Perl 6 - the future is here, just unevenly distributed

IRC log for #openframeworks, 2015-05-04

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All times shown according to UTC.

Time Nick Message
00:10 alski Does anyone out there have some tips with dealing with quaternion transformations?
00:14 admsyn I feel like there's got to be some good articles out there from the game dev community
00:15 alski I'll look in that direction
00:15 admsyn if you're running into an issue in particular maybe someone here can help you out though
00:16 admsyn if it's "I just don't get quaternions" you're definitely not alone, though :)
00:19 alski Things were way way more confusing before I learned about quaternions though. Trying to do spatial rotation with ofRotate was bleak.
00:19 alski At least I have hope now haha.
00:19 admsyn yeah that's a key use of quaternions for sure
00:22 admsyn if you're googling quaternion things, you might get what you're after faster if you include "slerp" in your terms too
00:22 admsyn http://en.wikipedia.org/wiki/Slerp
00:24 alski Ah! That'll be helpful!
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13:04 superfunc Does anyone know offhand why draw() isn't marked const?
13:04 superfunc specifically ofImage_::draw()
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18:49 jjg Hi, does anyone know if there is something I can download that will let me achieve something similar to this https://www.youtube.com/watch?v=Em-8Qxr4Kf4 ?
18:59 alski https://github.com/kylemcdonald/ofxFaceTracker
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19:01 alski It'll be a lot of effort if you are new to of and want to build it yourself, but this repo, along with ofxFacesubstitution (https://github.com/arturoc/FaceSubstitution) should give you some good resources.
19:06 jjg Thank you, I have face substitution working but haven't figured out how to get it just so that the mouth is covered
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19:21 alski Dealing with some quaternion rotation, and I think I've finally narrowed down what is happening, and what I need to have happen.
19:22 alski Anybody around with some experience with the math for the angles?
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19:51 alski Does anyone know what w represents in the ofVec4f for ofQuaternion?
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20:49 GuidovanPossum looks like it's used to calculate uv & uuv which I believe are used for scale
20:51 GuidovanPossum here's a link to the Nvidia formula is that right?   http://pastebin.com/bJijvVGR
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