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  1. Hi all, I removed a post earlier, looking for help with GUI WidgetSpriteVideo GUIobjects, but I've since been experimenting and found it's not quite what i'm looking for. I have been following the WidgetSpriteVideo documentation page in C#, however i can't seem to wrap my head around applying shaders other than to world space objects. I've realized i need to use a screen space Gui object rather than world space. The application is to render a webcam view in over the top of Unigine(in Vr so i will need to separate the two cameras per eye for depth) and use a green screen to mask out areas of the webcam to allow the digital scene to come through( IE the user can see their hands in front of them, with Unigine in the background.) My main requirements are: 1. Bring in the video feed from the camera (in OGV format) and stream it to the GUI. 2. Use a chroma-key/shader to mask off and create transparency in the webcam feed. 3. Do this for two separate cameras and have them render to each eye individually.(or technically hide each one from their opposing eye) If anyone can point me towards the documentation to assist with this, or other references or libraries and plugins, I would be very appreciative.
  2. Hello , I am writing geometry shader using UUSL, My shader works fine with opengl , but in directX it fails , because of output variable used in DirectX Suppose I do Emit Vertex in main routine like this it works in both HLSL/GLSL MAIN_GEOM_BEGIN(GEOMETRY_OUT,GEOMETRY_IN) //some code OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX END_PRIMITIVE END_GEOM But I want to create a function like CreateTriangle( int index, float offset ) { OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX OUT_POSITION = postionLHS; OUT_DATA(1). = colorABC; EMIT_VERTEX END_PRIMITIVE } MAIN_GEOM_BEGIN(GEOMETRY_OUT,GEOMETRY_IN) CreateTriangle( 0, 0.25); CreateTriangle( 1, -0.25); CreateTriangle( 2, 0.50); END_GEOM Currently OUT_POSITION is not available in HLSL shader for CreateTriangle How can i pass the output arguments to CreateTriangle Routine which works in both HLSL or GLSL ?
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