hello
in this particular case it is definitely pixels and not GEM-Units. This is the way it is built in the extendedview toolkit.
cheers, peter
Am 05.07.13 13:56, schrieb Py Fave:
in fact it depends on texture mode :
sometimes it's pixels sometimes it's a 0....1 range
check pix_coordinates help
2013/7/5 Husk 00 husk00@gmail.com:
On Thu, Jul 4, 2013 at 11:52 AM, Peter Venus news@petervenus.de wrote:
Am 04.07.13 11:47, schrieb Husk 00:
Hi Peter and list,
Hi Husk
I finally had time to explore extended view toolkit and it's really working well...congratulations! There is something still I miss: how the texture coordinates works. What units do they uses?
The units used for texture-coordinates are pixel. As you can see in the example you mentioned, all 3 projection modules get their texture information via the (texture id)-outlet from the framebuffer-abstraction. Now, the framebufferæ„€ size is given in pixel, here 1024 by 1024, so if you want a projection-module dispplay the whole framebuffer, its texture-coordinates should range from 0 to 1024 to display the whole content of the framebuffer. If you now introduce a second projection-module and you want both displaying a portion of the framebuffer, say, one should display the left half, the other the right half of the whole framebuffer, you have to set the texture-coordinates ranging from 0 to 512(x) for the left half, and to 512 to 1024 for the right half of the framebuffer. I hope this makes sense to you.
Yes, this makes sense to me. I will try that. thanks husk
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