Comments (5)
Hey @mattetti,
I remember having experimented with that kind of glitches effects a while ago. I was just using the same video twice with 2 separate textures and started one of the video playback after a small delay. It may not be the most optimized way to do this tho.
Looking at your code block I wonder why you'd not written something like that instead:
const altTexture = new Texture(texture.renderer, {
sampler: "altTexture"
});
altTexture.copy(texture);
But maybe I've misunderstood what you were actually doing?
Cheers,
from curtainsjs.
@martinlaxenaire setting up the texture as shown makes a lot of sense. Thank you. But I'm still not sure how to get the texture passed via uniforms.
Is calling _setTextureUniforms()
on the new texture, the right way?
from curtainsjs.
@mattetti I'm still not sure to understand what you are trying to do?
Anyway you shouldn't try to access those private properties and methods. The copy()
method should do the trick.
from curtainsjs.
Unfortunately, that doesn't work and even break the main texture. (everything runs but I don't have any textures).
What i'm trying to do is what you achieved by using 2 instances of the same video but delayed. But I'm trying to achieve the same thing with only 1 video and sample the video at different times. Does that make sense?
from curtainsjs.
Hey @mattetti,
Yeah I mean I understood what you were trying to do, I just didn't understand what you were doing with your custom onVideoFrameCallback
function.
Anyway I think the simplest way to achieve that is to just clone/duplicate the video element, create a second texture with it and start its playback after a small delay.
Cheers,
from curtainsjs.
Related Issues (20)
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from curtainsjs.