#N canvas 365 22 883 756 10;
#X declare -path . -path .. -path data -path ../data -path ev-in -path
../ev-in -path ev-main -path ../ev-main -path ev-pano -path ../ev-pano
-path ev-pro -path ../ev-pro -path libs/gil -path ../libs/gil -path
libs/kollabs -path ../libs/kollabs -path media -path ../media;
#X obj 41 652 world_light;
#X obj 41 631 gemhead;
#X obj 14 14 cnv 15 700 30 empty empty Example:_masking_for_video_mappings
20 12 0 14 -233017 -66577 0;
#X obj 40 759 s /ev/buf/0/color;
#X msg 40 734 0.9 0.6 0.1 1;
#X obj 40 689 loadbang;
#X obj 40 711 del 3000;
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#X obj 23 501 teapot;
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#X obj 158 -52 metro 10000;
#X obj 41 181 scaleXYZ 0.6 0.6 0.6;
#X msg 158 -30 0 \, 1 10000;
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#X connect 20 0 1 0;
#X restore 23 469 pd teapot-movement;
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#X obj 153 394 rectangle 3 3;
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#X obj 44 -23 cnv 15 400 100 empty empty IMPORTANT 20 12 0 14 -261234
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#X text 49 -3 Such a declare object should always be in the main patch
of your project \, to set the pathes to the abstractions.;
#X text 159 170 load the preset file on startup:;
#X text 66 272 Recall scene '0' from the loaded preset file \, and
load the still image files.;
#X obj 158 43 ev-main/ev_declare;
#X obj 56 144 t b b;
#X obj 83 168 del 1000;
#X obj 56 231 del 3000;
#X msg 56 308 \; /ds/0/scene 0 \;;
#X msg 83 190 \; /ds/0/loadfile ../../data/ev_example_masking_preset.txt
;
#X text 160 226 (pathes relative to "./libs/kollabs");
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#X restore 32 64 pd init;
#X text 99 46 This example shows how to use the projection modules
to create masking when doing video-mapping on objects like facades
of buildings or similar;
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#X obj 200 569 t a a a;
#X obj 393 436 t a;
#X obj 200 512 tgl 15 1 empty empty toggle_projection_modules 17 7
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#X text 372 366 send the texture id of the \; framebuffer to the projection
modules;
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#X obj 688 490 gemhead;
#X obj 688 607 pix_texture;
#X msg 717 537 RGBA;
#X obj 751 491 loadbang;
#X obj 483 509 gemhead 51;
#X text 477 14 (c)2011 Peter Venus & Marian Weger \; /part of EXTENDED
VIEW toolkit/ gpl v3;
#X text 462 244 "ev_example_masking_preset.txt";
#X obj 200 537 gemhead 30;
#X obj 661 218 ev_storage;
#X obj 23 179 ev_buf 0;
#X obj 200 728 ev_pro_22 l;
#X obj 219 667 ev_pro_22 c;
#X obj 239 608 ev_pro_22 r;
#X obj 354 94 ev_gemwin;
#X obj 688 584 pix_separator;
#X obj 688 512 alpha;
#X obj 688 562 pix_set 1 1;
#X obj 483 755 ev_pro_22easy win;
#X obj 502 695 ev_pro_22easy dow;
#X obj 522 635 ev_pro_33easy door;
#X msg 751 537 0 0 0 1;
#X obj 483 597 t a a a;
#X text 608 468 generate coloured texture \; for masks;
#X text 496 537 gemhead is rendered after \; projection-planes \, so
\; masks are on top;
#X obj 200 463 loadbang;
#X msg 200 485 1;
#X obj 43 267 loadbang;
#X msg 43 289 0;
#X obj 43 336 gemhead 99;
#X text 577 71 click "create" to start;
#X text 462 231 This example uses scene 0 of;
#X text 24 610 light needed for 3d:;
#X text 463 276 Presets are located in the \; "./data" folder;
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