Forums > Jitter

cc.alphaglue.jxs on Windows XP Bootcampm MBP & Alienware with Nvidia 7950

December 19, 2006 | 8:23 pm


December 20, 2006 | 11:36 am

Hello Vade,

I’ve run into that error too. Through google I found this:

http://www.gamedev.net/community/forums/topic.asp?topic_id=375698&whichpage=1&#2482922

But I badly needed this to work, and quickly too, so I just hacked Andrews
shader so that it simply took rgb values of first texture, and alpha of
second(whole shader is pasted below), using:

gl_FragColor = vec4 (at.rgb,bt.a);

later, I needed another one for grayscale->alpha where texture B’s red
channel(bt.r) is used as alpha of resulting texture:

gl_FragColor = vec4 (at.rgb,bt.r);

hope this helps,
nesa



use second texture for alpha channel



< ![CDATA[

// Andrew Benson – andrewb@cycling74.com
//Copyright 2006 – Cycling ’74

//fragment shader for applying alpha channel from second texture

//setup for 2 texture
varying vec2 texcoord0;
varying vec2 texcoord1;
uniform sampler2DRect tex0;
uniform sampler2DRect tex1;

void main()
{
vec4 at = texture2DRect(tex0, texcoord0);
vec4 bt = texture2DRect(tex1, texcoord1);

// output texture
gl_FragColor = vec4 (at.rgb,bt.a);
}
]]>


December 20, 2006 | 11:58 am

Hey guys, im far too lazy to go through all these tutorials, anyone know of
any good jitter training courses/teachers in Ireland or UK??

Merry christmas

rich

On 20/12/2006 11:36, "nesa" wrote:

> Hello Vade,
>
> I’ve run into that error too. Through google I found this:
>
> http://www.gamedev.net/community/forums/topic.asp?topic_id=375698&whichpage=1&#038;
> #2482922
>
> But I badly needed this to work, and quickly too, so I just hacked Andrews
> shader so that it simply took rgb values of first texture, and alpha of
> second(whole shader is pasted below), using:
>
> gl_FragColor = vec4 (at.rgb,bt.a);
>
> later, I needed another one for grayscale->alpha where texture B’s red
> channel(bt.r) is used as alpha of resulting texture:
>
> gl_FragColor = vec4 (at.rgb,bt.r);
>
> hope this helps,
> nesa
>
>
>
>
> use second texture for alpha channel
>

>
>

>

>
>
>
>

>

> < ![CDATA[
>
> // Andrew Benson – andrewb@cycling74.com
> //Copyright 2006 – Cycling ’74
>
> //fragment shader for applying alpha channel from second texture
>
> //setup for 2 texture
> varying vec2 texcoord0;
> varying vec2 texcoord1;
> uniform sampler2DRect tex0;
> uniform sampler2DRect tex1;
>
> void main()
> {
> vec4 at = texture2DRect(tex0, texcoord0);
> vec4 bt = texture2DRect(tex1, texcoord1);
>
> // output texture
> gl_FragColor = vec4 (at.rgb,bt.a);
> }
> ]]>
>
>

>
>
>
>


December 20, 2006 | 1:10 pm

On 20 Dec 2006, at 11:58, Richard Grehan wrote:

> Hey guys, im far too lazy to go through all these tutorials, anyone
> know of
> any good jitter training courses/teachers in Ireland or UK??

just out of curiosity… what do you think will happen at these
training courses?…

;)

best,
J.

> Merry christmas
>
> rich
>
>
> On 20/12/2006 11:36, "nesa" wrote:
>
>> Hello Vade,
>>
>> I’ve run into that error too. Through google I found this:
>>
>> http://www.gamedev.net/community/forums/topic.asp?
>> topic_id=375698&whichpage=1&
>> #2482922
>>
>> But I badly needed this to work, and quickly too, so I just hacked
>> Andrews
>> shader so that it simply took rgb values of first texture, and
>> alpha of
>> second(whole shader is pasted below), using:
>>
>> gl_FragColor = vec4 (at.rgb,bt.a);
>>
>> later, I needed another one for grayscale->alpha where texture B’s
>> red
>> channel(bt.r) is used as alpha of resulting texture:
>>
>> gl_FragColor = vec4 (at.rgb,bt.r);
>>
>> hope this helps,
>> nesa
>>
>>
>>
>>
>> use second texture for alpha channel
>>

