Warping in Mesh Mode

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Warping in Mesh Mode

It may be useful to warp the mesh as a whole, rather than manipulating the mesh .obj or the canvas, especially if it just involves regular or geometric deformation. Timeline media warps must be disabled during calibration, but can be added and adjusted afterwards. The warp must be applied to the background layer, and not the media channel but the respective mesh.

Delta will allow one or two meshes to have background warps applied:

to apply a warp to the first mesh (ID=1), assign it to channel 17

to apply a warp to the second mesh (ID=2), assign it to channel 18

Note: these are not ‘active’ channels.

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