Mesh Creator

Collada Importer (Composition by dust)

Author: dust
License: Public Domain
Date: 2011.08.07
Compatibility: 10.6, 10.7
Required plugins:
none... qc native

This patch demonstrates how to load a colloda file in quartz composer without using the mesh importer patch. You have more control over the types of component you can import. This is an example of getting texture coords but its certainly possible to get skinned meshes tangents, animations etc...

Get Texture Coordinates (from mesh file)

Caelshadowhunter's picture

Hi, does anybody know of a way to get texture coordinates from a mesh file, so to apply them to a mesh creator?

Draw QCMesh (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.10.04
Compatibility: 10.6
Required plugins:

This composition allows for drawing of QCMesh with normals that work with the lighting environment, mesh that works with shadows, and also that doesn't cause any weird evaluation side effects (eg., other stuff in the composition ceasing to evaluate).

It features non contiguous drawing, all stock patches, ability to change color at any time (eg., typical "paint" feature), and line and point sprite modes (stock).


-Point Sprites have an aberration rendering with shadows where the shadow engine seems to think they are "larger" than they really are. This is an Apple bug, I believe, can't do anything about it.

-I've "deprecated" the Mesh filters (this composition is somewhat related to the "wiggle draw" I posted). When you "draw" while a filter is engaged, normals can break. This makes no sense given the patch ordering, and again, I believe this is an Apple/ QC mesh bug that I can't particularly do anything about.

-"Double clicking" to clear reduces queue count to 1 instead of 0, but this isn't really perceivable in visual result. This is to suppress a QCMesh log error when mesh creator is connected to a QCMesh render and while input ports are attached, but no structure is being fed (which I believe shouldn't happen to begin with, but log errors annoy me, so I did this to suppress it even though I believe it to be questionable. I would rather leave this value at 0 in a perfect world).

Point Sprite in GLSL

cybero's picture

Thus far, it doesn't seem to make much difference what shader I'm using, the Point Sprite doesn't take the colour of the shaders base colour.

See attached example.

Is it a bug , or am I misunderstanding how this type of Mesh is meant to behave as an object in a GLSL shader environment?