About abs do this...At the top of your source, after all the includes prototype abs like this.
Code:
extern "C" int abs(int); |
Quote:
#1) just removed the file issue, kind of redundant, since all settings are stored in the scene file already. not worth the trouble for our small user base :spin |
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I found two more plugins by Bman :D
one I was able to convert from cpp to c. just a problem with the result of the effect. the 2nd one I have problem while translating from cpp to c: Code:
dXInit((sa->oPos[0] / defInst->fXSize) - defInst->fXCenter); for dXInit and dYInit. orig and my src included. are you still around, alkis? :spin #1) i've found something trivial: i've changed: Code:
dXInit((sa->oPos[0] / defInst->fXSize) - defInst->fXCenter); can you look at it?! maybe i made a mistake somewhere. #2) hmm, it does work, it is not a fractal mandelbrot effect, it "only" influences the luminosity of a surface. and this does work. I should look for some easy math formulas for certain effect, so we could add some new effect to the plugins, similiar to the fader plugin, i made from the blinker plugin. problem may be those given API functions, something with a pixelshader would be worth an attempt, but there is not a single example src for that plugin type, IIRC :/ #3) pixelshader is also only some effect to the final rendered image. those shaderplugins are the type to add some procedural textures to an object/surface. *hmm* |
I just found this great website by Bman: The Art of LightWave Plug-ins
Creating a LightWave Image Filter plug-in, step by step. Bman's website has the new and older plugins, incl source and some info about Bman himself. *big thanks* to archive.org for preserving those old website. all those old stuff would have been lost otherwise. #1) what about a displacement plugin, HOT Ocean ToolKit , is open source :spin next to the shader/particle effect, the transformation for a given mesh should be doable. it is more or less an advanced gooze displacement plugin. |
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