瀏覽代碼

cleaning

removed midi-dmx part, network-DMX part, removed files that are not
needed anymore
Etienne Landon 8 年之前
父節點
當前提交
d83163399c
共有 15 個文件被更改,包括 62 次插入6026 次删除
  1. 0 710
      3DtoLED-v2.pd
  2. 0 990
      3DtoLED-v3.pd
  3. 0 1043
      3DtoLED-v4.pd
  4. 57 2612
      3DtoLED-v4clean.pd
  5. 0 317
      3DtoLED.pd
  6. 0 55
      CCchange.pd
  7. 0 7
      DMX1.pd
  8. 0 7
      DMX2.pd
  9. 0 7
      DMX3.pd
  10. 0 18
      copie de kinectLike.frag
  11. 0 9
      copie de kinectLike.vert
  12. 3 3
      kinectLike.frag
  13. 2 2
      kinectLike.vert
  14. 0 125
      tex2midi-inv.pd
  15. 0 121
      tex2midi.pd

+ 0 - 710
3DtoLED-v2.pd

@@ -1,710 +0,0 @@
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文件差異過大導致無法顯示
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3DtoLED-v4.pd


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DMX3.pd

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+ 0 - 18
copie de kinectLike.frag

@@ -1,18 +0,0 @@
-varying float depth;
-uniform float pos;
-uniform float thres;
-
-void main (void)
-{
-	vec4 color = gl_Color;
-	//color.r = cos(depth);
-	//color.g = cos(depth+3.14*2.*0.333);
-	//color.b = cos(depth+3.14*2.*0.666);
-	if (depth<=pos+thres/2 && depth > pos -thres/2)
-	{ color.a = 1;}
-	else {color.a=0;
-	color.r=0;}
-	gl_FragColor =  color;
-}
-
-

+ 0 - 9
copie de kinectLike.vert

@@ -1,9 +0,0 @@
-varying float depth;
-void main()
-{
-	gl_FrontColor=gl_Color;
-	vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0;
-	depth = v.z;
-	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
-}
-

+ 3 - 3
kinectLike.frag

@@ -9,9 +9,9 @@ void main (void)
 	//color.r = cos(depth);
 	//color.g = cos(depth+3.14*2.*0.333);
 	//color.b = cos(depth+3.14*2.*0.666);
-	if ((depth<=pos+thres/2 && depth > pos -thres/2) && depth > -1)
-	{ color.a = 1;}
-	else {color.a=0;}
+	if ((depth<=pos+thres/2.0 && depth > pos -thres/2.0) && depth > -1.0)
+	{ color.a = 1.0;}
+	else {color.a=0.0;}
 	//color.a *= XYlimit;
 	gl_FragColor =  color;
 }

+ 2 - 2
kinectLike.vert

@@ -5,8 +5,8 @@ void main()
 	gl_FrontColor=gl_Color;
 	vec4 v = (gl_ModelViewMatrix * gl_Vertex) + 4.0;
 	depth = v.z;
-	if (abs (v.x) > 1 ) {XYlimit = 0;}
-	else {XYlimit =1;}
+	if (abs (v.x) > 1.0 ) {XYlimit = 0.0;}
+	else {XYlimit =1.0;}
 	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	
 	//|| abs (v.y) > 10
 }

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