<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:times new roman, new york, times, serif;font-size:12pt">hey Chris! Sounds great,what you are trying to do. I wrote this tutorial http://wiki.blender.org/index.php/Tutorials/Camera_Mapping which explains projecting a photograph onto an object. Hope it helps.<br><div> </div>----------------<br>Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.<br><br><div>Atlantica Investments, Inc.<br>PO Box 680310, Marietta, GA 30068 USA<div><br></div><div style="font-family: times new roman,new york,times,serif; font-size: 12pt;"><br><div style="font-family: arial,helvetica,sans-serif; font-size: 13px;">----- Original Message ----<br>From: Chris Cherrett <stuff@trackingsolutions.ca><br>To: bf-blender developers <bf-committers@blender.org><br>Sent: Friday,
July 11, 2008 3:34:59 PM<br>Subject: Re: [Bf-committers] Shader?<br><br>
Antonio Martos wrote:<br>> My apologies if this is not the right list for this question, feel <br>> free to send me to the right one.<br>><br>> I'm working in a photogrammetry tool core that at this moment of <br>> development requires some user interface to edit meshes and manipulate <br>> them.<br>> The idea is to build an interactive modeling tool assisted by real <br>> photographs as source, using GLSL pixel shaders and forcing some <br>> constraints so the user can accurate model and texture objects in a 3D <br>> editor easily. The last part is still not done.<br>><br>> I think that it is better to try to integrate this into a mature 3D <br>> software like Blender instead of trying to reinvent the wheel <br>> rewriting a full user interface, but I'd like to know in advance it <br>> this is possible before involving too much.<br>><br>> My question is:<br>> Is it possible (and easy) to build and
use custom "pixel shaders" <br>> (GLSL shaders, the better) inside Blender *editor* so photographs are <br>> projected onto the 3D model as textures, but using some special <br>> transformations, in real time, while being edited? Performance is <br>> quite important.<br>><br>> Can you give me some advice where to start looking for? Is there <br>> somebody in the development team that might be interested in helping <br>> with this?<br>><br>> Thank you in advance<br>><br>> ------------------------------------------------------------------------<br>><br>> _______________________________________________<br>> Bf-committers mailing list<br>> <a ymailto="mailto:Bf-committers@blender.org" href="mailto:Bf-committers@blender.org">Bf-committers@blender.org</a><br>> <a href="http://lists.blender.org/mailman/listinfo/bf-committers"
target="_blank">http://lists.blender.org/mailman/listinfo/bf-committers</a><br>> <br>This might be a start:<br><br><a href="http://wiki.blender.org/index.php/Manual/UVProject_Modifier" target="_blank">http://wiki.blender.org/index.php/Manual/UVProject_Modifier</a><br>_______________________________________________<br>Bf-committers mailing list<br><a ymailto="mailto:Bf-committers@blender.org" href="mailto:Bf-committers@blender.org">Bf-committers@blender.org</a><br><a href="http://lists.blender.org/mailman/listinfo/bf-committers" target="_blank">http://lists.blender.org/mailman/listinfo/bf-committers</a><br></div></div></div></div><br>
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