» texture split demo
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texture split demo

Credits: unc for his texture effects. download the addonpack!


a small patch that identifies texels in a depth texture

you need beta28 for that.


beta28DepthDemo.zip - 13.08.12 [22:47 UTC] by gregsn | 589 downloads

everyoneishappy 14/08/2012 - 17:24

Thanks for the demo. Could you explain why the clone is needed? Does the texture need to be reformatted before another shader can use it?

Would love to be able to make realtime object buffers with this...

gregsn 14/08/2012 - 18:21

the clone is needed only when you

  • use the new depth texture format INTZ which basically gives you access to the depthbuffer
  • AND you want to use a FrameDelay (EX9.Texture) or a Queue (EX9.Texture) or any module that uses one of those nodes (e.g. FrameDifference (EX9.Texture)) afterwards.

depthbuffer textures can't be cloned internally. therefore we need another renderpass which renders the depth content onto a new texture with any userspecified "normal" texture format.

everyoneishappy 14/08/2012 - 22:36

ah good to know thanks.

I was briefly confused that it did not seem to work with a texture fx node without an extra render pass first, but this was just due the texture type being inherited in the module structure(ie it will try to make a depth buffer again from a quad with the first one).

anonymous user login


~11h ago

ravazquez: good thinking @beyon, will do, thanks!

~13h ago

beyon: ravazquez: maybe it's better to start a forum thread and be more specific about your plugin and thread usage

~22h ago

andresc4: I made a nickname change, I'm vjc4 or Andres Alvarez like in fb. Just want let you guys know.

~23h ago

ravazquez: Thanks @microdee! Will look into it tomorrow ^^

~1d ago

microdee: ravazquez: System.Diagnostics.Task

~1d ago

ravazquez: Anyone with an easy to follow sample of proper thread usage within a vvvv plugin?

~2d ago

levi: thanks guys,not so eager for the purist solution,could use some sophisticated interface,probably some lightning-dmx software.