Forums > Jitter

Duplicate videoplane or shaders in 3D sapce

August 21, 2007 | 4:34 pm

Hi,

Although my thesis defense was finished, I am still hope I can make my project better. Here I have a question I don’t even know if it possible to be made in jitter. If it is possible, I really hope somebody can tell me how to do it.

I want to make a 3D space with 20 videoplanes or saders. Because the movies and photos in those 20 videoplanes/shaders are very similar, I think it is maybe more efficiency to just put 5 movies in 5 videoplanes/shaders and "duplicate" those them 4 times. After duplicate those them I can just move those 4 duplicates (of 5 videoplane/shaders) in different positions and give them different rotation so they will not looks like they are just been duplicated.

Is it possible? If yes, would you guys please tell me how to do it?

thank you so much,

CK


August 21, 2007 | 5:12 pm

sure. you can even use one videoplane.

say you have a bunch of jit.gl.texture objects that are named with
@name. lets say you have

jit.gl.texture context @name tex1
jit.gl.texture context @name tex2
jit.gl.texture context @name tex3
jit.gl.texture context @name tex4
jit.gl.texture context @name tex5

etc.

you can bang a message like this to a single videoplane to have it be
drawn multiple times:

[position 0. 0. -5, texture tex1, bang, position -1 -2 0, texture
tex2, bang, rotatexyz 0. 45 45, position 1, 0.5 -1.2, texture tex3,
bang, position ..... ]

and so and and so forth.

make sure the videoplane is in automatic 0 mode.

On Aug 21, 2007, at 12:34 PM, UCDMSRA wrote:

>
> Hi,
>
> Although my thesis defense was finished, I am still hope I can make
> my project better. Here I have a question I don’t even know if it
> possible to be made in jitter. If it is possible, I really hope
> somebody can tell me how to do it.
>
> I want to make a 3D space with 20 videoplanes or saders. Because
> the movies and photos in those 20 videoplanes/shaders are very
> similar, I think it is maybe more efficiency to just put 5 movies
> in 5 videoplanes/shaders and "duplicate" those them 4 times. After
> duplicate those them I can just move those 4 duplicates (of 5
> videoplane/shaders) in different positions and give them different
> rotation so they will not looks like they are just been duplicated.
>
> Is it possible? If yes, would you guys please tell me how to do it?
>
> thank you so much,
>
> CK

v a d e //

http://www.vade.info
abstrakt.vade.info


August 21, 2007 | 7:13 pm

Quote: vade wrote on Tue, 21 August 2007 11:12
—————————————————-
> sure. you can even use one videoplane.
>
> say you have a bunch of jit.gl.texture objects that are named with
> @name. lets say you have
>
> jit.gl.texture context @name tex1
> jit.gl.texture context @name tex2
> jit.gl.texture context @name tex3
> jit.gl.texture context @name tex4
> jit.gl.texture context @name tex5
>
> etc.
>
> you can bang a message like this to a single videoplane to have it be
> drawn multiple times:
>
> [position 0. 0. -5, texture tex1, bang, position -1 -2 0, texture
> tex2, bang, rotatexyz 0. 45 45, position 1, 0.5 -1.2, texture tex3,
> bang, position ..... ]
>
> and so and and so forth.
>
> make sure the videoplane is in automatic 0 mode.
>
> On Aug 21, 2007, at 12:34 PM, UCDMSRA wrote:
>
> >
> > Hi,
> >
> > Although my thesis defense was finished, I am still hope I can make
> > my project better. Here I have a question I don’t even know if it
> > possible to be made in jitter. If it is possible, I really hope
> > somebody can tell me how to do it.
> >
> > I want to make a 3D space with 20 videoplanes or saders. Because
> > the movies and photos in those 20 videoplanes/shaders are very
> > similar, I think it is maybe more efficiency to just put 5 movies
> > in 5 videoplanes/shaders and "duplicate" those them 4 times. After
> > duplicate those them I can just move those 4 duplicates (of 5
> > videoplane/shaders) in different positions and give them different
> > rotation so they will not looks like they are just been duplicated.
> >
> > Is it possible? If yes, would you guys please tell me how to do it?
> >
> > thank you so much,
> >
> > CK
>
> v a d e //
>
> http://www.vade.info
> abstrakt.vade.info
>
>
>
>
>
>
—————————————————-

