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