On Sun, May 20, 2012 at 04:23:33PM +0200, roger pibernat wrote: > oh, thanks a lot, Kas. > > > > This I don't know about, it's not something I think I heard of in the > > Fluxus context. For filtering and so on we do support GL shaders. > > > All I know is it's listed on the FreeFrame host apps listing: > http://community.freeframe.org/hostdatabase
Then most likely that is right and I was wrong :-) It is a bit odd that I hadn't heard of it though. > > I'm not sure I understand what you're suggesting. Would that be writing > the output to a texture and then mapping it to the surface of a plane > rendered at full screen? Are you saying I may have access to the texture > pixels? If so that would work for me, I guess. I don't need much > precision, rather the opposite, because all I want is to add glitches to > the images. > Yes, that is exactly what I was suggesting. Textures you can treat as just as set of pixels as well as link a renderer to them. The one downside to this and why I wonder whether this will suit your needs is that it is slow to do stuff per-pixel, per-frame and this will probably be a serious bottleneck if you'd like to do this full-screen in realtime. Maybe a shader could work for adding glitches, instead of this whole "plane+ texture+ tricks" stuff. Shaders have their own little language and I think they require reading a bit about OpenGL and so on, but if it would work it would be a LOT faster. > too bad fluxus is not the 'right' tool for that anyways, I was just getting > into it and I really like it. But I'll be using it for other stuff for sure > Lovely; welcome on board! Yours, Kas.
