Mesh Renderer

Syphon Server and Mesh Renderer


When I activate a syphon server with Source OpenGL scene, the Mesh Renderer disappear ?

See example attached

Any idea



cybero's picture

Anyone ever figured out why meshConsumer.qtz is encased within a Lighting Environment patch with Shadows enabled, making it's function more slowly ?

Does it really make any difference, I wonder ?

Tetragram (Composition by TheRandomDude)

Author: TheRandomDude
License: MIT
Date: 2010.05.30
Compatibility: 10.6
Required plugins:

I've been playing with meshes and exports from sketchup. I generated the trees using a plugin called "Lsystem". Colors, point size, and such are all customizable.

3DAudioMesh (Composition by cybero)

Author: cybero
License: Creative Commons Attribution-ShareAlike
Date: 2010.02.06
Compatibility: 10.6
Required plugins:
v002 Rutt Etra version 2

3d Audio Graphical construction.

Example video - offline render in Quartz Crystal then resynced in GarageBand with an original audio doodle using GarageBand's in built atmosphere loops.

another example , using the posted DAE.

When I get to bring in Live Input with reliability, I'll be exploiting that Audio Tools facility.

Excuse the file size - caused mainly by the .wav file that 3D Sound Player uses [ the .aiff format was no smaller].

Exploits v002 Rutt Etra, DAE Meshes, Render in Image, 3D Transform.

I'm looking forward to engineering a Particles Tools based and Kineme3D Tools based equivalent to this.

GL Tools and OpenCL

toneburst's picture

I posted a feature request a while back (or was it a bug-fix- can't remember) about the GL Tools patches with structure inputs supporting structures of float4s from OpenCL. Is this a possibility for a future version? I'd envisaged the 4th float just being ignored.

Also, I've been wondering if there might be some mileage in a more flexible version of the stock Mesh Renderer patch, that incorporated some of the options of the current GL Tools structure patches (lines, line segments, texturable points with setable sizes etc.), but benefited from the speed of OpenCL, without the fps-sapping overhead of structures.

What do you think, guys?