yes, that's a nice patch. i am still wondering though why it doesn't look the same (sharp) when done without glsl. i remember someone said that he was working on making glsl abstractions to replace some of the pix_ es m.
(posting back to pd-list, hope that's okay for you)
Am 09.11.2011 um 16:23 schrieb Guido Tamino:
Hello,
I've put together this quick and dirty glsl patch for alpha masking. http://www.mediafire.com/file/c5cey458piu1d47/glslMask.zip
Hope it helps.
Best, Guido
Il giorno 09/nov/11, alle ore 15:01, Max ha scritto:
<masking4.pd>
Am 09.11.2011 um 14:41 schrieb cyrille henry:
Le 09/11/2011 12:23, Max a écrit :
thanks cyrille, am i getting closer?
yes, a bit. except that :
- gemframbuffer does not have the same camera position than gemhead.
you need to add translateXYZ 0 0 -4
ah, right. works! but looks terrible. i am wondering why the resolution and edge looks so bad.
- pix_snap snap the curent frambuffer, you don't need to pass the framebuffer texture.
see attachment.
it's ok if it is slow, but i want to use gem objects to make a mask i can animate in gem, so there is now way around the snapping if i understand that correctly.
it's possible with shader : render 1st scene in a frambuffer other scene in a 2nd frambuffer. set it to use texunit 1 then, use something like the example : 10.glsl/5.multitexture, and change a bit the mixing equation.
ok, seems that the answer on anything gem related i try lately is glsl. max
cyrille
max
Am 09.11.2011 um 14:07 schrieb cyrille henry:
hello, pix_masque need a pix, not a texture. (one is in the CPU, the other in the GPU). you need a pix_snap to pass the texture to a pix object. beware, this is slow. i recommend using a shader to emulate pix_masque, but using 2 texture and not 2 pix. it will be hundred time faster.
Cyrille
Le 09/11/2011 11:52, Max a écrit :
dear list,
i'm trying to generate a b/w mask in gemframebuffer for a pix_mask pix_mask seems to ignore the texture from gemframbuffer. hints appreciated. m.
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