hello

in this particular case it is definitely pixels and not GEM-Units.
This is the way it is built in the extendedview toolkit.

cheers, peter

Am 05.07.13 13:56, schrieb Py Fave:
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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