[PD] Extended view toolkit: texture coordinate

Peter Venus news at petervenus.de
Fri Jul 5 18:15:30 CEST 2013


hello

in this particular case it is definitely pixels and not GEM-Units.
This is the way it is built in the extendedview toolkit.

cheers, peter

Am 05.07.13 13:56, schrieb Py Fave:
> in fact it depends on texture mode :
>
> sometimes it's pixels sometimes it's a 0....1 range
>
> check pix_coordinates help
>
> 2013/7/5 Husk 00 <husk00 at gmail.com>:
>> On Thu, Jul 4, 2013 at 11:52 AM, Peter Venus <news at petervenus.de> wrote:
>>>
>>>
>>>
>>> Am 04.07.13 11:47, schrieb Husk 00:
>>>>
>>>> Hi Peter and list,
>>>
>>>
>>> Hi Husk
>>>
>>>
>>>> I finally had time to explore extended view  toolkit and it's
>>>> really working well...congratulations!
>>>> There is something still I miss: how the texture coordinates works.
>>>> What units do
>>>> they uses?
>>>
>>> The units used for texture-coordinates are pixel.
>>> As you can see in the example you mentioned, all 3 projection modules get
>>> their texture information via the (texture id)-outlet from the
>>> framebuffer-abstraction.
>>> Now, the framebuffer愀 size is given in pixel, here 1024 by 1024, so if you
>>> want a projection-module dispplay the whole framebuffer, its
>>> texture-coordinates should range from 0 to 1024 to display the whole content
>>> of the framebuffer.
>>> If you now introduce a second projection-module and you want both
>>> displaying a portion of the framebuffer, say, one should display the left
>>> half, the other the right half of the whole framebuffer,
>>> you have to set the texture-coordinates ranging from 0 to 512(x) for the
>>> left half, and to 512 to 1024 for the right half of the framebuffer.
>>> I hope this makes sense to you.
>>>
>>
>> Yes, this makes sense to me. I will try that.
>> thanks
>> husk
>>
>>
>>
>>
>> --
>> "l'importante nella vita é avere pregiudizi a priori su tutto"
>> Jean-Paul-Sartre
>>
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>>
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