Hot on the heels of yesterday's Beta, we have 1 new patch, and a couple bug fixes. Enter GLLogicOp. (Now, with a Tiger build!)
GL Logic Op allows you to modify the Logic Operation used when rendering. This is kind of like "Blend Mode" on Steroids. With this, you have 16 possible operations to choose from:
Clear, Set, Copy (Default), Copy Inverted, No Operation (lame ;), Invert, And, Not And, Or, Not Or, eXclusive Or, Equiv, And Reverse, And Inverted, Or Reverse, and Or Inverted.
This provides for some interesting pixel effects. If you make something cool-looking, please post a screenshot for all to see :)
Bug Fixes:
* GL Field of View now preserves the matrix, so stuff layered higher than it won't look wonky.
* GL Grid now doesn't cook the U/V coords. To enable the 'Don't Cook the Coords' mode, set the U/V inputs to a negative number. They default to -1 for newly created patches, so it should Just Work.
* Some cosmetic changes for descriptions and names.
Visit http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/... for a description of each mode's functionality.
Ok, I've ported This beta to Tiger, so you can use it there too now. Please let me know if you run into any problems.
I try to Do simple circle with a GL Spline and wasn't able to do it. Ok With 4 points but with 5 points to close it, seems that the interpolation of the first and last point are Strange... Any advices ?
yanomano.
Another question... what is the good hierarchy for GL matrix and field of view ? The GL field of view patch inside the GL matrix patch or the opposite ? About GL Matrix, If I map the (0,3), (1,3),(2,3) inputs on a X,Y,Z position of a 3D transformation pach, where must I place it in the hierarchy ? Thanks.
regards.
yanomano.
You'll want GL Matrix inside of Field of View. For Field of View to work, I had to make it destroy a few values in the matrix; Matrix doesn't do that, it just multiplies the existing one.
So, if the FOV was inside, it might undo some of the work the Matrix one did, but not the other way around.
That said, please experiment with this and tell us what you find.
To get a true circle from a spline, we need to use NURBS (Non-Uniform Rational B-Splines). The Spline patch currently just does Cubic interpolation, so it can only approximate a circle, and has some weird artifacts (as your picture shows).
In the past, we planned on adding some more interpolation options; we've just not had the time to implement it.