>>
>>

>>

>>
>>
>>
>>

>>

>> < ![CDATA[
>>
>> // Andrew Benson – andrewb@cycling74.com
>> //Copyright 2006 – Cycling ’74
>>
>> //fragment shader for applying alpha channel from second texture
>>
>> //setup for 2 texture
>> varying vec2 texcoord0;
>> varying vec2 texcoord1;
>> uniform sampler2DRect tex0;
>> uniform sampler2DRect tex1;
>>
>> void main()
>> {
>> vec4 at = texture2DRect(tex0, texcoord0);
>> vec4 bt = texture2DRect(tex1, texcoord1);
>>
>> // output texture
>> gl_FragColor = vec4 (at.rgb,bt.a);
>> }
>> ]]>
>>
>>

>>
>>
>>
>>
>
>


December 20, 2006 | 1:17 pm

You can pay me to take you through the tutorials if you like.

On 20/12/06, julio d’escrivan wrote:
>
> On 20 Dec 2006, at 11:58, Richard Grehan wrote:
>
> > Hey guys, im far too lazy to go through all these tutorials, anyone
> > know of
> > any good jitter training courses/teachers in Ireland or UK??
>
> just out of curiosity… what do you think will happen at these
> training courses?…
>
> ;)
>
> best,
> J.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> > Merry christmas
> >
> > rich
> >
> >
> > On 20/12/2006 11:36, "nesa" wrote:
> >
> >> Hello Vade,
> >>
> >> I’ve run into that error too. Through google I found this:
> >>
> >> http://www.gamedev.net/community/forums/topic.asp?
> >> topic_id=375698&whichpage=1&
> >> #2482922
> >>
> >> But I badly needed this to work, and quickly too, so I just hacked
> >> Andrews
> >> shader so that it simply took rgb values of first texture, and
> >> alpha of
> >> second(whole shader is pasted below), using:
> >>
> >> gl_FragColor = vec4 (at.rgb,bt.a);
> >>
> >> later, I needed another one for grayscale->alpha where texture B’s
> >> red
> >> channel(bt.r) is used as alpha of resulting texture:
> >>
> >> gl_FragColor = vec4 (at.rgb,bt.r);
> >>
> >> hope this helps,
> >> nesa
> >>
> >>
> >>
> >>
> >> use second texture for alpha channel
> >>

> >>
> >>

> >>

> >>
> >>
> >>
> >>

> >>

> >> < ![CDATA[
> >>
> >> // Andrew Benson – andrewb@cycling74.com
> >> //Copyright 2006 – Cycling ’74
> >>
> >> //fragment shader for applying alpha channel from second texture
> >>
> >> //setup for 2 texture
> >> varying vec2 texcoord0;
> >> varying vec2 texcoord1;
> >> uniform sampler2DRect tex0;
> >> uniform sampler2DRect tex1;
> >>
> >> void main()
> >> {
> >> vec4 at = texture2DRect(tex0, texcoord0);
> >> vec4 bt = texture2DRect(tex1, texcoord1);
> >>
> >> // output texture
> >> gl_FragColor = vec4 (at.rgb,bt.a);
> >> }
> >> ]]>
> >>
> >>

> >>
> >>
> >>
> >>
> >
> >
>


December 20, 2006 | 1:36 pm

Well, very good question, but I guess someone who can show me plenty of
inside info, years of experience, overview of MAX, Jitter, how it all works,
how to communicate with sensors etc etc

Im irish – give me a break ;) :P

On 20/12/2006 13:10, "julio d’escrivan" wrote:

