Hi Ben<br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><br>
Why not:<br>
<br>
a. texture a large plane with a circular alpha channel hole<br>
<br>
b. model a large plane with a circular hole.</blockquote><div> </div><div>I'll give that a try, I think i'll need some more flexibility since i need to have other polygons in the same patch... but maybe i can solve it in a different way...</div>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<br>
Both would be a mask that show through what is rendered behind them,<br>
should be very fast, but not as flexible, as your ideas.</blockquote><div><br class="webkit-block-placeholder"></div><div>Being fast is definitely going to be a requirement.</div><div>Now, in this context, is flexibility a synonym for madness? or more precisely, is this approach too slow?</div>
<div><br class="webkit-block-placeholder"></div><div>best,</div><div><br class="webkit-block-placeholder"></div><div>J</div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<br>
.b.<br>
<div><div></div><div class="Wj3C7c"><br>
Jaime Oliver wrote:<br>
> Hello all, I am trying to do something which should be fairly easy: I am<br>
> trying to see a circle that let's through an image that is behind it.<br>
> (As if through a telescope...) So my attempt so far consists of<br>
> texturing this image into a circle and compensate changes in translation<br>
> and size of the circle with the pix_coordinate object. I have managed to<br>
> do this with rectangles and triangles, but can't a find a way around<br>
> circles. The main idea is the next:<br>
><br>
> pix_image<br>
> |<br>
> pix_texture coordinate-mess<br>
> | /<br>
> pix_coordinate<br>
> |<br>
> rotateXYZ<br>
> |<br>
> translateXYZ<br>
> |<br>
> circle<br>
><br>
> The coordinate message has this behaviour:<br>
> -the 1st two floats don't have any effect.<br>
> -the 3rd one compresses/expands left-right,<br>
> -the 4th one compresses/expands up-down,<br>
> -the 5th doesn't do anything,<br>
> -the 6th one seems to offest the vertical compression/expanssion<br>
> -any succesive floats have no effect.<br>
><br>
> So my problem is that without any horixontal offest i can't compensate<br>
> for size/transaltion values. If i had that i think i could do some math<br>
> to do this....<br>
><br>
> Anyone has any suggestions? Is this the wrong approach??<br>
><br>
> I am attaching the patch if anyone want's to test this and I am also<br>
> attaching an example of how i am compensating this for a polygon 3<br>
><br>
> best,<br>
><br>
> J<br>
><br>
><br>
> --<br>
> Jaime E Oliver LR<br>
><br>
</div></div>> <a href="mailto:joliverl@ucsd.edu">joliverl@ucsd.edu</a> <mailto:<a href="mailto:joliverl@ucsd.edu">joliverl@ucsd.edu</a>><br>
> <a href="http://www.realidadvisual.org/jaimeoliver" target="_blank">www.realidadvisual.org/jaimeoliver</a><br>
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> <a href="http://www.realidadvisual.org" target="_blank">www.realidadvisual.org</a> <<a href="http://www.realidadvisual.org" target="_blank">http://www.realidadvisual.org</a>><br>
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</blockquote></div><br><br clear="all"><br>-- <br>Jaime E Oliver LR<br><br><a href="mailto:joliverl@ucsd.edu">joliverl@ucsd.edu</a><br><a href="http://www.realidadvisual.org/jaimeoliver">www.realidadvisual.org/jaimeoliver</a><br>
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