Hi,
I run pd extended ver. 0.43.4 on a macbook pro and I'm noticing something strange when triyng to use the gsls objects and the pix_mask object in the same abstraction: pix_mask won't work. I still have a picture, the console doesn't warn me for anything, but the pix_mask effect doesn't occur anymore, just like it's been bypassed... is there a workaround to this?
thanks,
David
Ps: in my abs, the glsl process affects the alpha channel of a still image.
http://www.flickr.com/photos/schafferdavid/ http://audioblog.arteradio.com/David_Schaffer/
Le 12/09/2013 21:55, David Schaffer a écrit :
Hi,
I run pd extended ver. 0.43.4 on a macbook pro and I'm noticing something strange when triyng to use the gsls objects and the pix_mask object in the same abstraction: pix_mask won't work. I still have a picture, the console doesn't warn me for anything, but the pix_mask effect doesn't occur anymore, just like it's been bypassed... is there a workaround to this?
thanks,
David
Ps: in my abs, the glsl process affects the alpha channel of a still image.
http://www.flickr.com/photos/schafferdavid/
http://audioblog.arteradio.com/David_Schaffer/
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Hello,
Can you send us a little patch with this problem ? ++
Jack
On 09/12/13 21:55, David Schaffer wrote:
pix_mask won't work. I still have a picture, the console doesn't warn me for anything, but the pix_mask effect doesn't occur anymore, just like it's been bypassed... is there a workaround to this?
glsl-shaders modify the rendering pipeline according to your needs. this means, that it will (partly) replace the default rendering. e.g. you could create a shader that will set all fragments to (say) red, ignoring all the color-information you have given with [color] objects and textures.
i guess, your shader simply does not do the same with the alpha-values of the texture as the original rendering stage, thus "disabling" the usual effect. fixing the shader should be simple.
but it is hard to tell without any more information about your shader and your patch.
fgmadsr IOhannes