Le 09/11/2011 14:01, Max a écrit :



Am 09.11.2011 um 14:41 schrieb cyrille henry:
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

ah, right.
works! but looks terrible. i am wondering why the resolution and edge looks so 
bad.
there is no oversampling in framebuffer.
your mask resolution is 320x240.
try resizing the pix_video to 640x480. (and then the frammbuffer and the 
pix_snap).



- 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.

ok, seems that the answer on anything gem related i try lately is glsl.
It's not only Gem, the shift is made by openGL.
cyrille


max


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.




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