Camelia, the Perl 6 bug

IRC log for #openframeworks, 2013-10-25

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01:37 LadyK is ofFloatColor (r,g,b, a)?
01:37 admsyn yepp
01:38 LadyK hmm
01:38 admsyn if weird things are happening note that it's also 0 −1 instead of 0 −255 :)
01:38 LadyK ah! lemme give that a go
01:39 LadyK ah! thank you!
01:40 admsyn no problem!
01:40 admsyn that one's gotten me so many times :/
01:40 LadyK yea...me for an hour... cheers mate!
01:49 mikewesthad Hi all, I'm trying to learn a bit more about cameras/nodes by making a first person perspective controller (WASD to move the postion, mouse to rotate the camera).  I couldn't find much in the way of documentation of ofCamera/ofEasyCam.  Is there a good resource for this sort of thing?
01:50 admsyn I don't think there's a tremendous amount of documentation available for ofEasyCam, no
01:50 admsyn though IIRC someone's got a specifc WASD-style camera addon out there
01:50 admsyn is there anything in particular tripping you up?
01:52 mikewesthad I'll take another look at the ofxAddons site to see if I can find anything that someone else has built.  As for what's tripping me up, it is more that I just feel like I'm tweaking things blindly until I find something that works.  I just finally stumbled into dolly/truck to move the camera and tilt/pan to rotate it
01:53 mikewesthad I'm used to working in Unity where I can see the camera, the objects and everything's orientations, so maybe I'm just disoriented
01:54 LadyK hmm, I was looking at this myself today....http://www.slideshare.net/roxlu/op​enframeworks-007-3d?from_search=2
01:55 LadyK Maybe looking at ofNode() can give you some greater insights....?
01:56 mikewesthad I'll flip through that and the ofNode documentation now - thanks
01:56 LadyK hope it helps! :)
01:58 admsyn ofNode will give you axes if you draw it by default I think, just like Unity :)
01:58 admsyn though the workflow's not as polished, for sure
01:58 bagul @admsyn : I DID IT!
01:58 admsyn bagul: woop
01:58 admsyn !
01:59 bagul thanks to going from an unsigned char to ofpixel
02:05 mikewesthad @admsyn Ahh, I see.  I guess then I set up some sort of switch that would let me stop using WASD+mouse to control the 'main' camera and instead activate an easy cam to rotate around the scene.
02:07 admsyn it might be easier to use a static camera at first, and attach a thing to an ofNode so you can see it move around
02:08 admsyn and then attache camera to the ofNode once you've got that figured out
02:08 mikewesthad ahhh, yeah - that's probably easier, thanks
02:18 LadyK Project advice question: If I wanted to create an environment, sort of like being under water, I was thinking that I'd build it out of cubes, so I could control depth and light.
02:18 LadyK Is this the right track?
02:19 bagul er
02:19 bagul that's not very much information, I mean, what's the end goal of the environment
02:19 bagul is the user going to be interacting with it in some way?
02:20 admsyn you're probably better off doing something less complex but with shaders
02:20 admsyn there's lots of tricks out there for e.g. sunbeams and fresnel whatever that makes things look underwatery
02:20 admsyn it's a deep rabbit hole, though :)
02:20 LadyK Good question. Yes - interactive. Projection mapped. This is just the background at the moment. I'm just trying to create the environment. One step at a time
02:21 admsyn oh you mean literal physical cubes?
02:21 LadyK @admsyn, I know all about rabbit holes. (small chuckle)
02:22 LadyK I'm not sold to one method of working versus the other. I've been getting my head around basic principles of 3D, openGL and shaders.
02:23 admsyn I meant, are you making an environment with cubes made out of e.g. wood that you're projecting on, or are you talking about making something like an ofBox that looks like it's underwater?
02:23 LadyK I just want to choose a wise plan of attack, lean towards rabbit holes that are a bit more directly productive.
02:25 LadyK @admsyn - sorry, projection mapped in a room with stripes of fabric hanging down throughout the room - ie, several rows. I was looking at creating boxes in oF to control waves, opacity and gradients
02:25 admsyn oh ok
02:25 admsyn you'll probably be pretty well served by a frag shader or two that adds underwater-y effects
02:26 admsyn you can probably get something cool with a mesh later on, but the fullscreen frag shader route will probably be the shortest path to something that looks cool
02:26 admsyn there's probably a three.js demo out there somewhere with a frag shader you can base it off of :)
02:27 LadyK Ok, so no creating cubes out of vertices and shading from there....? stick to fullscreen frags and control color/light within those..yeah?
02:28 admsyn well it'd probably be a good starting point..especially if you're going to be projecting on "stuff" in stead of a proper screen
02:28 admsyn I'd think, anyway
02:29 LadyK ok, so go down the shader route, yeah? just want to make sure. it's all pretty new to me. I can spend hours learning. :)
02:31 admsyn yeah I think that'll be the way to go :) definitely a good trick to pick up if you haven't started yet
02:32 LadyK Alright, will do. Cheers, mate! :)
02:33 bagul is there a way to extract individual channels from an ofColor?
