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anistrophic fileter-makes texture sharpened. ex. in perspective angle
TEXTURE-max anisopft
pbuffer capture-high res screenshot-press f1. depends on how much memory is on graphic card
take screenshot of rectangle fragments of opengl art and put them together in photoshop
frustum pyramid- pyramid w/ top cut off
gl lookat
google as extension of memory.
McClune-media as extension. media extend human nervous system. google is perfect example of media expanding human nervous system.
google measures response time for humans and manages to make results page come up faster.
non-technology artist getting awkward while getting used to media art. takes long time for them to get used technology art environment. traditionalist art and technology art are very different. two different worlds.
motions painted in art-francis bacon, marshall duchamp. movement not perceived by humans.
wikipedia-structure of knowledge. still has impact on human nervous system.
post final idea to wiki.
draw 2 models within exact spot.
processing jar in the folder in GLArt folder. tell program where jar is. function to get processing.
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openFrameworks-for visual artists
grab image from web and put it into quartz composer and use texture and can make it flip around
flash is for heavy visuals for web but for others markup language work better
eclipse is all java
iphone-supports opengl
python is slower
use IR sensor in processing and bring processing jar into eclipse
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text
can write text on the screen
GL tutorial for things advanced-link on 1st page
IR sensor for final. dropping triangle by triangle. max/jitter?
tim-billboarding
tom-text imported from websites
tv-low resolution w/ lots of noisy big pixels. requires audience to participate more than in movie theaters
medium is extension of man. aplifies or accelerates human capability.
try putting text into my project.
array of triangles. number each triangle.
math.random()*100f
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gluProject-recreates new geometry and perspective
gluUnProject
getViewport
glModelviewMatrix
projectVerts
class note
texture image dimentsions must be power of 2
how image will be mapped onto vertices
texture coordinate points-U,V
GLTEXCOORD(U,V)
256 -right resolution for texture
make mesh first, flatten it out, map texture on them
texture may stretch
get texture image loaded up
if not able to read texture image, try JAR file
OpenGL-RGBA, Java-ARGB(have to be changed to OpenGL format)
makeTextureMipMap-how detailed texture should be. preprocess and blend before mapping them on.
smoother.
OpenGL doesn’t load up images. it gets pixels from OpenGL class.
class note
light changes by color of shapes
types of light color
- diffuse-1,0,0 RGB
- ambient-1,0,0
- specular-.8,.8,.8
GL_CULL_FACE-chop out area not needed
FloatBuffer-just a datatype
material has same values as light-diffuse,ambient,specular
specualr-amount of light reflected back
emission-surface is glowing
shininess-1-128, not a color
class note
FloatBuffer-data. buffer fillled w/ numbers
glPerspective
Projection matrix-wide or narrow view. projecting on wall
glEnable(GL11.GL_DEPTH_TEST)//turns on depth test
COLOR BUFFER
FLOAT DEPTH[ ]
DEPTH BUFFER-what is closest thing to eye 0-1
Frustum structure view
ORTHO straight view
glViewport-deals w/ screen. don’t need to specify matrix
make 2 scenes-shapes in ortho and frustrum perspective.
class note
f-float
show work on monday night latest 10pm
vertical v sinc
display is updated 60 frames/sec
GLU-GL utility functions on top of OpenGL
GLUT-windowing
GL11.glTranslatef
GL11.glLoadIdentity//reset the proejction matrix
//define perspective
GLU.gluPerspective{
45.0f, //field of view
//eye position GLU.gluLookAt
x,y,z coordinates can change their perspective
func face()
begin
vertex
end
moving separate from drawing shapes
transfroming vectors
vector=[x,y,z]=point=vertex
map points to another position.
matrix x vector points
2d array-16numbers stored-matrix math
openGL-matrix math machine.
moves point around to change the perspective
GL_MODELVIEW-moves the model around camera
glClear-clears screen. keeps track of depths of object. what’s front and what’s back.
GL_COLOR_BUFFER_BIT
functions: glTranslate(), glScale(), glRotate()
glTranslatef(2f, 0f,0f)
glLoadIdentity
openGL-drawing program. rotates objects.
glRotatef(120,0,1,0)
GL11.glPushmatrix(); //copy matrix into new matrix to rotate just one element of object (rotate just one eye)
glPopMatrix()-goes back to original matrix
leaving points alone n just changing x,y,z positions
assingment-rotating cubes. isolate them in each rotation. order matters. always rotating around origin. take a shape from last week and rotate, scale many times.
rotation +=.01f;












