Hello again Marc (and everyone else),
I've been working my way through the BaseGraphicsSystem and BaseGraphicsSystem_Texturing pages in the online documentation and I've got two questions that I haven't yet found answers to. I apologize if these are somewhat specific, but I'm guessing that there could be somebody out there wondering about this too.
1. In setting up meshes and shaders to attach to a canvas, I noticed that there isn't a really easy way to "clear" what I've drawn. On the main field window for example it is easy to write _self.lines.clear() and erase everything that has been drawn, and I recognize that by setting up these custom pipelines things probably won't be so simple. Would I have to clear the mesh somehow or remove it from the GPU? One of the reasons I started wondering about this is that in running the tutorial file called page_BaseGraphicsSystem_Texturing.field, each of the boxes is its own separate example (each one calls canvas=getFullscreenCanvas() and sets up its own shaders and meshes). So after I've run one of the example boxes, I can't seem to run another one. Is this because they are actually creating separate canvases to draw to? The only way I could figure out how to run the second, third and fourth examples in that tutorial was to quit quit and re-launch field between each. Can I assume there's a better method for doing this?
2. One thing I noticed while controlling camera in the main renderer with the keyboard is that sometimes the shift key seems to get "stuck". That is, if I am holding shift and left arrow (in order to orbit around) but let go of the shift button before the arrow key, the camera will continue to orbit even though I've stopped pressing both keys. I am often able to undo this by holding shift again and pressing left and right, being careful to lift up the shift key last. However, sometimes I am still unable to remove the stuck shift key. I understand that this can be a useful feature, say if I wanted to quickly prototype what it will look like when the camera is continually panning or moving, but invariably I end up locking in the shift key by accident. Is there a shortcut to getting all camera motion to stop? I know that running the following code will return the camera to it's initial position, but it won't necessarily stop the camera from orbiting around:
camera = canvas.camera
camera.position = Vector3(0,0,10)
camera.lookAt = Vector3(0,0,0)
camera.up = Vector3(0,1,0)
P. Hunter McCurry
Masters Student in Music, Science and Technology
CCRMA, Stanford Universitywww.huntermccurry.com413-320-9646