jit.gl.videoplane "internal texture"


    Jan 26 2006 | 5:54 pm
    The documentation for jit.gl.videoplane mentions an "internal texture". It's not clear to me how the dimensions of this
    texture are set. Does it automatically size itself to the incoming matrix? OpenGL textures have square dimensions, in
    powers of 2....how is 3:4 video resized to fit?
    I understand how to get things to "look right", but am just curious about what's going on behind the scenes.
    Thanks
    Kurt
    ....
    http://retnull.com

    • Jan 26 2006 | 9:57 pm
      On Jan 26, 2006, at 9:54 AM, auvi wrote:
      >
      > The documentation for jit.gl.videoplane mentions an "internal
      > texture". It's not clear to me how the dimensions of this
      > texture are set. Does it automatically size itself to the incoming
      > matrix? OpenGL textures have square dimensions, in
      > powers of 2....how is 3:4 video resized to fit?
      It is matched to the incoming matrix size. It uses the rectangular
      texture implementation (also the default for jit.gl.texture, btw).
      Power of two textures (which actually need not be square, but can be
      512x128 for example) can be used if desired (jit.gl.texture
      @rectangle 0, or the message to jit.gl.videoplane "sendtexture
      rectangle 0"). However note that all of our fragment shaders assume
      rectangular rather than power of two texture coordinates.
      Hope this helps. Perhaps your question is also related to the fact
      that the plane to which the texture is mapped happens to be square by
      default? This has nothing to do with the texture dimensions.
      -Joshua