Hi all,
So I have a prototype system with a dynamic array of squares that clip/offset the texture to create the illustion of one texture on all squares. I tried making many squares (40x30) and that crashed pd. (my dynamic patcher did that is). So in order to simulate some kind of softness with fewer squares I was thinking about using an alpha channel for each square?
So the question is:
Can I apply the RGB texture using certain texture coordinates, and then apply an Alpha texture, using different pix_coordinate settings? Since I would want the alpha channel to clamp to the edges of the geo and not slide off as the RGB texture does...
I think its impossible since the RGB and A are considered the same "texture".
Also I realized I think the video source will be YUV anyhow...
Say, does v4l provide YUV or RGB?
I'll make a vertex array version also, but that would have the same issues with hard-edges and textures...
Any brilliant ideas about making the geos soft?
Thanks,
B.
B. Bogart wrote:
So the question is:
Can I apply the RGB texture using certain texture coordinates, and then apply an Alpha texture, using different pix_coordinate settings? Since I would want the alpha channel to clamp to the edges of the geo and not slide off as the RGB texture does...
I think its impossible since the RGB and A are considered the same "texture".
this would require some multitexture thing (as you have stated, you cannot give different texture-coordinates for the RGB and the A channels of one texture)
have you tried [colorSquare] ?
Also I realized I think the video source will be YUV anyhow...
Say, does v4l provide YUV or RGB?
that depends on the capture-device most devices will give YUV (which is by-default converted to RGBA, unless you set the colorspace to YUV)
mfg,.a.er IOhannes