First of all I’d like to apologize for posting this in the “Advanced” forum, but I’m afraid I need some expert help.
I’m writing a program that’s supposed to simulate and display objects that are spray painted by a robot. Ideas that can be used to make a play/pause/play backwards player would be highly appreciated.
I’ve thought about how to apply the “paint” and I’ve come up with the following ideas:
Use colored lights and then try to “store the lighting”
If you have (or can fake) render-to-texture, how about accumulating the paint by splatting alpha-blended GL_POINTS or sprites onto a texture, then applying the texture to the object?
If you store the individual splatted-point positions in an array/vector/list/deque/whatever, you could then implement rewind etc by rebuilding the texture with only a subrange of those points.
Not as fast as incremental updates, but if that becomes a major problem you could maybe cache snapshots at regular intervals to reduce the amount of rebuilding needed per frame.
[EDIT: I was originally thinking cubemaps, but that’s not going to work too well if your object isn’t a convex hull.)
[This message has been edited by MikeC (edited 09-05-2002).]
Originally posted by MikeC:
[b]If you have (or can fake) render-to-texture, how about accumulating the paint by splatting alpha-blended GL_POINTS or sprites onto a texture, then applying the texture to the object?
If you store the individual splatted-point positions in an array/vector/list/deque/whatever, you could then implement rewind etc by rebuilding the texture with only a subrange of those points.
Not as fast as incremental updates, but if that becomes a major problem you could maybe cache snapshots at regular intervals to reduce the amount of rebuilding needed per frame.
[EDIT: I was originally thinking cubemaps, but that’s not going to work too well if your object isn’t a convex hull.)[b]
MikeC, are you from NVnews???
I’m thinking something along the lines of render-to-texture, but I’m a bit unclear about unique texture areas on the object. In order to get reliable results, I have to be able to assign a unique texture area to every area on the object and I gotta admit I’m kind of new to texture mapping.
For the rewind function I was playing with the idea of “painting” with the “inverted” color.
I’m afraid that I don’t really understand cubemaps, but I don’t think I can garantie that the objects will be convex either
I have to admit, I was pretty desperate about getting some feddback, so I doubleposted this topic both here and in the Beginners section. Maybe we should keep all replies in one thread? Since I’m actually a beginner I suggest keeping all feedback in this thread . I’d still like all the advices you experts can give me