Hi Vade,

Thank you so much. Just want to make sure if I want to animate the position of those duplicate textures so they can move in real time or I can remote them anytime I want….I know I can use "$1, $2, $3" by sending the numbers to message [position $1 $2 $3 texture tex1 bang], but messages can be very long. What is the best way to do that?

thank you so much

CK


August 21, 2007 | 8:52 pm

Hi Vade,

Now I know how to duplicate multiple textures to one videoplane. Thank you so much.

I suddenly have a thought…..is it possible to duplicate multiple videoplane from just one videoplane in the jit.gl.render? The same think, is it possible to duplicate multiple shaders (jit.gl.gridshape) from just one and send to jit.gl.render?

thank you so much

CK


August 21, 2007 | 9:46 pm

Hi Vade,

Please ignore my last question. I think I didn’t mean it especially my English is not very good. I just want to say that I use your way to create many duplicate videoplanes but I found one problem is those videoplanes can not recognize "far" or "near". I mean, if I move the z axis of one videoplane from 0. to -3.1, this videoplane is supposed to go "behind" other one, but it doesn’t. It become smaller but doesn’t go to the back of other videoplanes.

What am I supposed to do? I know setting layer number for each videoplanes can make the right vision but I just want to know if there is any better way to do it.

thank you so much

CK


August 21, 2007 | 10:35 pm

This is due to OpenGLs and your render order.

1st, enable the depth_buffer, second, bang the things ‘behind’ first,
and then the ones closer later. This is due to opengl using the
‘painters algorithm’. Things drawn later are drawn ‘on top’ of the
pixels already drawn. this is incredibly useful for some things, but
you will have to manage on your own your opengl state and front to
back ‘culling’ if you use automatic 0.

On Aug 21, 2007, at 5:46 PM, UCDMSRA wrote:

>
> Hi Vade,
>
> Please ignore my last question. I think I didn’t mean it especially
> my English is not very good. I just want to say that I use your way
> to create many duplicate videoplanes but I found one problem is
> those videoplanes can not recognize "far" or "near". I mean, if I
> move the z axis of one videoplane from 0. to -3.1, this videoplane
> is supposed to go "behind" other one, but it doesn’t. It become
> smaller but doesn’t go to the back of other videoplanes.
>
> What am I supposed to do? I know setting layer number for each
> videoplanes can make the right vision but I just want to know if
> there is any better way to do it.
>
> thank you so much
>
> CK

v a d e //

http://www.vade.info
abstrakt.vade.info


August 22, 2007 | 12:01 pm

Here’s one way of duplicating jitter gl objects using jit.gl.sketch, which I think is less cumbersome than trying to duplicate many single objects. You can use it with any gl object and choose to inherit the properties of the original if you want.

