[PD] pix_mask and gemframebuffer

cyrille henry ch at chnry.net
Wed Nov 9 15:50:34 CET 2011



Le 09/11/2011 14:01, Max a écrit :
>
>
>
> Am 09.11.2011 um 14:41 schrieb cyrille henry:
>> Le 09/11/2011 12:23, Max a écrit :
>>> thanks cyrille,
>>> am i getting closer?
>> yes, a bit.
>> except that :
>> - gemframbuffer does not have the same camera position than gemhead.
>> you need to add translateXYZ 0 0 -4
>
> ah, right.
> works! but looks terrible. i am wondering why the resolution and edge looks so bad.
there is no oversampling in framebuffer.
your mask resolution is 320x240.
try resizing the pix_video to 640x480. (and then the frammbuffer and the pix_snap).


>
>> - pix_snap snap the curent frambuffer, you don't need to pass the framebuffer texture.
>> see attachment.
>>
>>> it's ok if it is slow, but i want to use gem objects to make a mask i can animate in gem, so there is now way around the snapping if i understand that correctly.
>> it's possible with shader : render 1st scene in a frambuffer
>> other scene in a 2nd frambuffer. set it to use texunit 1
>> then, use something like the example : 10.glsl/5.multitexture, and change a bit the mixing equation.
>
> ok, seems that the answer on anything gem related i try lately is glsl.
It's not only Gem, the shift is made by openGL.
cyrille


> max
>
>
>> cyrille
>>
>>>
>>> max
>>>
>>>
>>> Am 09.11.2011 um 14:07 schrieb cyrille henry:
>>>
>>>> hello,
>>>> pix_masque need a pix, not a texture.
>>>> (one is in the CPU, the other in the GPU).
>>>> you need a pix_snap to pass the texture to a pix object.
>>>> beware, this is slow.
>>>> i recommend using a shader to emulate pix_masque, but using 2 texture and not 2 pix.
>>>> it will be hundred time faster.
>>>>
>>>>
>>>> Cyrille
>>>>
>>>>
>>>> Le 09/11/2011 11:52, Max a écrit :
>>>>> dear list,
>>>>>
>>>>> i'm trying to generate a b/w mask in gemframebuffer for a pix_mask
>>>>> pix_mask seems to ignore the texture from gemframbuffer.
>>>>> hints appreciated.
>>>>> m.
>>>>>
>>>>>
>>>>>
>>>>>
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>> <masking3.pd>
>



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