I’m having trouble getting at least color transformation to work.
for (int x = 0; x < xdim; ++x) {
for (int y = 0; y < ydim; ++y) {
for (int z = 0; z < zdim; ++z) {
gl::ScopedModelMatrix scpModelMtx;
int point = x*zdim*ydim + y * zdim + z;
gl::color(ColorA(CM_HSV, float(status[point]) / 2.0, 1, 1,0.5));
mSlices[point]->draw();
}
}
}
I produced the cubes on setup with the following code:
auto lambert = gl::ShaderDef().lambert().color();
gl::GlslProgRef shader = gl::getStockShader(lambert);
for (int x = 0; x < xdim; ++x) {
for (int y = 0; y < ydim; ++y) {
for (int z = 0; z < zdim; ++z) {
auto slice = geom::Cube().size(0.9, 0.9, 0.9);
auto trans = geom::Translate(x, y, z);
auto color = geom::Constant(geom::COLOR,
ColorA(CM_HSV, 0.5, 1, 1,0.5));
int point = x*y*z% ydim*zdim + y*z% zdim + z;
point = x*zdim*ydim + y*zdim + z;
mSlices[point ] = gl::Batch::create(slice >> trans >> color, shader);
}
}
}
mCam.lookAt(vec3(20, 20, 20), vec3(0, 0, 0));
Thanks!