[PD] soft-edging with multiple projectors/GEM

Jack jack at rybn.org
Thu Oct 21 12:19:21 CEST 2010


Le jeudi 21 octobre 2010 à 12:01 +0200, cyrille henry a écrit :
> 
> Le 21/10/2010 11:37, cyrille henry a écrit :
> > hello,
> >
> > i don't have a ready made solution, but once you have a FB, nothing
> > should be very complex.
> >
> > unless i miss the complex part of the problem.
> >
> > if i've got 5 min later tonight, i'll try to make a soft_edge shader
> > that can deal with everything...
> unless jack did it before me ;-)
Yep, i did something similar with my last game PdTron ;)
But i have no time today to work on this new problem...
++

Jack


> 
> >
> > cyrille
> >
> >
> > Le 21/10/2010 11:11, IOhannes m zmoelnig a écrit :
> >> On 2010-10-21 10:45, cyrille henry wrote:
> >>> hello,
> >>>
> >>> one solution is to render your scene in a big framebuffer.
> >>> (if you use 3 screen of 1024x768, and a 100 pixel overlap, then you need
> >>> a 3x1024-2x100 pixel wide framebuffer)
> >>>
> >>> then render this frambuffer as a texture on 3 rectangle, using
> >>> pix_coordinate in order to keep only the desire part of the image.
> >>> the black fade can be made with shader or texture as you prefer.
> >>>
> >>
> >> afaik (being somewhat involved in the project), this is not really
> >> peter's problem.
> >> he is already rendering into a big framebuffer.
> >>
> >> the question is rather, whether someone has a ready-made solution for
> >> displaying the image on multiple overlapping projectors, that they want
> >> to share. (if it is simple enough, it could go into the Gem/examples/...
> >> think of all the fame!!!!)
> >>
> >> the last solution we used for that (on 8 overlapping projectors), had a
> >> proprietary license and could only be setup by the developers... so we
> >> are looking for something more simple and open.
> >>
> >> fgmasdr
> >> IOhannes
> >>
> >>
> >> PS: note the slight change in wording in my email, from "peter" in the
> >> beginning to "we" in the end. it's somewhat unintentional :-)
> >>
> >>
> >>
> >>
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> 
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