Hi Peter and list, 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? How do I relate one projection panel to another to share content between them?
Let's say I want to add a floor to your 04_ev_example_3d.PD: what coordinates I should put (for example) to connect the floor with the left projection panel?
Thanks in advance husk
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 framebufferŽs 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.
How do I relate one projection panel to another to share content
between them?
see above
Let's say I want to add a floor to your 04_ev_example_3d.PD: what coordinates I should put (for example) to connect the floor with the left projection panel?
can you explain further, what you want to do?
Thanks in advance husk
you are welcome. peter
On Thu, Jul 4, 2013 at 4:52 PM, Peter Venus news@petervenus.de wrote:
Am 04.07.13 11:47, schrieb Husk 00:
Let's say I want to add a floor to your 04_ev_example_3d.PD: what coordinates I should put (for example) to connect the floor with the left projection panel?
can you explain further, what you want to do?
I had already asked this before, see the archive: http://www.mail-archive.com/pd-list@iem.at/msg57700.html
I haven't gotten around to make a scene and do the translations, but this should give you an idea how to do it :)
drmr
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 framebuffer愀 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
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 framebuffer愀 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
-- "l'importante nella vita é avere pregiudizi a priori su tutto" Jean-Paul-Sartre
www.estereotips.net
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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 framebuffer愀 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
-- "l'importante nella vita é avere pregiudizi a priori su tutto" Jean-Paul-Sartre
www.estereotips.net
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list