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


    Dec 19 2006 | 8:23 pm

    • Dec 20 2006 | 11:36 am
      Hello Vade,
      I've run into that error too. Through google I found this:
      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
    • Dec 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& > #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 > > > > > > > > > > > > > > > >
    • Dec 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 >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> > >
    • Dec 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 > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > > > > >
    • Dec 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 >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >> >> >
    • Dec 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" /> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>> >>> >> > >
    • Dec 20 2006 | 3:32 pm
      We teach one at UCCA in Farnham (south of London, 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 >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> > >
    • Dec 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 > > > > > > > > > > > > > > >
      v a d e //
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