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#X obj 67 89 outlet;
#X obj 67 10 inlet;
#X obj 67 41 route create;
#X msg 67 70 set destroy;
#X msg 142 68 set create;
#X msg 132 112 create \, 1;
#X msg 198 112 destroy;
#X msg 234 221 dimen 500 500;
#X msg 279 189 dimen 1024 768;
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#X connect 3 0 4 0;
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#X connect 4 0 1 0;
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#X msg 520 592 create;
#X text 516 571 Create window:;
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#X obj 451 84 gemhead;
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#X obj 77 48 inlet;
#X obj 77 344 outlet;
#X obj 77 205 pix_image examples/data/fractal.JPG;
#X obj 223 55 inlet;
#X msg 223 123 open \$1;
#X obj 223 100 openpanel;
#X text 312 85 re-send the image to the [pix_]-object;
#X text 231 37 open;
#X text 79 30 gemlist;
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#X text 63 362 <none>;
#X text 57 682 Outlet 1: gemlist;
#X text 29 408 Inlet 1: gemlist;
#X obj 452 571 square 3;
#X text 516 105 open an image;
#X text 509 118 (JPEG \, TIFF \, ..);
#X text 50 12 Synopsis: [pix_texture];
#X text 29 57 Description: apply texture mapping;
#X text 16 79 enables texture mapping with the current pix. Whatever
pix values are in the network currently will be used (ie \, all processing
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#X msg 461 451 quality \$1;
#X obj 461 432 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 0
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#X text 29 423 Inlet 1: 0|1 turn texturing On/off;
#X text 29 437 Inlet 1: quality 0|1 : GL_NEAREST | GL_LINEAR(default)
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#X text 15 122 Send a quality message to change the quality of the
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computationally expensive). However \, on many machines (especially
SGIs) \, there is no speed difference.;
#X text 14 233 [pix_texture] is able to texture images of ANY size
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#X text 14 262 [pix_texture] tries to use the fastest way to get a
pix onto a texture. This implies using "rectangle"-texturing if available.
This \, in turn \, can lead to some problems with several geos. Try
using "rectangle 0" if you experience problems. Rectangle textures
cannot be REPEATed (they are always clamped-to-edge);
#X text 28 526 Inlet 1: env 0|1|2|3|4|5 : texture environment mode
;
#X text 53 541 0=GL_REPLACE \, 1=GL_DECAL \, 2=GL_BLEND \, 3=GL_ADD
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#X text 53 556 4=GL_COMBINE \, >4=GL_MODULATE (default);
#X text 16 176 - env message changes the texture environment mode.
Some modes allow mixing with fragment colors (BLEND \, ADD \, COMBINE
\, MODULATE) \, while REPLACE and DECAL ignore the current fragment/texture
color.;
#X text 457 149 set base fragment color;
#X text 57 700 Outlet 2: texture info : <id> <width> <height> <type>
<upsidedown flag>;
#X text 28 576 Inlet 1: message: texunit <f>;
#X text 108 611 (useful only with shader);
#X text 108 594 (change texunit of the texture);
#X floatatom 463 286 5 0 0 0 - - -;
#X msg 463 305 texunit \$1;
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#X msg 473 351 yuv \$1;
#X text 28 646 Inlet 1: message: pbo : change pixel buffer object number
;
#X floatatom 537 332 5 0 0 0 - - -;
#X msg 537 351 pbo \$1;
#X text 28 626 Inlet 1: message: yuv : use native YUV-mode if available
(default:1), f 69;
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#X connect 44 0 43 0;
#X connect 45 0 46 1;
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#X connect 49 0 45 0;
#X connect 49 1 45 2;
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#X connect 68 0 18 0;
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