mixing two videoplanes with blend_enable

Sep 3, 2010 at 10:41am

mixing two videoplanes with blend_enable

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…

#52143

FAT
Sep 3, 2010 at 1:01pm

Try

jit.xfade

#187388
Sep 3, 2010 at 2:09pm

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

#187389
Sep 3, 2010 at 5:56pm

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.

#187390
Sep 3, 2010 at 7:25pm

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

#187391
Sep 4, 2010 at 1:51pm

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

#187392
Sep 6, 2010 at 1:15pm

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.

#187393
Sep 6, 2010 at 1:42pm

I understand… you’re certainly right

#187394

You must be logged in to reply to this topic.