> On 20 Dec 2006, at 11:58, Richard Grehan wrote:
>
>> Hey guys, im far too lazy to go through all these tutorials, anyone
>> know of
>> any good jitter training courses/teachers in Ireland or UK??
>
> just out of curiosity… what do you think will happen at these
> training courses?…
>
> ;)
>
> best,
> J.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>> Merry christmas
>>
>> rich
>>
>>
>> On 20/12/2006 11:36, "nesa" wrote:
>>
>>> Hello Vade,
>>>
>>> I’ve run into that error too. Through google I found this:
>>>
>>> http://www.gamedev.net/community/forums/topic.asp?
>>> topic_id=375698&whichpage=1&
>>> #2482922
>>>
>>> But I badly needed this to work, and quickly too, so I just hacked
>>> Andrews
>>> shader so that it simply took rgb values of first texture, and
>>> alpha of
>>> second(whole shader is pasted below), using:
>>>
>>> gl_FragColor = vec4 (at.rgb,bt.a);
>>>
>>> later, I needed another one for grayscale->alpha where texture B’s
>>> red
>>> channel(bt.r) is used as alpha of resulting texture:
>>>
>>> gl_FragColor = vec4 (at.rgb,bt.r);
>>>
>>> hope this helps,
>>> nesa
>>>
>>>
>>>
>>>
>>> use second texture for alpha channel
>>>

>>>
>>>

>>>

>>>
>>>
>>>
>>>

>>>

>>> < ![CDATA[
>>>
>>> // Andrew Benson – andrewb@cycling74.com
>>> //Copyright 2006 – Cycling ’74
>>>
>>> //fragment shader for applying alpha channel from second texture
>>>
>>> //setup for 2 texture
>>> varying vec2 texcoord0;
>>> varying vec2 texcoord1;
>>> uniform sampler2DRect tex0;
>>> uniform sampler2DRect tex1;
>>>
>>> void main()
>>> {
>>> vec4 at = texture2DRect(tex0, texcoord0);
>>> vec4 bt = texture2DRect(tex1, texcoord1);
>>>
>>> // output texture
>>> gl_FragColor = vec4 (at.rgb,bt.a);
>>> }
>>> ]]>
>>>
>>>

>>>
>>>
>>>
>>>
>>
>>
>


December 20, 2006 | 3:05 pm

On 20 Dec 2006, at 13:36, Richard Grehan wrote:

> Well, very good question, but I guess someone who can show me
> plenty of
> inside info, years of experience, overview of MAX, Jitter, how it
> all works,
> how to communicate with sensors etc etc
>
> Im irish – give me a break ;) :P
>

you should’ve said so before !!! :))

happy christmas !

J.

>
> On 20/12/2006 13:10, "julio d’escrivan" wrote:
>
>> On 20 Dec 2006, at 11:58, Richard Grehan wrote:
>>
>>> Hey guys, im far too lazy to go through all these tutorials, anyone
>>> know of
>>> any good jitter training courses/teachers in Ireland or UK??
>>
>> just out of curiosity… what do you think will happen at these
>> training courses?…
>>
>> ;)
>>
>> best,
>> J.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>> Merry christmas
>>>
>>> rich
>>>
>>>
>>> On 20/12/2006 11:36, "nesa" wrote:
>>>
>>>> Hello Vade,
>>>>
>>>> I’ve run into that error too. Through google I found this:
>>>>
>>>> http://www.gamedev.net/community/forums/topic.asp?
>>>> topic_id=375698&whichpage=1&
>>>> #2482922
>>>>
>>>> But I badly needed this to work, and quickly too, so I just hacked
>>>> Andrews
>>>> shader so that it simply took rgb values of first texture, and
>>>> alpha of
>>>> second(whole shader is pasted below), using:
>>>>
>>>> gl_FragColor = vec4 (at.rgb,bt.a);
>>>>
>>>> later, I needed another one for grayscale->alpha where texture B’s
>>>> red
>>>> channel(bt.r) is used as alpha of resulting texture:
>>>>
>>>> gl_FragColor = vec4 (at.rgb,bt.r);
>>>>
>>>> hope this helps,
>>>> nesa
>>>>
>>>>
>>>>
>>>>
>>>> use second texture for alpha channel
>>>>

>>>>
>>>>

>>>>

>>>>
>>>>
>>>>
>>>>

>>>> source="sh.passthrudim.vp.glsl" />
>>>>

>>>> < ![CDATA[
>>>>
>>>> // Andrew Benson – andrewb@cycling74.com
>>>> //Copyright 2006 – Cycling ’74
>>>>
>>>> //fragment shader for applying alpha channel from second texture
>>>>
>>>> //setup for 2 texture
>>>> varying vec2 texcoord0;
>>>> varying vec2 texcoord1;
>>>> uniform sampler2DRect tex0;
>>>> uniform sampler2DRect tex1;
>>>>
>>>> void main()
>>>> {
>>>> vec4 at = texture2DRect(tex0, texcoord0);
>>>> vec4 bt = texture2DRect(tex1, texcoord1);
>>>>
>>>> // output texture
>>>> gl_FragColor = vec4 (at.rgb,bt.a);
>>>> }
>>>> ]]>
>>>>
>>>>

