Yo, I've got it, the background image had to be rendering between a snap and the snapped image, so using a trigger resolved this.
Inside the patch there is also something I don't understand it's explained inside,
just putting:
[gemhead] | [colorRGB 0 0 1]
turns background to blue
Also I'm very interested by the shader method because it's cpu wise but I don't know enough the glsl functions for getting the same fading effect we have by using [biquad]
----- "patko" colet.patrice@free.fr a écrit :
but I still can't see the background image,
once I could see it but I couldn't get how I did it. +++++
Patrice Colet - 06 32 66 03 57
----- "Jack" jack@rybn.org a écrit :
OK, good ! ;) ++
Jack
Le lundi 07 juin 2010 à 21:10 +0200, patko a écrit :
the rendering order wasn't good in my patch, now you can see the
fading
Patrice Colet - 06 32 66 03 57
----- "patko" colet.patrice@free.fr a écrit :
yes, that's what I'm trying to achieve, it just misses the
pretty
fading we can obtain with biquad processing, but that is exactly that,
thanks ++++ Patrice Colet - 06 32 66 03 57
----- "Jack" jack@rybn.org a écrit :
Here a patch using GLSL and the frame buffer for feedback. Hope it helps. ++
Jack
Le lundi 07 juin 2010 à 17:00 +0200, patko a écrit :
oupse I've mixed [pix_threshold] and [pix_alpha]
it's about pix_alpha rather but I think you've understood,
indeed I'd like the particle reveals background image
the idea is about snaping the particle system over a black
rectangle
(the mask)
and then turning the white pixels to alpha for revelating
the
(purple) rectangle
that should be rendered first
i've attached again the same patch but with [gemhead 5]
instead of
[gemhead 0]
+++
----- "Jack" jack@rybn.org a écrit :
> order rendering' because [gemwin 0] <=> [gemwin 50]. > If I understand, you want to see a background image when
the
> particles > are drawn ? > ++ > > Jack
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