[PD] Gem / glsl_fragment
ub at xdv.org
ub at xdv.org
Sat Jul 30 01:42:28 CEST 2011
hey there again,
i basically got my shader running, it was a bit of a challenge, because
i realized i had to use rectangle texunits, as the input is classic 4:3
video frames.
so fine, i did this, but now the output of pix_progam is acting kind of
weird.
it seems to be a proper pix structure, when i attach a pix_info to it,
it's the correct resolution and type.
it is possible that it is still an bug in my shader, but for instance i
see in the example patch 06.rectangle_multitexture that there is a
pix_set right after the pix_program and also in my patch things dont
work correctly when i don't put it there.
i wonder what it's needed for.
still with the thing in place, the texturing behaves strange. for
example, if i put an object like pix_contrast or pix_add in it's way, i
only see some blue flashing. the flashing seems like one pixel of the
texture magnified to the whole surface.
so i thought it's the texture coordinates and i tried pix_coordinates to
correct them without success.
then the texture won't display on pix_draw at all, which is fine, i can
live without it.
pix_flip doesn't do anything but it doesn't screw up the texture.
when i use the output of the rectangle_multitexture example i have
basically the same effects slightly different in some cases.
maybe i'm missing something obvious, i have tried a lot and i will
continue to look, but if someone knows more about this i'd be happy with
some explanations.
thanks+ciao,
ub
More information about the Pd-list
mailing list