Thanks. I know that it is inherent in the system, but is there a way to
control the "fuzziness" of each iteration, so that the image loses its
alpha value but retains the sharpness of it's outlines?
D.
cyrille henry wrote:
Derek Holzer a écrit :
which objects could be used to make this framebuffer?
gemframebuffer.
here is the patch jack send recently on the list.
cyrille
d.
cyrille henry wrote:
this was the old way to do (but still working fine).
i think it can be faster to render in a framebuffer, and use this
framebuffer as a texture to draw in a 2nd framebuffer.
and drawing back to the 1st.
etc.
there are also some example in the glsl section.
jack also send a simple exemple somwhere recently.
++
c
Derek Holzer a écrit :
Thanks much! [pix_snap2tex] is exactly the starting point I needed.
D.
cyrille henry wrote:
look at gem exemple 07.feedback in 07.texture directory
and also at "self similar" performance by Ben bogart (2004) :
http://www.ekran.org/ben/wp/?page_id=101
++
c
Derek Holzer a écrit :
The other night I watched a very nice lecture from Paul Prudence
(dataisnature.com). He uses VVVV to make audio-responsive video
feedback, where a single shape (a square) is recursively
displayed, causing very complex structures to arise. The relevant
parts of the lecture are here:
http://www.vimeo.com/2930699
http://www.vimeo.com/3003040
although I would encourage people to go through the whole thing
(11 parts on Vimeo) if they have time + interest.
I'd at a loss to think of how something similar, i.e. the
recursive feedback, could be done in GEM or PDP. Any suggestions?
best!
Derek
--
::: derek holzer ::: http://blog.myspace.com/macumbista :::
http://www.vimeo.com/macumbista :::
---Oblique Strategy # 48:
"Discover your formulas and abandon them"
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