On Fri, Nov 4, 2011 at 12:27 AM, Robert O'Callahan <robert@ocallahan.org> wrote: > One crazy idea I just had to implement event coordinate transformation: > create a 256x256 texture, set each pixel's R value to the X coordinate and G > value to the Y coordinate, apply the vertex shader with an identity fragment > shader, and save the result. To transform an event coordinate, extract from > the result the color value at the pixel you care about, and recover the > original X and Y values from the R and G channels. That's not so crazy. I think Greg Tavares had the same idea. ~TJReceived on Friday, 4 November 2011 07:44:36 UTC
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