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authorTim Redfern <tim@getdrop.com>2017-10-19 07:39:51 +0100
committerTim Redfern <tim@getdrop.com>2017-10-19 07:39:51 +0100
commita4b2c2a0c569f6732ead116f7cbc3dae0fc999a0 (patch)
tree5ba644745817528e496f0b161d5f3edd784c08af /keyshade/src/ofApp.h
parenta3c99df80c201e56a32eb5fe650d45e9a9ccaee2 (diff)
basically it
Diffstat (limited to 'keyshade/src/ofApp.h')
-rw-r--r--keyshade/src/ofApp.h11
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{