in fact it depends on texture mode : sometimes it's pixels sometimes it's a 0....1 range
check pix_coordinates help 2013/7/5 Husk 00 <[email protected]>: > On Thu, Jul 4, 2013 at 11:52 AM, Peter Venus <[email protected]> wrote: >> >> >> >> Am 04.07.13 11:47, schrieb Husk 00: >>> >>> Hi Peter and list, >> >> >> Hi Husk >> >> >>> I finally had time to explore extended view toolkit and it's >>> really working well...congratulations! >>> There is something still I miss: how the texture coordinates works. >>> What units do >>> they uses? >> >> The units used for texture-coordinates are pixel. >> As you can see in the example you mentioned, all 3 projection modules get >> their texture information via the (texture id)-outlet from the >> framebuffer-abstraction. >> Now, the framebuffer愀 size is given in pixel, here 1024 by 1024, so if you >> want a projection-module dispplay the whole framebuffer, its >> texture-coordinates should range from 0 to 1024 to display the whole content >> of the framebuffer. >> If you now introduce a second projection-module and you want both >> displaying a portion of the framebuffer, say, one should display the left >> half, the other the right half of the whole framebuffer, >> you have to set the texture-coordinates ranging from 0 to 512(x) for the >> left half, and to 512 to 1024 for the right half of the framebuffer. >> I hope this makes sense to you. >> > > Yes, this makes sense to me. I will try that. > thanks > husk > > > > > -- > "l'importante nella vita é avere pregiudizi a priori su tutto" > Jean-Paul-Sartre > > www.estereotips.net > > _______________________________________________ > [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
