trg graphics subsystem demos
.. . a small menagerie of graphics made along the path travelled during the exploration of the Project TRG Universe
using ogreOSC
material-skin a demo using wave_xform to manipulate textures to an oscillation pattern across two dimensions whose periods are out of phase. the material is scrolled across a static convolved mesh creating interference patterns.
trg_skin.avi
material-wine the same as above, but exploring alpha layers and some new blend modes.
trg_wine.avi
(particle-glint a short life particle system using native ogre particle functions. linear force along y causes particles to rise up as they expire while new particles are seeded within fixed bounds below.
trg_glint.avi
(particle-hair altering the particle length and using colour blending to give the effect of hair/rays.
trg_hair.avi
(particle-horiz another version of above. reasonably pointless.
trg_hair.avi
(particle-hair2 hair effect with more body 'n' shine.
trg_hair2.avi
(particle-bloom a remix of pix's swarm effect using a few blend modes, force affectors and some texture processing.
trg_bloom.avi
(particle-bloempje another remix of pix's swarm effect.
trg_bloom2.avi
(techno-tentacle example of using
OSC to control playback period and mix weights between two armature animation tracks. the tentacle has about 30 b
ones and has been instantiated 12 times in the scene. individual control is possible as are the use of more animation tracks.
trg_tentacles.avi
-
(animated-textures-LSCM another example of animated textures in use but on a mesh of 382 faces. the mesh has been LSCM unwrapped to create 'seamless' UV coords.
trg_anim-tex2.avi
older stuff