Forums > Jitter

mixing two videoplanes with blend_enable

September 3, 2010 | 10:41 am

hello, could someone help me about the different modes using jit.gl.videoplane
I want to use the message color 1. 1. 1 . 1. ou color 1. 1. 1. 0. to switch and fade between two "layers", mixing in a same jit.window two video of different size and that the one who is active is visible and the other not…

is there a demonstration patch about this kind of use?
a tutorial where i can understand details about how jit.gl.videoplane work…



FAT
September 3, 2010 | 1:01 pm

Try

jit.xfade


September 3, 2010 | 2:09 pm

if you want to stay in jitter open gl world you could also use [jit.gl.slab @file co.normal.jxs ] and just use param amount to mix between the two inlets..i use it all the time for effects mixing


September 3, 2010 | 5:56 pm

does your method not work? @blend_enable 1, color 1. 1. 1. 0. should be transparent and color 1. 1. 1. 1. should be the original.


September 3, 2010 | 7:25 pm

@blend_enable 1 and @depth_enable 0 are both needed to blend planes with alpha value.
if not working, please post a patch.


September 4, 2010 | 1:51 pm

ok thank you for your answers, it finally works but what a hell to finish this patch !!! I hope the next version of jitter will be better to do this kind of thing…

so to mix videos and simulate two buses with opengl you need…
On the jit.gl.videoplane
@blend_enable 1, @depth_enable 0, color varying between 1.1.1.0. and 1.1.1.1. to crossfade,@blend_mode 6 7, @layer1 and @layer2 for the second bus

on the jit.gl.render I use @erasecolor 0.0.0.1.

on the jit.window you need : @doublebuffer 1, @depthbuffer 1

with this method the framerate is ok during playback with quicktime photojpeg video files

I don’t know exactly the difference with other options like fsaa, interp, antialias, quality, highquality i have to make test but if someone has a documentation about all this options with jitter I would be interested


September 6, 2010 | 1:15 pm

Hehe you hope Jitter gets better at this? I’m afraid it’s all OpenGL, so they’re the ones to blame, giving us manual control of almost everything :P.


September 6, 2010 | 1:42 pm

I understand… you’re certainly right


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