Le mardi 08 juin 2010 à 01:32 +0200, patko a écrit : > Yo, I've got it, the background image had to be rendering between a snap and > the snapped image, > so using a trigger resolved this. > > Inside the patch there is also something I don't understand it's explained > inside, > > just putting: > > [gemhead] > | > [colorRGB 0 0 1] > > turns background to blue > > Also I'm very interested by the shader method because it's cpu wise > but I don't know enough the glsl functions for getting the same > fading effect we have by using [biquad] Yep ! At the beginning, i really didn't know why you used [pix_alpha], now i understand, nice effect on the edge ! ;) ++
Jack > > ----- "patko" <[email protected]> a écrit : > > > but I still can't see the background image, > > > > once I could see it but I couldn't get how I did it. > > +++++ > > > > Patrice Colet - 06 32 66 03 57 > > > > ----- "Jack" <[email protected]> a écrit : > > > > > OK, good ! ;) > > > ++ > > > > > > Jack > > > > > > > > > > > > Le lundi 07 juin 2010 à 21:10 +0200, patko a écrit : > > > > the rendering order wasn't good in my patch, now you can see the > > > fading > > > > > > > > Patrice Colet - 06 32 66 03 57 > > > > > > > > ----- "patko" <[email protected]> a écrit : > > > > > > > > > yes, that's what I'm trying to achieve, it just misses the > > pretty > > > > > fading we can obtain > > > > > with biquad processing, but that is exactly that, > > > > > > > > > > thanks > > > > > ++++ > > > > > Patrice Colet - 06 32 66 03 57 > > > > > > > > > > ----- "Jack" <[email protected]> a écrit : > > > > > > > > > > > Here a patch using GLSL and the frame buffer for feedback. > > > > > > Hope it helps. > > > > > > ++ > > > > > > > > > > > > Jack > > > > > > > > > > > > > > > > > > > > > > > > Le lundi 07 juin 2010 à 17:00 +0200, patko a écrit : > > > > > > > oupse I've mixed [pix_threshold] and [pix_alpha] > > > > > > > > > > > > > > it's about pix_alpha rather but I think you've understood, > > > > > > > > > > > > > > indeed I'd like the particle reveals background image > > > > > > > > > > > > > > the idea is about snaping the particle system over a black > > > > > rectangle > > > > > > (the mask) > > > > > > > > > > > > > > and then turning the white pixels to alpha for revelating > > the > > > > > > (purple) rectangle > > > > > > > that should be rendered first > > > > > > > > > > > > > > i've attached again the same patch but with [gemhead 5] > > > instead of > > > > > > [gemhead 0] > > > > > > > > > > > > > > +++ > > > > > > > > > > > > > > > > > > > > > > > > > > > > ----- "Jack" <[email protected]> a écrit : > > > > > > > > > > > > > > > order rendering' because [gemwin 0] <=> [gemwin 50]. > > > > > > > > If I understand, you want to see a background image when > > > the > > > > > > > > particles > > > > > > > > are drawn ? > > > > > > > > ++ > > > > > > > > > > > > > > > > Jack > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > [email protected] mailing list > > > > > UNSUBSCRIBE and account-management -> > > > > > http://lists.puredata.info/listinfo/pd-list _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