pelado

max v2;
#N vpatcher 436 131 1243 625;
#P origin 9 0;
#P window setfont "Sans Serif" 9.;
#P newex 105 48 48 196617 loadbang;
#P flonum 744 127 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 633 125 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 670 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 706 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 545 146 199 196617 pak cmd_replace 17 glrotate 179. 0. 0. 0.;
#P window linecount 2;
#P newex 325 285 224 196617 p.jit.gl.videoplane olympic @color 1 1 1 1 @automatic 0 @name videoplane @texture tex1;
#P objectname p.jit.gl.gridshape[1];
#P window linecount 1;
#P newex 328 335 60 196617 loadmess 1;
#P toggle 328 360 15 0;
#P newex 393 335 48 196617 loadbang;
#P message 392 357 102 196617 read countdown.mov;
#P newex 328 434 165 196617 jit.gl.texture olympic @name tex1;
#P objectname texture_tex1;
#P newex 328 380 52 196617 metro 20;
#P message 407 379 54 196617 read , bang;
#P message 501 379 27 196617 stop;
#P message 467 379 31 196617 start;
#P newex 328 408 149 196617 jit.qt.movie 320 240 @adapt 1;
#P objectname jit.qt.movie[2];
#P toggle 12 328 15 0;
#P newex 12 307 35 196617 sel 27;
#P newex 12 287 40 196617 key;
#P newex 12 354 91 196617 prepend fullscreen;
#P user jit.fpsgui 12 233 60 196617 0;
#P message 29 170 34 196617 reset;
#P newex 12 377 289 196617 jit.window olympic @fsmenubar 0 @floating 1 @depthbuffer 1;
#P newex 29 189 203 196617 jit.gl.handle olympic @inherit_transform 1;
#P number 59 49 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 12 44 15 0;
#P objectname render_tog;
#P newex 12 212 204 196617 jit.gl.render olympic @erase_color 0 0 0 1;
#P objectname p.jit.gl.render;
#P newex 12 68 57 196617 qmetro 30;
#P newex 12 90 66 196617 t b b b erase;
#P flonum 325 204 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 325 224 72 196617 rad_minor $1;
#P window linecount 5;
#P message 106 68 408 196617 reset , glcolor 1 1 0 1 , glpushmatrix , gltranslate -0.4 0 0 , glscale 0.2 0.2 0.2 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , glpopmatrix , glcolor 1 1 1 1 , glpushmatrix , drawobject videoplane 0 , glrotate 179 0 0 0 , drawobject videoplane 0 , glpopmatrix;
#P window linecount 2;
#P newex 325 247 283 196617 p.jit.gl.gridshape olympic @color 1 1 1 1 @rad_minor 0.2 @shape torus @automatic 0 @name gridshape @texture tex1;
#P objectname p.jit.gl.gridshape;
#P flonum 653 85 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 690 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 726 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P window linecount 1;
#P newex 547 107 188 196617 pak cmd_replace 5 gltranslate 1. 0.6 0.;
#P newex 527 189 166 196617 jit.gl.sketch olympic @automatic 0;
#P objectname sketchA;
#P connect 12 0 10 0;
#P lcolor 1;
#P connect 10 0 9 0;
#P lcolor 1;
#P connect 14 0 11 0;
#P lcolor 1;
#P fasten 9 3 11 0 71 115 17 115;
#P lcolor 1;
#P connect 9 0 11 0;
#P lcolor 1;
#P connect 11 0 17 0;
#P lcolor 1;
#P fasten 19 0 20 0 17 306 17 306;
#P lcolor 1;
#P connect 20 0 21 0;
#P lcolor 1;
#P fasten 21 0 18 0 17 349 17 349;
#P lcolor 1;
#P connect 18 0 15 0;
#P lcolor 1;
#P connect 16 0 14 0;
#P lcolor 1;
#P connect 13 0 10 1;
#P lcolor 1;
#P connect 38 0 6 0;
#P lcolor 1;
#P connect 8 0 7 0;
#P lcolor 1;
#P connect 7 0 5 0;
#P lcolor 1;
#P connect 31 0 30 0;
#P lcolor 1;
#P connect 30 0 26 0;
#P lcolor 1;
#P connect 26 0 22 0;
#P lcolor 1;
#P fasten 28 0 22 0 397 404 333 404;
#P lcolor 1;
#P fasten 24 0 22 0 506 404 333 404;
#P lcolor 1;
#P fasten 23 0 22 0 472 404 333 404;
#P lcolor 1;
#P fasten 25 0 22 0 412 404 333 404;
#P lcolor 1;
#P connect 22 0 27 0;
#P lcolor 1;
#P fasten 29 0 28 0 398 353 397 353;
#P lcolor 1;
#P fasten 33 0 0 0 550 169 532 169;
#P lcolor 1;
#P fasten 6 0 0 0 111 155 532 155;
#P lcolor 1;
#P fasten 9 2 0 0 53 162 532 162;
#P lcolor 1;
#P fasten 1 0 0 0 552 138 532 138;
#P lcolor 1;
#P connect 36 0 33 3;
#P lcolor 1;
#P connect 4 0 1 3;
#P lcolor 1;
#P connect 35 0 33 4;
#P lcolor 1;
#P connect 3 0 1 4;
#P lcolor 1;
#P connect 34 0 33 5;
#P lcolor 1;
#P connect 2 0 1 5;
#P lcolor 1;
#P connect 37 0 33 6;
#P lcolor 1;
#P pop;


