C.
Anyway different models for each frame works for navis.
added on the 2012-05-07 16:04:17 by xernobyl xernobyl
What Preacher said. Stop being stuck at BASIC-like languages and get to the real thing... delphi, c(++), or asm. You obviously suffer from the limitations of your development environment.

To answer the real question:
- Use different frames from an animation of a rotating cube for each horizontal line (like preacher said)
- Use a matrix on tesselated cube (like bartoshe said)
- Raymarch an iso-surface with domain distortion. We did this for http://www.pouet.net/prod.php?which=53569
added on the 2012-05-07 16:09:44 by xTr1m xTr1m
fuck the c++, it is not a holywar.
i just try to understand how effect works.. and i do not know how to copy part of cube's frame using OpenGL(
it's not limitation of Basic/Pascal/Asm, this is just my empty head. that's it.
You could theoretically do that with glCopyTexSubImage2D (render the animation into multiple textures and draw parts of those), or by rendering the cube multiple times with different amount of rotation and using glScissor or the stencil buffer to limit the area where the cube is drawn.

However, for OpenGL, a tesselated cube (lots of polygons on each side) with a vertex shader that deforms it somehow is the best choice.
added on the 2012-05-07 16:27:02 by Preacher Preacher
What Preacher is describing can be done entirely in software as a 2d effect no matter the graphics API or programming language, using simple trigonometric functions. Very similar to how you'd do a twister.
added on the 2012-05-07 16:28:24 by tomaes tomaes
trigonometric functions are clear- torotate vertices. i've found app, guy used Open GL o_O.
and if you take a look at WACO 4k intro, u'll find the way. maybe.
Actually, it's probably easier to do this type of thing in Blitz3D/BMax than in many other languages. Also, thanks for informing us know Delphi still exists.
added on the 2012-05-07 18:57:52 by havoc havoc
Quote:
i've found app, guy used Open GL o_O.

funny.
added on the 2012-05-07 19:03:55 by hfr hfr
@Rowley Birkin: i've found example on the Blitz, now it's clear.

duhhh.
amiganuts has madskillz. on da pc rubber one looks smooth(

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