02:33 bagul nevermind
02:33 admsyn yeah, float red = color.r;
02:33 admsyn etc
02:33 bagul oh you don't need to use the getchannel function. gracias sir
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03:21 mikewesthad @admsyn and @LadyK Thanks for the links and help.  I can now fly around my 3D particle system with a basic FPS camera :)
03:21 admsyn woooOOooOoo
03:22 LadyK YeeeeaaaH!
03:23 LadyK high five! ****SLAP****!
03:25 mikewesthad And now it is time to pass out, g'night all
03:25 LadyK ni-night, mate!
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16:36 LadyK A question on loading shaders: does it matter if the file has shader.frag vs shaderFrag.c ?
16:36 admsyn the typical naming scheme would be "myShader.frag" and "myShader.vert"
16:37 admsyn which ofShader will link into a whole shader program
16:37 jacres LadyK: the name doesn't really matter, but you'll see standard naming be .frag and .vert for fragment and vertex shader programs
16:37 jacres but you might also see naming like shader.frag.glsl
16:38 LadyK Hmm...okay
16:38 jacres shader.vert.glsl .. it's just text, so the name is not important, but best to stick with standards
16:38 LadyK Sure
16:39 LadyK I've just got a demo here with files labeled at "shaderFrag.c" and while I don't get errors, the shaders dont' seem to be running
16:39 LadyK I've also tried the "shader.frag" + "shader.vert" and no luck
16:40 LadyK I'll keep digging
16:40 jacres do you begin and end them before/after drawing?
16:41 LadyK I'm drawing into an fbo begin/end, then beginning the shader, drawing the fbo, ending the shader
16:41 jacres ok that sounds like the proper approach if you're using a shader that affects a final image (screen space post processing effects)
16:42 jacres to test that the shader works, try doing this line
16:42 jacres glFragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
16:42 jacres as the last line in your fragment shader
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16:42 jacres if your shader is running correctly, it should make the whole screen red
16:42 LadyK ok, hang on
16:42 jacres sure
16:43 jacres also check the console to ensure there are no compiling issues for the shader
16:43 jacres the other thing is that if your shader takes a texture as input (as it sounds like it does), this texture unit needs to be passed into the shader via a uniform
16:43 jacres so that it knows which texture to read the pixels from when using the sampler
16:45 jacres so if you're sure your fbo is fine, the next steps are to bind the FBO's texture, begin the shader, set the shader's sampler uniform to be the same texture unit number as the one the fbo's texture is bound to (most likely 0), and then draw a full-screen quad, and end the shader
16:45 jacres a bunch of small steps, but lots of little spots things can go wrong ;)
16:45 LadyK :)
16:45 LadyK I know, loads of small steps! :)
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16:46 LadyK okay, no red screen, no errors.
16:47 LadyK Passing texture to shader....and binding. let me look into that
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17:42 LadyK thanks for the direction @jacres...I do have issues in my console. I've got to modify these shaders to work with my version of openGL and then go from there
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18:01 jacres LadyK: hey no problem. If you post the shaders to a gist link I can take a quick loo
18:01 jacres k
18:02 LadyK sure ok
18:11 LadyK https://gist.github.com/LadyK/7159225
18:11 LadyK if you're curious
18:12 LadyK I haven't had a chance to go over it, myself.
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19:56 bagul hey all, does anybody know whether or not i can draw a polyline from the drawwireframe function?
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20:25 bagul @admsyn : have you done much work with the ofxFaceTracker addon?
20:25 admsyn not a ton, why?
20:26 bagul I'm having a bit of difficulty getting more data from it. I need to look at one more thing and if that doesn't work then I'm gonna be up shit creek without a paddle
20:27 admsyn alright, what do you mean "more data"?
20:28 bagul right now it's only tracking features from my face, but i want to isolate individual pieces of my face as triangles, so i can manipulate the opacity of every aspect of my face at will
20:28 admsyn so do you mean "individual pieces of my face" and "features" aren't the same thing?
20:29 admsyn as in, is each individual feature not granular enough for what you want to do?
20:29 bagul features are my eyes, and lips and nose. pieces of my face are the space between my eye and my eyebrow
20:30 admsyn oh I see
20:30 admsyn ofxFaceTracker gives you a mesh IIRC ?
20:30 bagul yeah it does
20:30 bagul i'm not totally sure how to convert that mesh to polylines though
20:30 admsyn alright, so there should be individual triangles of that mesh that correspond to each of the pieces you're talking about. I'd think..
20:31 admsyn yeah that'd be a weird conversion, but why do you want to do that?