August 23, 2007 | 4:52 am

Quote: pelado wrote on Wed, 22 August 2007 06:01
—————————————————-
> Here’s one way of duplicating jitter gl objects using jit.gl.sketch, which I think is less cumbersome than trying to duplicate many single objects. You can use it with any gl object and choose to inherit the properties of the original if you want.
>
> pelado
>
> max v2;
> #N vpatcher 436 131 1243 625;
> #P origin 9 0;
> #P window setfont "Sans Serif" 9.;
> #P newex 105 48 48 196617 loadbang;
> #P flonum 744 127 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 633 125 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 670 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 706 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 545 146 199 196617 pak cmd_replace 17 glrotate 179. 0. 0. 0.;
> #P window linecount 2;
> #P newex 325 285 224 196617 p.jit.gl.videoplane olympic @color 1 1 1 1 @automatic 0 @name videoplane @texture tex1;
> #P objectname p.jit.gl.gridshape[1];
> #P window linecount 1;
> #P newex 328 335 60 196617 loadmess 1;
> #P toggle 328 360 15 0;
> #P newex 393 335 48 196617 loadbang;
> #P message 392 357 102 196617 read countdown.mov;
> #P newex 328 434 165 196617 jit.gl.texture olympic @name tex1;
> #P objectname texture_tex1;
> #P newex 328 380 52 196617 metro 20;
> #P message 407 379 54 196617 read , bang;
> #P message 501 379 27 196617 stop;
> #P message 467 379 31 196617 start;
> #P newex 328 408 149 196617 jit.qt.movie 320 240 @adapt 1;
> #P objectname jit.qt.movie[2];
> #P toggle 12 328 15 0;
> #P newex 12 307 35 196617 sel 27;
> #P newex 12 287 40 196617 key;
> #P newex 12 354 91 196617 prepend fullscreen;
> #P user jit.fpsgui 12 233 60 196617 0;
> #P message 29 170 34 196617 reset;
> #P newex 12 377 289 196617 jit.window olympic @fsmenubar 0 @floating 1 @depthbuffer 1;
> #P newex 29 189 203 196617 jit.gl.handle olympic @inherit_transform 1;
> #P number 59 49 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P toggle 12 44 15 0;
> #P objectname render_tog;
> #P newex 12 212 204 196617 jit.gl.render olympic @erase_color 0 0 0 1;
> #P objectname p.jit.gl.render;
> #P newex 12 68 57 196617 qmetro 30;
> #P newex 12 90 66 196617 t b b b erase;
> #P flonum 325 204 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P message 325 224 72 196617 rad_minor $1;
> #P window linecount 5;
> #P message 106 68 408 196617 reset , glcolor 1 1 0 1 , glpushmatrix , gltranslate -0.4 0 0 , glscale 0.2 0.2 0.2 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , glpopmatrix , glcolor 1 1 1 1 , glpushmatrix , drawobject videoplane 0 , glrotate 179 0 0 0 , drawobject videoplane 0 , glpopmatrix;
> #P window linecount 2;
> #P newex 325 247 283 196617 p.jit.gl.gridshape olympic @color 1 1 1 1 @rad_minor 0.2 @shape torus @automatic 0 @name gridshape @texture tex1;
> #P objectname p.jit.gl.gridshape;
> #P flonum 653 85 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 690 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 726 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P window linecount 1;
> #P newex 547 107 188 196617 pak cmd_replace 5 gltranslate 1. 0.6 0.;
> #P newex 527 189 166 196617 jit.gl.sketch olympic @automatic 0;
> #P objectname sketchA;
> #P connect 12 0 10 0;
> #P lcolor 1;
> #P connect 10 0 9 0;
> #P lcolor 1;
> #P connect 14 0 11 0;
> #P lcolor 1;
> #P fasten 9 3 11 0 71 115 17 115;
> #P lcolor 1;
> #P connect 9 0 11 0;
> #P lcolor 1;
> #P connect 11 0 17 0;
> #P lcolor 1;
> #P fasten 19 0 20 0 17 306 17 306;
> #P lcolor 1;
> #P connect 20 0 21 0;
> #P lcolor 1;
> #P fasten 21 0 18 0 17 349 17 349;
> #P lcolor 1;
> #P connect 18 0 15 0;
> #P lcolor 1;
> #P connect 16 0 14 0;
> #P lcolor 1;
> #P connect 13 0 10 1;
> #P lcolor 1;
> #P connect 38 0 6 0;
> #P lcolor 1;
> #P connect 8 0 7 0;
> #P lcolor 1;
> #P connect 7 0 5 0;
> #P lcolor 1;
> #P connect 31 0 30 0;
> #P lcolor 1;
> #P connect 30 0 26 0;
> #P lcolor 1;
> #P connect 26 0 22 0;
> #P lcolor 1;
> #P fasten 28 0 22 0 397 404 333 404;
> #P lcolor 1;
> #P fasten 24 0 22 0 506 404 333 404;
> #P lcolor 1;
> #P fasten 23 0 22 0 472 404 333 404;
> #P lcolor 1;
> #P fasten 25 0 22 0 412 404 333 404;
> #P lcolor 1;
> #P connect 22 0 27 0;
> #P lcolor 1;
> #P fasten 29 0 28 0 398 353 397 353;
> #P lcolor 1;
> #P fasten 33 0 0 0 550 169 532 169;
> #P lcolor 1;
> #P fasten 6 0 0 0 111 155 532 155;
> #P lcolor 1;
> #P fasten 9 2 0 0 53 162 532 162;
> #P lcolor 1;
> #P fasten 1 0 0 0 552 138 532 138;
> #P lcolor 1;
> #P connect 36 0 33 3;
> #P lcolor 1;
> #P connect 4 0 1 3;
> #P lcolor 1;
> #P connect 35 0 33 4;
> #P lcolor 1;
> #P connect 3 0 1 4;
> #P lcolor 1;
> #P connect 34 0 33 5;
> #P lcolor 1;
> #P connect 2 0 1 5;
> #P lcolor 1;
> #P connect 37 0 33 6;
> #P lcolor 1;
> #P pop;
>
—————————————————-

