need help with gl texture feedback
first time i m gonna post a patch of mine and ask people to dig in. i m really stuck on this one…
in the patch feedback is faked by the render object’s erase_color with alpha = 0. i m trying to replicate it using texture feedback so the output is rendered on a videoplane. this in turn will be sent rendered in a texture of another patch using @capture.
i could simply use to_texture on the render object if i didn’t have the crash problem described here: http://www.cycling74.com/forums/index.php?t=msg&goto=166969
so im going for the videoplane @capture alternative. i spent days on it, trying to replicate andrew’s scenewarp recipe amongst other things, but can t get it to work.
my eternal tanx for any help. ah and the project is due tomorrow… it will do without but i d really like to have it in.
the original patch:
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(there s a loadbang and loadmess object that need to be triggered when copy/pasting from the forum)
whats f0.rand? I dont have it and need it to run the patch.
I replaced it with random 100 and changed the scale to 0 100 etc.. to see if this might do the same as the abstraction/external thats missing.. is this what it does?
also I dont see any problems.. it is making a ton of large very light circles all over the screen in different shifting colors. whats the issue with @capture? it should work fine, I use that and to_texture all the time. If you let me know what it is you want to do I can add it into this patch and send it back.
didnt think of that, sorry… it s a random float external. comes with this pack:
oh sorry I edited my reply a few moments ago… ill check it out with the external and see if its any different.. I recommend only using built in objects if your posting test patches to the forum
|Axiom-Crux wrote on Tue, 03 March 2009 17:36|
|also I dont see any problems.. it is making a ton of large very light circles all over the screen in different shifting colors. whats the issue with @capture? it should work fine, I use that and to_texture all the time. If you let me know what it is you want to do I can add it into this patch and send it back.|
this one works fine indeed. problem is porting it to a version with @capture to texture. render to_texture makes max crash in my bigger app (this is just a portion of a much larger app), see: http://www.cycling74.com/forums/index.php?t=msg&goto=166969
tanx for checking!
(btw, it s all about the transparencies. trigger the loadbang and loadmess first to set the colors and blending right)
i think i have a workaround, but it s ugly. render to_texture after all, but then to another intermediary texture. then use a ‘send’ to send the intermediary texture to the texture in the other patch.
pisses me off i didn t think of that 2 days ago. cleaner solutions still welcome!