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		<title>Cycling 74  &#187;  Topic: jit.gl.render + 2D Background</title>
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		<pubDate>Wed, 19 Jun 2013 06:41:50 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-31094</guid>
					<title><![CDATA[jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-31094</link>
					<pubDate>Fri, 30 Mar 2007 14:09:13 +0000</pubDate>
					<dc:creator>icu222much</dc:creator>

					<description>
						<![CDATA[
						<p>Hello</p>
<p>I have a few simple 3D polygons in the foreground moving being rendered in my 3D world using the jit.gl.render object. I want to use a 2D image as my background. Is this possible? </p>
<p>-Jon-</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100514</guid>
					<title><![CDATA[Re: jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100514</link>
					<pubDate>Fri, 30 Mar 2007 14:56:38 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>send a 4 char matrix (like the output of jit.qt.movie) with a prepend  <br />
draw_pixels which will force the background to be&#8230; your movie!</p>
<p>or, check out @automatic 0 mode, and use a jit.gl.videoplane. This is  <br />
nicer as you have better interpolation (prepend draw_pixels) has no  <br />
interpolation.</p>
<p>On Mar 30, 2007, at 10:09 AM, jOn wrote:</p>
<p>><br />
> Hello<br />
><br />
> I have a few simple 3D polygons in the foreground moving being  <br />
> rendered in my 3D world using the jit.gl.render object. I want to  <br />
> use a 2D image as my background. Is this possible?<br />
><br />
> -Jon-</p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100515</guid>
					<title><![CDATA[Re: jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100515</link>
					<pubDate>Fri, 30 Mar 2007 15:11:16 +0000</pubDate>
					<dc:creator>lists@lowfrequency.or</dc:creator>

					<description>
						<![CDATA[
						<p>also, use the @transform_reset 2 attribute of jit.gl.videoplane, and  <br />
like vade sez make sure you draw it first (before anything else)  <br />
using bangs and &#8220;@automatic 0&#8243;</p>
<p>
On Mar 30, 2007, at 3:56 PM, vade wrote:</p>
<p>> send a 4 char matrix (like the output of jit.qt.movie) with a  <br />
> prepend draw_pixels which will force the background to be&#8230; your  <br />
> movie!<br />
><br />
> or, check out @automatic 0 mode, and use a jit.gl.videoplane. This  <br />
> is nicer as you have better interpolation (prepend draw_pixels) has  <br />
> no interpolation.<br />
><br />
> On Mar 30, 2007, at 10:09 AM, jOn wrote:<br />
><br />
>><br />
>> Hello<br />
>><br />
>> I have a few simple 3D polygons in the foreground moving being  <br />
>> rendered in my 3D world using the jit.gl.render object. I want to  <br />
>> use a 2D image as my background. Is this possible?<br />
>><br />
>> -Jon-<br />
><br />
> v a d e //<br />
><br />
> <a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
> abstrakt.vade.info<br />
><br />
><br />
></p>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100516</guid>
					<title><![CDATA[Re: jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100516</link>
					<pubDate>Fri, 30 Mar 2007 15:17:40 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>I should note prepend draw_pixels goes to jit.gl.render :)</p>
<p>On Mar 30, 2007, at 10:56 AM, vade wrote:</p>
<p>> send a 4 char matrix (like the output of jit.qt.movie) with a  <br />
> prepend draw_pixels which will force the background to be&#8230; your  <br />
> movie!<br />
><br />
> or, check out @automatic 0 mode, and use a jit.gl.videoplane. This  <br />
> is nicer as you have better interpolation (prepend draw_pixels) has  <br />
> no interpolation.<br />
></p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100517</guid>
					<title><![CDATA[Re: jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100517</link>
					<pubDate>Fri, 30 Mar 2007 16:58:39 +0000</pubDate>
					<dc:creator>Johnny deKam</dc:creator>

