Le 08/04/2013 17:47, Patrice Colet a écrit :
I've implemented all the stuff for flipping horizontaly and verticaly, there is an attached example, but it's not very elegant, there is warning messages even if it works good, maybe there is a better way to do it?
Colet Patrice
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De: "Patrice Colet" colet.patrice@free.fr À: "pd-list" pd-list@iem.at Cc: "Cyrille Henry" ch@chnry.net Envoyé: Lundi 8 Avril 2013 16:37:29 Objet: Re: [PD] flip image in glsl
Got it, thanks a lot!
Colet Patrice
----- Mail original -----
De: "Cyrille Henry" ch@chnry.net À: "Patrice Colet" colet.patrice@free.fr Cc: "pd-list" pd-list@iem.at Envoyé: Lundi 8 Avril 2013 10:05:22 Objet: Re: [PD] flip image in glsl
hello,
when using rectangular texturing, coordinate goes from 0 to image pixel size. when using "rectangle 0" mode, pixel coordinate goes from 0 to 1. (sometimes 1 is for the power of 2 bigger than the image pixel size)
so, in rectangular mode, use pixetl_size - image coordinate to flip the image. and 1 - image coordinate in non rectangle mode.
Image can be fliped because the "fliped" flag is not used on the shader.
cheers c
Le 08/04/2013 09:24, Patrice Colet a écrit :
Hello,
how is it possible to flip upside down an image in glsl example 05.multitexture
I tried to implement this in fragment program:
http://stackoverflow.com/questions/9857089/flip-upside-down-vertex-shader-gl...
but it doesn't work. The only thing I can do is changing texture scale and position, but I couldn't do it with negative values like it would be done in pix_coordinates.
In fact when I use pix_multiimage before pix_texture, the image gets flipped, I don't know why...
Colet Patrice
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Hello Patrice,
You can do operations directly on vec2 instead of two floats in your fragment shader. You can also avoid condition (could be slow). See patch and glsl vertex and fragment attached for flip. ++
Jack