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Continuing my GLSL studies — now with dynamic lighting (vertex shader) and texturing (fragment shader).

This application runs at 35fps at 1280×720 pixel resolution on my ATI HD 4850 card. There are 1024 tentacles, drawn with gluCylinder — I guess this can still be optimized.

Made with OpenFrameworks v0.06 and GLFW.
Music: "M" by Telefon Tel-Aviv.

blog.omine.net/2009/04/04/audio-reactive-glsl-tentacles/
openframeworks.cc/
glfw.sourceforge.net/
telefontelaviv.com/

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  • InsightVR 8 months ago
    Eduardo,

    Any chance that you'd be willing to post tentacle source code? I'm trying to achieve a similar effect to your tentacles and it seems to me that my method is a hack.
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  • eduardo omine 8 months ago
    I posted some GLSL code here:
    blog.omine.net/2009/02/21/glsl-blob/

    The code for this piece is not exactly the same, but it's the same principle and it's quite simple I think. The tentacles are just cones (gluCylinders) distributed on a spherical surface.

    What are you having difficulties with?
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  • InsightVR 8 months ago
    my difficulty has been efficiently getting a cylinder morphed along a complex 3d path. Right now I am cheating by drawing a sphere at each point and cylinders between the spheres.
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  • eduardo omine 8 months ago
    I think you should try using a vertex shader - shaders can be very powerful and fast. The code I posted in my previous comment is a GLSL vertex shader. :-)
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