mixing two videoplanes with blend_enable

    Sep 03 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...

    • Sep 03 2010 | 1:01 pm
    • Sep 03 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
    • Sep 03 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.
    • Sep 03 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.
    • Sep 04 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 and to crossfade,@blend_mode 6 7, @layer1 and @layer2 for the second bus
      on the jit.gl.render I use @erasecolor
      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
    • Sep 06 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.
    • Sep 06 2010 | 1:42 pm
      I understand... you're certainly right