20:32 bagul I guess so I could use that good ol if(polyline.inside(x,y){ }
20:32 admsyn ah ok
20:32 bagul then again, that might just be me having a hammer and everything looking like  a nail
20:32 admsyn pretty much :)
20:32 admsyn there's a few different ways to do what you're trying to do
20:32 bagul I am very much so open to suggestion
20:33 admsyn what's the logic behind what you're trying to do, in regular human language? :)
20:33 admsyn as in "colour all of my face parts white"
20:33 bagul map my face onto a stock photo
20:33 admsyn oh
20:34 admsyn well in that case, you should see the face swapper arturo and kyle have, because it does exactly that :)
20:34 bagul yeah it does, but the reason i'm not using it
20:34 bagul is because to make what i'm talking about look good
20:34 bagul i have to tweak opacity of specific features of the face
20:34 bagul it can't just be the whole thing
20:35 bagul every part of my face will have varying opacities
20:35 admsyn sure, but the it'll probably be easiest to take a look at the code to see how they're doing the face mapping, and then add your opacity bit after you've got that
20:36 bagul fair. thank you sir.
20:36 admsyn because it's getting out of the realm of things oF will easily do for you (like polyine.inside())
20:37 bagul I will say one thing though, openframeworks is the shit.
20:37 admsyn haha cool
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21:24 jedahan howdy bilderbuchi
21:24 bilderbuchi hey
21:24 jedahan thanks for taking the time to deal with my patches
21:24 bilderbuchi hey, good patches are always welcome. :-)
21:25 bilderbuchi especially if they fix existing issues
21:25 bilderbuchi you seem to be new to OF, any questions I can clear up?
21:25 admsyn indeed!
21:29 jedahan um, nothing yet
21:29 jedahan I took the day off from school cuz I was feeling a bit sick
21:30 jedahan and figured bitesize is a good place to start getting patches that help, that arent just documentation stuff
21:30 jedahan apps, addons, then maybe core contributions one day :-p
21:30 jedahan thats the game plan
21:31 bilderbuchi sounds reasonable. yeah, bitesize are good to get in the mood. :-)
21:32 bilderbuchi you seem to have most things down already, so it's probably not very necessary, but the wiki https://github.com/openfram​eworks/openFrameworks/wiki and CONTRIBUTING.md contain lots of info on how we work, and how you can contribute.
21:32 bilderbuchi *contribute effectively
21:32 bilderbuchi it's looking great already, though!
21:33 jedahan haha i like that comment re:archeology
21:36 bilderbuchi :D
21:37 admsyn bilderbuchi: are you going to resonate again? :)
21:37 bilderbuchi nope, not planning to
21:38 bilderbuchi we're expecting a son shortly, so I haven't planned _anything_ for next year, yet :D
21:38 admsyn haha, makes sense!
21:38 admsyn congrats!
21:38 admsyn I think I missed the boat on tickets for that, they went fast <_<
21:38 jedahan bilderbuchi actually maybe i have a question for you and admsyn regarding the audiences for different docs
21:38 jedahan the github wiki vs openframeworks.cc wiki vs docs/ folder vs root ffolder
21:39 admsyn the openframeworks.cc wiki is "legacy" I belive
21:39 admsyn github wiki's for general stuff, not like "ofImage has functions like this and the arguments should be blah"
21:40 bilderbuchi +1, of.cc wiki is dead, we only keep it around because maybe someone someday extracts the useful info in there.
21:41 admsyn docs/ is just setup guides and etc
21:41 admsyn not sure what you mean RE: root
21:41 bilderbuchi the OF root folder is for the high-level docs you'd expect there in a FOSS project
21:41 bilderbuchi i.e. readme, license, changelog
21:41 bilderbuchi contributing.md is there because it has to be there for github to parse it into a link when people submit issues and PRs
21:42 jedahan so docs/ is like a distilled version of the github wiki
21:42 jedahan ?
21:43 bilderbuchi code documentation, i.e. API reference etc, goes to http://www.openframeworks.cc/documentation/ which is actually generated from https://github.com/openframeworks/ofSite, so the issue tracker there is also active, for documentation problems on of.cc
21:43 jedahan or more like an in-depth readme since there are so many platforms
21:44 bilderbuchi no, docs/ contains stuff for users, github wiki has only developer/contributor stuff
21:44 bilderbuchi docs as in-depth readme sounds correct.
21:44 bilderbuchi OF/docs is pretty fresh, some guys just started whipping this up a couple months ago
21:46 bilderbuchi there's also http://www.openframeworks.cc/tutorials/, and people have started collecting tutorials ni https://github.com/openframeworks/o​penFrameworks/tree/master/tutorials although I'm not sure yet what's meant to be in there as opposed to OF/examples.
21:54 bilderbuchi ok admsyn: jedahan: I gotta go, hit the sack
21:58 admsyn see ya!
22:05 jedahan later
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