I’m just makeing a quick visualisation patch for a LED project I might be working on, the matrix is 90x60 pixels, I’ve been using pipet on a file stream, pipet seems to be ouput values fine, but when I come to attach it to a spread of 90x60 quads thats represent my pixels they go black( same happens with just a file tex too). A spread of RGB or HSL nodes with the same spread count works fine on the quads.
So now I wondering whether a pixel shader would be a work around, basically I want to sample 1 pixel, and enlarge it enough to be visible in the visualisation, I’ve used a grid overlay, but because more than 1 pixel shows its not as defined as I want it. And I need it ready by the morning!
I could go with what I’ve got, but would prefer to get it looking a bit sharper, any ideas on a way forward?
Don’t know why, but on my computer (GF5500 or something) I couldn’t make a DX9 texture out off a Renderer that has a backbuffer of 60 x 90. (when I projected the Renderer → DX9 Texture → Quad → Renderer)
I could how ever make file textures with a backbuffer that are powers off two (64, 124… 1024) pixels.
Could be my Graphic card or vvvv… (getting a GF7600 soon!! :)
right west. the gf5xxx series seem limited to power of two textures. we have noticed that already with dynamic-textures sometimes. get the gf7600 soon!