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 - 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. 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. _______________________________________________ [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
masking3.pd
Description: application/puredata
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