					<description>
						<![CDATA[
						<p>Hi everyone,</p>
<p>I&#8217;m hoping there is a simple answer for this question&#8230;</p>
<p>I&#8217;m using jit.gl.videoplane in conjunction with a custom vertex  <br />
shader (via jit.gl.shader)</p>
<p>my patch has two modes, one with shader enabled the other without.<br />
I also have a simple &#8216;fade to black&#8217; algorithm,  using &#8220;color $1 $1  <br />
$1 $1&#8243; command sent to jit.gl.videoplane.</p>
<p>fade works perfectly when the videoplane is not using the shader, but  <br />
for some reason with the shader enabled. the color command no longer  <br />
works.  I&#8217;m wondering if there needs to be a hook in the shader to  <br />
pass through commands, or if maybe the color command needs to be  <br />
specifically accounted for.</p>
<p>any thoughts on how to get fade to black working with the shader is  <br />
appreciated (perhaps a work around?)</p>
<p>deKam</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100518</guid>
					<title><![CDATA[Re: jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100518</link>
					<pubDate>Fri, 30 Mar 2007 17:18:36 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Hi dekam,<br />
Yes, you have to put in some kind of hook because shaders completely<br />
replace the standard OpenGL pipeline.  There are a variety of ways to<br />
do this.  There is a built in vertex shader variable for accessing<br />
what glColor() sets OpenGL state to.  It is attribute vec4 gl_Color.<br />
Another typical way to do this is to have a shader parameter for<br />
output alpha.  In the end it depends on if you want an explicit<br />
opacity control or if you want to depend on actual OpenGL state.  In<br />
alot of the Jitter shaders, there is an explicit opacity control that<br />
either sets just the final alpha or multiplies the final color by some<br />
constant, including the alpha.  This is probably the most<br />
straightforward way to go for pixel processing.  If you&#8217;re doing<br />
shaders on 3D forms other than a videoplane, you may want some more<br />
involved dependency on OpenGL state.  Here&#8217;s some relevant info from<br />
the GLSL spec:</p>
<p>V a r y i n g V a r i a b l e s<br />
Unlike user-defined varying variables, the built-in varying variables<br />
don&#8217;t have a strict one-to-one<br />
correspondence between the vertex language and the fragment language.<br />
Two sets are provided, one for each language. Their relationship is<br />
described below. The following built-in varying variables are<br />
available to write to in a vertex shader. A particular one should be<br />
written to if any functionality in a corresponding fragment shader or<br />
fixed pipeline uses it or state derived from it. Otherwise, behavior<br />
is undefined.</p>
<p>varying vec4 gl_FrontColor;<br />
varying vec4 gl_BackColor;<br />
varying vec4 gl_FrontSecondaryColor;<br />
varying vec4 gl_BackSecondaryColor;<br />
varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords<br />
varying float gl_FogFragCoord;</p>
<p>
For gl_FogFragCoord, the value written will be used as the &#8220;c&#8221; value<br />
on page 160 of the OpenGL 1.4 Specification by the fixed functionality<br />
pipeline. For example, if the z-coordinate of the fragment in eye<br />
space is desired as &#8220;c&#8221;, then that&#8217; s what the vertex shader should<br />
write into gl_FogFragCoord. As with all arrays, indices used to<br />
subscript gl_TexCoord must either be an integral constant expressions,<br />
or this array must be re-declared by the shader with a size. The size<br />
can be at most gl_MaxTextureCoords. Using indexes close to 0 may aid<br />
the implementation in preserving varying resources. The following<br />
varying variables are available to read from in a fragment shader. The<br />
gl_Color and gl_SecondaryColor names are the same names as attributes<br />
passed to the vertex shader. However, there is  no name conflict,<br />
because attributes are visible only in vertex shaders and the<br />
following are only visible in a fragment shader.</p>
<p>varying vec4 gl_Color;<br />
varying vec4 gl_SecondaryColor;<br />
varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords<br />
varying float gl_FogFragCoord;</p>
<p>The values in gl_Color and gl_SecondaryColor will be derived<br />
automatically by the system from<br />
gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and<br />
gl_BackSecondaryColor based on which face is visible.</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100519</guid>
					<title><![CDATA[Re: jit.gl.render + 2D Background]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-render-2d-background/#post-100519</link>
					<pubDate>Sat, 31 Mar 2007 10:31:57 +0000</pubDate>
					<dc:creator>nesa</dc:creator>

					<description>
						<![CDATA[
						<p>or, if you prefer automatic, use @layer attribute for jit.gl objects.</p>
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