Hello Wolfgang
> i am not so much in this texture rendering stuff... could you maybe
give me
> a little hint what
> could be realised (or even one or
two more example patches). i thought of
> something like
>
rendering a tree on the texture of another trees objects (... or am i too
> wrong?)
well, the renderTexture object has 3 outlets, from the right to the left
they are:
- the pBuffer has been bound. Rendering context have been set to its own
one, all the things you will draw from this inlet will be drawn to the
pBuffer.
- the pBuffer has been bound as a texture: in order to see your drawing you
need to set a primitive (whatever you want) on which the texture will be
applied
- the process is over, we can continue to render on the main
display
I currently only use the Gem opengl wrapper commands to draw and set my
primitive, i dont know yet if other Gem objects can be applied to this.
I personally use that to have different objects with different feedback
(this feedback is actually simulated from within the object via the alpha
message...). As you can see in the demo patch, there is 2 objects like this
applied to 2 different quads. you can play with the quads size and Blend
parameters to have an idea of what can be achieved. This is for sure a very
simple first approach but this is currently the fastest way to render something
on a texture.
> and...
> in the cgvertexprogramm i get cg error messages
that it cant read your
> files... (wave2... and so on)
you folder must look like this in order to work:
- (your folder)
| RenderTexture.pd
| cgVertexProgram.pd
| - Cg
|
Wave2.cg
|
Wave.cg
Does it solve the problem ?
I'm also curious about one thing:
What kind of graphic card are you running
?
Thanks
Ronan