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feraltic's Issues

Platonic primitives in 4d

I would like to have the Penthacoron node in DX11.

I wrote an EX9 version and it uses a transform matrix input pin, see https://github.com/vvvv/vvvv-sdk/blob/develop/vvvv45/addonpack/src/nodes/plugins/Mesh/Penthacoron/Penthacoron.cs#L57

My goal is to have a Penthacoron as a template to then add also the other Platonic 4d solids (I have the points).

Is it possible to start from Tetrahedron adding the input matrix and the corresponding 4d vertices transformed into 3d (I used a projection matrix, see https://github.com/vvvv/vvvv-sdk/blob/develop/vvvv45/addonpack/src/nodes/plugins/Mesh/Penthacoron/Penthacoron.cs#L308)?

Any hint or snippet you can show me please, specially how to add an input matrix and wich functions to multiply a 4d vector ?

Starting with your help I could add the other primitives (Hypercube, 24-cell. 16-cell, 120-cell, 620-cell).

WriteDataPitch syntax

on
https://github.com/mrvux/FeralTic/blob/master/Core/DX11/Resources/Textures/2d/DX11DynamicTexture2D.cs#L55

you've got:

 public void WriteDataPitch(IntPtr ptr, int len, int rowsize = 4)

just a matter of opinion, but i think the syntax would be better as

 public void WriteDataPitch(IntPtr ptr, int stride, int rows)

where 'stride' is the stride of the input data

rowsize is a little ambiguous, and the input data might have a non 'integer * width' stride, (e.g. 'integer * width + integer').

Multi VBO geometry

Add a geometry type to allow multiple vbo instead of interleaved mode.

Winding+Scaling on geometry

Geometry winding should be ClockWise for 2d, and consitent across geometries.

Also scaling should be unit cube.

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