The flocking system in Stardust was taking shape. Talking with my tutors, I learned that there was a way to work with flocking systems in a way that was easier to display in real-time than what I had. This involved using a frame buffer object, or FBO, and “place” the flocking system in it. I learned an FBO is an extension to openGL for rendering in a more flexible way. This slideshow was very helpful to grasp the concept of FBOs.
I started by studying examples in OF that had FBOs, and then build up from there.
I discussed with Joel *my progress and he mentioned he used FBO’s in his ScreenLab project. I also learned from that project (portals) how to use FBOs. Portals allows “for the mapping of horiztonal beams onto a body in real time – face, chest and crotch. The project uses a Kinect as gestural input.”
I had fun testing Portals for myself, so thanks to Joel for that awesome project!