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Mastering openFrameworks: Creative Coding Demystified

You're reading from   Mastering openFrameworks: Creative Coding Demystified openFrameworks is the doorway to so many creative multimedia possibilities and this book will tell you everything you need to know to undertake your own projects. You'll find creative coding is simpler than you think.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781849518048
Length 364 pages
Edition 1st Edition
Languages
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Author (1):
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Denis Perevalov Denis Perevalov
Author Profile Icon Denis Perevalov
Denis Perevalov
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Table of Contents (22) Chapters Close

Mastering openFrameworks: Creative Coding Demystified
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. openFrameworks Basics FREE CHAPTER 2. Drawing in 2D 3. Building a Simple Particle System 4. Images and Textures 5. Working with Videos 6. Working with Sounds 7. Drawing in 3D 8. Using Shaders 9. Computer Vision with OpenCV 10. Using Depth Cameras 11. Networking Working with Addons Perlin Noise Index

The oscillating plane example


This example demonstrates how to create a flat plane from triangles and then oscillate its vertices to obtain a dynamic surface. Also, the color of vertices will depend on the oscillation amplitude.

Note

This is example 07-3D/06-OscillatingPlane.

The example is based on the emptyExample project in openFrameworks. Begin with adding the declaration and definition of the setNormals() function, as described in the Computing normals using the setNormals() function section. Then in the testApp.h file, in the testApp class declaration, add definitions of mesh and light:

ofMesh mesh;          //Mesh
ofLight light;        //Light

In the beginning of the testApp.cpp file, add constants with vertex grid size:

int W = 100;          //Grid size
int H = 100;

The setup() function adds vertices and triangles to the mesh and enables lighting:

void testApp::setup(){
  //Set up vertices and colors
  for (int y=0; y<H; y++) {
      for (int x=0; x<W; x++) {
          mesh.addVertex...
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