marius schebella a écrit :
cyrille henry wrote:yes. i faild to render in a framebuffer and using it as a texture for next rendered frame (just like in my wawe exemple).i think this should be more efficient than using pix_snap2tex. if someone know how to do this...maybe with pix_write_buffer, pix_read_buffer?
i want to use shader, so i don't think it will work.
don't have time to do more testing right now. what is the wawe exemple?
it's a phisical modeling wave exemple here it is. cyrille
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wave.pd
Description: application/extension-pd
void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); }
uniform float K1,K3,D1; uniform sampler2D texture; const float dx = 1./1024.; const float dy = 1./1024.; void main (void) { float x,y; vec4 C; vec2 texture1 = gl_TexCoord[0].st ; x=texture1.x; y=texture1.y; C = texture2D(texture, vec2(x, y)); vec4 color_cote = texture2D(texture, vec2(x-dx, y-dy)); color_cote += texture2D(texture, vec2(x+dx, y-dy)); color_cote += texture2D(texture, vec2(x-dx, y+dy)); color_cote += texture2D(texture, vec2(x+dx, y+dy)); color_cote += texture2D(texture, vec2(x, y-dy)); color_cote += texture2D(texture, vec2(x-dx, y)); color_cote += texture2D(texture, vec2(x+dx, y)); color_cote += texture2D(texture, vec2(x, y+dy)); float K = K1 * color_cote.r + K3 * 0.5 - (8. * K1 + K3) * C.r; float D = D1 * (C.r - C.g); C.b = C.g; C.g = C.r; C.r = (2.* C.g) - C.b + K - D ; gl_FragColor = vec4(C.rgb,1.); }
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