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| author | Tim Redfern <tim@getdrop.com> | 2017-10-19 07:39:51 +0100 |
|---|---|---|
| committer | Tim Redfern <tim@getdrop.com> | 2017-10-19 07:39:51 +0100 |
| commit | a4b2c2a0c569f6732ead116f7cbc3dae0fc999a0 (patch) | |
| tree | 5ba644745817528e496f0b161d5f3edd784c08af /keyshade/src/ofApp.h | |
| parent | a3c99df80c201e56a32eb5fe650d45e9a9ccaee2 (diff) | |
basically it
Diffstat (limited to 'keyshade/src/ofApp.h')
| -rw-r--r-- | keyshade/src/ofApp.h | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/keyshade/src/ofApp.h b/keyshade/src/ofApp.h index 8774291..b9c5f19 100644 --- a/keyshade/src/ofApp.h +++ b/keyshade/src/ofApp.h @@ -5,6 +5,17 @@ /* click on the image to choose a colour (maybe draw a line or outline a range of colours?) +works really well. now, how to appy a transform + +this approach maps the whole image onto the whole screen. +the texcoords come from the vertex shader? +I suppose that it's necessary to add extra transforms and extract +extra texcoords from the vertex shader + +although it'd be possible to use a simplistic shader in this way +and create the scaled textures normally as Fbos + +need a tutorial on transforming textures using the GPU */ class ofApp : public ofBaseApp{ |
