[PD] GEM - alpha blending of images over movies
reduzierer at yahoo.de
Fri Feb 16 22:33:24 CET 2007
On Sat, 2007-02-17 at 08:10 +1100, Item State wrote:
> ok, thanks for clarification.
> but what about pix_movie, it seems to be in another
> domain than pix_image because i cannot apply the
> processes to it that i can apply to pix_image.
this is because [pix_movie] has [pix_texture] already 'built-in'. the
equivalent to [pix_image] would be [pix_film], which requires an extra
[pix_texture] to be textured onto a 3d-object.
> pix_image "needs" either pix_draw or pix_texture ->
yes (though i think you mean [rectangle] here instead of
[pix_rectangle], which does something different).
> while pix_movie goes directly into
> pix_rectangle without an intermitting pix_texture, and
yes (also here i assume you mean [rectangle])
> it cannot be plugged into pix_draw ...?
exactly, because [pix_draw] wants a pix, not a texture.
> ciao, -sciss-
> --- Roman Haefeli <reduzierer at yahoo.de> wrote:
> > On Sat, 2007-02-17 at 06:32 +1100, Item State wrote:
> > > unfortunately i have the same problem with your
> > patch
> > > (psychedelic colours). the [colorRGB] is pretty
> > cool,
> > > it does exactly what i want, but this only works
> > here
> > > with [pix_texture] but have no effect when using
> > > [pix_draw] instead...
> > i hope i can clarify this a bit in my own (maybe not
> > too correct) words.
> > there are actually two different domains in Gem:
> > opengl and 'pix'es. all
> > opengl-based stuff is renderend on the gpu (graphic
> > card's cpu), whereas
> > all pixel-based objects are calculated on the cpu.
> > playing and
> > processing videos and pictures happens in the
> > pix-domain (afaik, all
> > pix_*-objects work in that domain). pix_texture is
> > used to convert an
> > image (from a picture or a video) to a texture, that
> > can be applied to a
> > vertex . that means the picture is then in the
> > opengl-domain and cannot
> > be processed with pix_*-objects anymore. so there
> > are actually two (or
> > more?) ways of alpha-blending a picture:
> > 1) do everything in the pix-domain and use
> > [pix_alpha] (i'm not quite
> > sure anymore about that)
> > 2) give it to the opengl-domain using [pix_texture]
> > and use the fourth
> > (alpha-channel-)inlet of [colorRGB].
> > the latter approach has the advantage, that
> > everything is rendered on
> > gpu, which saves you a lot of cpu-power. whenever
> > you can, i would do
> > stuff in the opengl-domain (unless you don't have
> > any 3d-acceleration
> > enabled).
> > i hope i didn't tell you something completely wrong
> > (please someone
> > correct me, if i did)
> > roman
> > Telefonate ohne weitere Kosten vom PC zum PC:
> > http://messenger.yahoo.de
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