<div dir="ltr">Yes, please publish this. A cube from separate squares would be great for exploding outward/inward too. You could do all sorts of neat decompositions of a solid with this.<br><br>~Kyle<br><br><div class="gmail_quote">
On Thu, Aug 21, 2008 at 4:55 PM, B. Bogart <span dir="ltr"><<a href="mailto:ben@ekran.org">ben@ekran.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
If anyone does make a cube from squares please do publish it for others!<br>
(perhaps in the gem abstractions folder?)<br>
<br>
I made a cube of curve3d objects... Which is certainly not great in<br>
terms of performance as a normal cube! I never published it, if there is<br>
interest I'll stick it in Gem SVN.<br>
<br>
.b.<br>
<div class="Ih2E3d"><br>
chris clepper wrote:<br>
> You would have to have a texture prepared for folding over the six<br>
> sides. In most cases this would involve a larger power of two texture<br>
> with the cross shaped texture inside it. For something like a movie<br>
> file this would be impractical. Building this in GEM is the most<br>
> flexible method.<br>
><br>
> Ben, I thought you had made an abstraction many years ago to put a<br>
> texture on each side of a cube?<br>
><br>
> On Thu, Aug 21, 2008 at 12:14 PM, B. Bogart <<a href="mailto:ben@ekran.org">ben@ekran.org</a><br>
</div><div class="Ih2E3d">> <mailto:<a href="mailto:ben@ekran.org">ben@ekran.org</a>>> wrote:<br>
><br>
> As far as I know the UV thing is as much about the cube as it is the<br>
> texture?<br>
><br>
> Even if you play with the texture coords, the textures on the cube does<br>
> not wrap over the edges.<br>
><br>
> This leads me to believe that the cube is actually 6 squares put<br>
> together. So that is certainly the best thing to recreate, make your own<br>
> cube from Gem squares.<br>
><br>
> As for "uv support" seems a close step would be a gem cube that is<br>
> designed as a single poly and so that texture coords could be used to<br>
> move the texture around? I suppose texture project becomes a problem<br>
> then...<br>
><br>
> I'm just thinking aloud.<br>
><br>
> .b.<br>
><br>
> marius schebella wrote:<br>
> > Adityo Pratomo wrote:<br>
> >> and how can i use that uv-mapping? pdp or pidipi or pixeltango maybe?<br>
> ><br>
> > no, I have not figured out a method yet to do this inside the pd<br>
> world.<br>
> > for now you really have to go with the solution claude posted.<br>
> > marius.<br>
> ><br>
> >> On 8/21/08, marius schebella <<a href="mailto:marius.schebella@gmail.com">marius.schebella@gmail.com</a><br>
</div><div class="Ih2E3d">> <mailto:<a href="mailto:marius.schebella@gmail.com">marius.schebella@gmail.com</a>>> wrote:<br>
> >>> Claude Heiland-Allen wrote:<br>
> >>>> Adityo Pratomo wrote:<br>
> >>>>> Hi there everyone, i have a question here. How can i write<br>
> different<br>
> >>>>> images on every different sides of a cube in GEM?<br>
> >>>> Maybe (probably?) there is a more elegant / OpenGL-native way,<br>
> but I'd<br>
> >>>> make a cube out of 6 [square]s with appropriate transformations.<br>
> >>>> [separator] would be useful here.<br>
> >>> the more elegant way would be UV-mapping, where you put all 6<br>
> sides in<br>
> >>> one texture and then apply it to the 3d object. but GEM does not<br>
> support<br>
> >>> that.<br>
> >>> marius.<br>
> >>><br>
> >>>>> So that when i<br>
> >>>>> rotate a cube, i could see a certain image on a certain side.<br>
> I know i<br>
> >>>>> should use [pix_image] and [pix_texture] but how can i achieve my<br>
> >>>>> goal? I kinda lost here. Many thanks for any suggestions. :-)<br>
> >>>> Claude<br>
> >><br>
> ><br>
> ><br>
> > _______________________________________________<br>
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