Interestingly, though... if you bring up the radius, you would expect to get a 
DOG line generation, but you do not... instead it's almost as though the two 
images are being added? Not sure what's going on...

Patrick

On Aug 16, 2010, at 2:47 AM, Patrick Sheffield wrote:

> You, sir, are a genius...
> 
> Thank you. It all makes sense now. Much much appreciated.
> 
> Sincerely,
> 
> Patrick
> 
> On Aug 16, 2010, at 2:36 AM, Achim Breidenbach wrote:
> 
>> Hi Patrick,
>> 
>> the rendering "Sprite"-Patch within the GLSL-Patch needs to draw the quad in 
>> the correct dimensions. Those dimensions we only can get within the "Render 
>> in Image"-Patch with the "Image Dimensions"-Patch because the 
>> coordinate-system within a "Render In Image"-patch is different to the real 
>> worlds coordinate system.
>> 
>> See the attached composition, which now shows all black because of your 
>> diff-patch ;-)
>> 
>> <gaussian4.qtz>
>> 
>> Best,
>> 
>> Achim Breidenbach
>> Boinx Software
>> 
>> On 16.08.2010, at 11:23, Patrick Sheffield wrote:
>> 
>>> Ahhhhhh.... now I'm getting it... so close, but for some reason, the image 
>>> is still being stretched - i.e. the aspect ratio is changing - see attached 
>>> - I put a difference blend patch to show what's happening:
>>> 
>>> Patrick
>>> 
>>> <gaussian3.qtz>
>>> 
>>> On Aug 16, 2010, at 1:34 AM, Achim Breidenbach wrote:
>>> 
>>>> Hi,
>>>> 
>>>> there are some differences from texture2D to texture2DRect: in texture2D 
>>>> the xy-corrdinates can varying from 0.0 to 1.0, however in the 
>>>> texture2DRect you have to use pixel units.
>>>> 
>>>> please find attached your composition with my suggestions.
>>>> 
>>>> <gaussian2.qtz>
>>>> 
>>>> best,
>>>> 
>>>> Achim Breidenbach
>>>> Boinx Software
>>>> 
>>>> On 16.08.2010, at 10:17, Patrick Sheffield wrote:
>>>> 
>>>>> Hmmmmm....
>>>>> 
>>>>> Well, I'm not sure how to do the solution you present in (1)... do I 
>>>>> multiply the gl_TexCoord[0].xy by my coordinates to correct? And when I 
>>>>> changed the sampler2D to sampler2DRect (and the textureSize2DRect, and 
>>>>> the texture2DRect...), I then got a uniform reddish gray image in my 
>>>>> viewer.
>>>>> 
>>>>> Thanks for your continued help, I feel I am quite close...
>>>>> 
>>>>> Patrick
>>>>> 
>>>>> On Aug 16, 2010, at 12:48 AM, Achim Breidenbach wrote:
>>>>> 
>>>>>> Hi Patrick,
>>>>>> 
>>>>>> I just improved the composition from Miroslaw in pretty much the same 
>>>>>> way as your solution for the "gaussian" version of the filter looks 
>>>>>> like. Maybe you can fiddle in there your code and get rid of all your 
>>>>>> questions ;-)
>>>>>> 
>>>>>> 1) It is, because you don't respect the gl_TextureMatrix of the the src 
>>>>>> texture. Textures can be flip, but the matrix always put them back 
>>>>>> correctly. You have to use the gl_TexCoord[0].xy in the fragment shader 
>>>>>> to get correct xy-coordinates, they are transformed in the Vertex Shader 
>>>>>> by the texture matrix.
>>>>>> 
>>>>>> 2) the "default" implementation of the GLSL shader puts in a "uniform 
>>>>>> sampler2D texture;" which is misleading! This means, that the input for 
>>>>>> the texture has to be a square. so QC is converting your input image to 
>>>>>> a square texture and feeds this into the GLSL-shader (and manipulates 
>>>>>> the texture-matrix that way, that the image-aspect ratio is still 
>>>>>> correct!). Your code ready the native texture size with 
>>>>>> textureSize2D(src, 0) which is 512x512 I guess in your case. Replace all 
>>>>>> "sample2D" with "sample2DRect" to get your original texture in the 
>>>>>> correct size.
>>>>>> 
>>>>>> 3) You have to use a "Render in Image"-Patch to render the GLSL-Shader 
>>>>>> into a new texture to use it in following patches.
>>>>>> 
>>>>>> Best,
>>>>>> 
>>>>>> Achim
>>>>>> 
>>>>>> <compound-gaussian 1.qtz>
>>>>>> 
>>>>>> On 16.08.2010, at 09:27, Patrick Sheffield wrote:
>>>>>> 
>>>>>>> Thank you, Miroslaw - that works, I'd never played with an OpenCL 
>>>>>>> patch...
>>>>>>> 
>>>>>>> Toward that end, I've been trying out some GLSL routines, but I have a 
>>>>>>> few questions for anyone out there:
>>>>>>> 
>>>>>>> <gaussian1.qtz>
>>>>>>> 
>>>>>>> First, why does this composition flip the image?
>>>>>>> Why does it mess with the aspect ratio?
>>>>>>> And how would I feed the output of a GLSL patch to do further 
>>>>>>> processing?
>>>>>>> 
>>>>>>> I realize a Gaussian blur needn't be done in a GLSL patch - could be 
>>>>>>> handled in a CI kernel, etc... but I have other GLSL routines I'd like 
>>>>>>> to use.
>>>>>>> 
>>>>>>> Thanks for any insight you might have,
>>>>>>> 
>>>>>>> Patrick
>>>>>>> 
>>>>>>> On Aug 15, 2010, at 5:31 AM, Miroslaw Rusin wrote:
>>>>>>> 
>>>>>>>> thanks for the info. so it's something more like this then...
>>>>>>>> 
>>>>>>>> <compound-3.qtz>
>>>>>>>> 
>>>>>>>> 
>>>>>>>> it's slow - O(x*y*r²), where:
>>>>>>>> x - image with
>>>>>>>> y - image height
>>>>>>>> r - radius
>>>>>>>> 
>>>>>>>> can be O(x*y) with sum table
>>>>>>>> 
>>>>>>>> M
>>>>>>>> 
>>>>>>> 
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>>>>>> 
>>>>> 
>>>> 
>>> 
>> 
> 
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