Re: jit.gl.camera needs a couple of things


Forums > Beta > jit.gl.camera needs a couple of things

Spa
October 21, 2011 | 4:16 am

Sorry for long text, but I suppose it’s a beta thread…

Trying to further understanding the relation between jit.gl.node and jit.gl.camera …

In the patch I posted, if you enable 0 the ‘jit.gl.camera ctx_sub’, the torus falls back into the ‘ctx’ render chain even if its drawto is ‘ctx_sub’. you have to also enable 0 the ‘jit.gl.node ctx @name ctx_sub’ for it to disapear. Is it correct?

I’m trying to find an equivalent to the way I use jit.gl.sketch with the new objects.
The main interest is to be able to have a glcommand list with:
_glviewport
_glfrustum
_gllight
_glbindtexture
_drawobject
_ etc…
and draw multiple(different) drawobject, (and eventually glbindtexture to use different texture for the same object rendered in different views.)

On the next patch, I can’t find a way to have sometimes:
_ an ob3d in one camera and not in the other one
_ and some objects in the two cameras
I’m going to try with camera and a contextual jit.gl.sketch

++ is it possible to ‘call’ a jit.gl.light’ in jit.gl.sketch? ( à la drawobject or glbindtexture)
this way, I won’t have to build a long light command list.
is drawobject a kind of call to an cmd_list (internal jit.gl.sketch) in the ob3d?

thanks