Thanks Christopher,
Ive been looking at your recommendations but have a few problems.
1. I am drawing my images to a glsl shader. The shader does not have
the luxury of the pull down "real size" or adjust to width, using qc
units.
Do you know how I can get around this with the GLSL shader which has
Width, Height and Z controls.
I also noticed the size control (Bottom LHC) in the Quartz Composer
Viewer effects the GLSL overall size but not the Billboard size. Is
this setting purely for
viewing in QC or is it translated to a QCView embedded within a NIB
file?
2. Within the NIB file I am calling the QC comp with a QCView, taking
its Input attributes through a controller.
Is there a way to ensure within the QCView that no more additional
scaling is occurring?
Thanks,
Adrian
On 10/08/2009, at 10:32 AM, Christopher Wright wrote:
How can one ensure the image displayed in QCView is at 1:1 pixel
resolution? IE: it is displayed as the full original size of the
image, independant of the current size of the QCView window size.
Is this possible?
This is possible, using 2 potential methods:
First, the simplest, is "Billboard-in-real-size-mode" -- create a
billboard. select it in the editor. Press cmd-2. Set Dimensions
Mode to "Real Size" and you're done.
Second, a bit more work, uses the "Image Dimensions Patch" -- attach
the image, and use "Width" and "Height" to control the width and
height of the billboard (by default, you just need the width), or
sprite. The Image Dimensions patch will convert image size units
(in pixels) to QC units, making the image actual size.
Keep in mind that QC will reduce the image dimensions to your GPUs
maximum texture size, so a 12000x9000 image may get reduced to
8192x8192 (or something similar) before display -- the size will
remain the same, but you'll lose some fidelity due to this conversion.
--
[ christopher wright ]
[email protected]
http://kineme.net/
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