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Re: Simple Tile Mirror Plugin
Posted: Thu Feb 11, 2016 23:01
by Oaktown
Awesome! Thanks Hive8

Re: Simple Tile Mirror Plugin
Posted: Sat Dec 30, 2017 18:27
by Kadete
Oaktown wrote:Awesome! Thanks Hive8

Hi there

. I miss this effect on R6.
Hive8 you have any plans to update it?
There's another way to get the same effect? (Default Tile doesn't have mirror option)
Have a nice NYE everyone

Re: Simple Tile Mirror Plugin
Posted: Sun Dec 31, 2017 06:35
by hive8
Hi yes i am updating all the effects plugins that i made go to
www.hive8.com and sign up for the news letter i send out a email as soon i am done. If you wanna write me a email quick PM i can send it to you before
Re: Simple Tile Mirror Plugin
Posted: Wed Jan 10, 2018 10:55
by hive8
I did a quick convert for 64bit.
I found one problem regarding sizing, currently investigating how to fix it or where i have a bug, you have to play with the clip height to get a clean repeat or mirror repeat, the width seems to be not affected (really strange). When i use a 1080p clip i have to change the height to 1088 and all looks OK.
Please go to my website and sign up for news and new builds.
Re: Simple Tile Mirror Plugin
Posted: Wed Jan 10, 2018 12:49
by Joris
You'll want to look into GetMaxGLTexCoords

Re: Simple Tile Mirror Plugin
Posted: Thu Jan 11, 2018 08:43
by hive8
Hi Joris i did look into it and i took it complete out and hard coded them
took that line out
FFGLTexCoords maxCoords = GetMaxGLTexCoords(Texture);
glBegin(GL_QUADS);
//By default an image texture exists
//lower left
glTexCoord2f(0, 0);
//glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glVertex2f(-1, -1);
//upper left
glTexCoord2f(0, 1);
//glMultiTexCoord2f(GL_TEXTURE0, 0, maxCoords.t);
glVertex2f(-1, 1);
//upper right
glTexCoord2f(1, 1);
//glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, maxCoords.t);
glVertex2f(1, 1);
//lower right
glTexCoord2f(1, 0);
//glMultiTexCoord2f(GL_TEXTURE0, maxCoords.s, 0);
glVertex2f(1, -1);
glEnd();
Do you have any more advise for me

Re: Simple Tile Mirror Plugin
Posted: Thu Jan 11, 2018 10:20
by Joris
1088 is the size of the texture used by the GPU, because GPUs like working with multiples of 16.
1080 is the last row of pixels containing any actual data. The other 8 rows are just filled with black.
Which pixels contain data is retrievable via GetMaxGLTexCoords. In your case, you'll need to multiply any texture coordinates by the maximum texture coordinates of 0.9926470588 (1080/1088). To be safe, that needs to happen on both the x and y axes (of course using different values for x and y!)
Re: Simple Tile Mirror Plugin
Posted: Thu Jan 11, 2018 13:09
by hive8
Oh wow OK did not know that, thank you for the info. So i need to do a check. Since other people use other resolutions have to make it dynamic. Thank you very much.
Re: Simple Tile Mirror Plugin
Posted: Fri Jan 19, 2018 12:57
by Kadete
hive8 wrote:Oh wow OK did not know that, thank you for the info. So i need to do a check. Since other people use other resolutions have to make it dynamic. Thank you very much.
Hi Hive, i don't know if it's hard or not, but if you could do a "master" slider to keep both width and height with the same values, would be great. Like the new standard scale.
Regards
Re: Simple Tile Mirror Plugin
Posted: Fri Jan 19, 2018 20:13
by hive8
Yes i can add that, Joris are there new API calls to create these sliders?