Hello,
I'm kind of stuck here. I'd like to export a png file with transparency from a pgraphics containing textures with transparency...
My simplified code:
pg.texture(bigTex);//bigTex is a PImage containing a png with transparency
/*insert some vertex stuff here */
pg.endShape();
}
pg.endDraw();
pg.save(frameCount+".png");
When I simply draw ellipses into the pgraphics object, the background of the png file is transparent but as soon as i draw my textured quads, it becomes black. Help!
I'm trying to optimize an application where I use some vertex arrays for the rendering. Right now, at every frame, some elements are added to the buffers and every elements are drawn to the screen. I'd like to make a "screen capture" at some point, save the current frame like a "static image", emty the buffers and use the capture as a background (no need to compute the elements already drawn after a while).
If anyone has some advice, idea or direction to do that, it would be nice!!
Hello all,
i'm looking for a way to render some vertex buffers containing point coordinates with an additional parameter that would be used for the size of the points. For the moment, the size can only be set for all the points via glPointSize.
I've read that a solution would be to use a vertex shader but I really don't know what the shader should look like and how to pass a parameter to it... First time I use that kind of stuff so I'm a little bit lost...