[GEM-dev] More Feature Requests posted to Source-Forge

B. Bogart ben at ekran.org
Sun Jan 30 18:56:52 CET 2005



james tittle wrote:
> ...gem is not supposed to emulate aftereffects, and never will...it will 
> also probably never play be good for playing doom3, or designing levels 
> and models for it, or...

As a method of getting people interested in Gem I tend to say that visually Gem 
is capable of doing almost anything that aftereffects can in real-time. This 
brings in the animation types who want to animate graphic (I would argue the 
strength of Gem) images in real-time. I'm not interested in emulating 
aftereffects, it was just an example.

A Gem enthusiast simply asked me about "aftereffects, director, photoshop" style 
transfer modes, so I thought I would ask on the list.

I'll get a copy of the red-book, been on my list for a long time too!

I would not mind getting a sense of where gem-development is going, rendering to 
a pbuffer, multiple windows, vertex arrays are what I know about. what else is 
on the Gem todo list?

For years I have appreciated the efforts of all Gem developers, you have all 
made a really amazing contribution. My feature requests should be a compliment 
more than an insult! And of course are never anything more than an opinion.

I'd love to offer a bounty, I just don't have the money to do so. My time and 
opinions are what I have to contribute.

B.

>> I was not aware of "frame" is it in the gemwin help?? suprised I 
>> missed it. (duh!)
> 
> 
> ...yes, it is:  it's also been mentioned many times on this list...
> 
>>
>> Ok so what do these blending modes actually do?
>>
>>> GL_                        ZERO                       ONE             
>>>            DST_COLOR                  SRC_COLOR                  
>>> ONE_MINUS_DST_COLOR      ONE_MINUS_SRC_COLOR
>>> SRC_ALPHA
>>> DST_ALPHA
>>> ONE_MINUS_DST_ALPHA
>>> ONE_MINUS_SRC_ALPHA
>>> SRC_ALPHA_SATURATE
>>> CONSTANT_COLOR
>>> ONE_MINUS_CONSTANT_COLOR
>>> CONSTANT_ALPHA
>>> ONE_MINUS_CONSTANT_ALPHA
>>
>>
>> Add, subtract, multiply could be pretty useful... there are the pix_ 
>> objects for these operations but that is less flexible (texture only) 
>> and perhaps will end up as shaders in the future?
>>
>>> You can probably enable any of those modes listed above using the 
>>> gemGL wrapper objects.  That's the best use for those objects: 
>>> accessing really advanced features without coding a new object.
>>
>>
>> I have still not had a chance to look at these, I'll take a look.
> 
> 
> ...I heartily recommend getting a copy of the opengl programmer's 
> guide:  the "red book"...GEM's largest untapped resource is the opengl 
> wrapper's:  you can freely play around with opengl without 
> re-compiling...of course, it is immense, so not everything has been 
> tested, but it won't bite...just remember that render order is important...
> 
>> I just thought I'd put it on the map, but I'd much rather get support 
>> to load alpha channels from files, and that point-in-volume test.
>>
>> Thanks for taking the time to anser chris, did you see my vertex array 
>> requests on source-forge?
> 
> 
> ...if you really need a request, why not offer a bounty/reward?  
> Otherwise, fire up the compiler, because we all have immensely long 
> to-do lists...
> 
> jamie
> 
> 
-------------- next part --------------
A non-text attachment was scrubbed...
Name: signature.asc
Type: application/pgp-signature
Size: 256 bytes
Desc: OpenPGP digital signature
URL: <http://lists.puredata.info/pipermail/gem-dev/attachments/20050130/e319f2d2/attachment.pgp>


More information about the GEM-dev mailing list