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 framebufferæ„€ 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
>
>
>
>
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> "l'importante nella vita é avere pregiudizi a priori su tutto"
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>
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