>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>
>


December 20, 2006 | 3:32 pm

We teach one at UCCA in Farnham (south of London, UK)

http://www.ucreative.ac.uk/

cheers
evan

On Dec 20, 2006, at 11:58 AM, Richard Grehan wrote:

> Hey guys, im far too lazy to go through all these tutorials, anyone
> know of
> any good jitter training courses/teachers in Ireland or UK??
>
> Merry christmas
>
> rich
>
>
> On 20/12/2006 11:36, "nesa" wrote:
>
>> Hello Vade,
>>
>> I’ve run into that error too. Through google I found this:
>>
>> http://www.gamedev.net/community/forums/topic.asp?
>> topic_id=375698&whichpage=1&
>> #2482922
>>
>> But I badly needed this to work, and quickly too, so I just hacked
>> Andrews
>> shader so that it simply took rgb values of first texture, and
>> alpha of
>> second(whole shader is pasted below), using:
>>
>> gl_FragColor = vec4 (at.rgb,bt.a);
>>
>> later, I needed another one for grayscale->alpha where texture B’s
>> red
>> channel(bt.r) is used as alpha of resulting texture:
>>
>> gl_FragColor = vec4 (at.rgb,bt.r);
>>
>> hope this helps,
>> nesa
>>
>>
>>
>>
>> use second texture for alpha channel
>>

>>
>>

>>

>>
>>
>>
>>

>>

>> < ![CDATA[
>>
>> // Andrew Benson – andrewb@cycling74.com
>> //Copyright 2006 – Cycling ’74
>>
>> //fragment shader for applying alpha channel from second texture
>>
>> //setup for 2 texture
>> varying vec2 texcoord0;
>> varying vec2 texcoord1;
>> uniform sampler2DRect tex0;
>> uniform sampler2DRect tex1;
>>
>> void main()
>> {
>> vec4 at = texture2DRect(tex0, texcoord0);
>> vec4 bt = texture2DRect(tex1, texcoord1);
>>
>> // output texture
>> gl_FragColor = vec4 (at.rgb,bt.a);
>> }
>> ]]>
>>
>>

>>
>>
>>
>>
>
>


December 20, 2006 | 3:36 pm

Hey Nesa – thank you so much for the reply – looked at the shader – I
actually understand it – wonder of wonders. That makes total sense.
Thanks – lll test it on the PC as soon as I can.

Thanks again -

On Dec 20, 2006, at 6:36 AM, nesa wrote:

> Hello Vade,
>
> I’ve run into that error too. Through google I found this:
>
> http://www.gamedev.net/community/forums/topic.asp?
> topic_id=375698&whichpage=1�
>
> But I badly needed this to work, and quickly too, so I just hacked
> Andrews shader so that it simply took rgb values of first texture,
> and alpha of second(whole shader is pasted below), using:
>
> gl_FragColor = vec4 (at.rgb,bt.a);
>
> later, I needed another one for grayscale->alpha where texture B’s
> red channel(bt.r) is used as alpha of resulting texture:
>
> gl_FragColor = vec4 (at.rgb,bt.r);
>
> hope this helps,
> nesa
>
>
>
>
> use second texture for alpha channel
>

>
>

>

>
>
>
>

>

> < ![CDATA[
>
> // Andrew Benson – andrewb@cycling74.com
> //Copyright 2006 – Cycling ’74
>
> //fragment shader for applying alpha channel from second texture
>
> //setup for 2 texture
> varying vec2 texcoord0;
> varying vec2 texcoord1;
> uniform sampler2DRect tex0;
> uniform sampler2DRect tex1;
>
> void main()
> {
> vec4 at = texture2DRect(tex0, texcoord0);
> vec4 bt = texture2DRect(tex1, texcoord1);
>
> // output texture
> gl_FragColor = vec4 (at.rgb,bt.a);
> }
> ]]>
>
>

>
>
>

v a d e //

http://www.vade.info
abstrakt.vade.info


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