Hi,

Thank you so much…….I am just playing around with your patch. However, there is one thing I don’t understand…..in your patch, there are two objects can not recognized by jitter, "p.jit.gl.grideshape" and "p.jit.gl.videoplane". I think they might be typo because they should be "jit.gl.grideshape" and "jit.gl.videoplane". In my jitter, it show the errors so I want to make sure what is right (maybe there is some special objects…..I don’t know).

thank you so much, really appreciate it.

CK


August 23, 2007 | 8:38 am

Oh sorry about that. The objects should be jit.gl.gridshape and jit.gl.videoplane, as you say.
The ‘p.’ comes from the p.jit.gl.tools package (which you can download from http://www.pelado.co.uk) and I forgot to remove before posting. Apologies, again.

pelado

the patch as it should have been posted is below:

max v2;
#N vpatcher 436 131 1243 625;
#P origin 9 0;
#P window setfont "Sans Serif" 9.;
#P newex 105 48 48 196617 loadbang;
#P flonum 744 127 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 633 125 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 670 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 706 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 545 146 199 196617 pak cmd_replace 17 glrotate 179. 0. 0. 0.;
#P newex 325 285 407 196617 jit.gl.videoplane olympic @color 1 1 1 1 @automatic 0 @name videoplane @texture tex1;
#P objectname p.jit.gl.gridshape[1];
#P newex 328 335 60 196617 loadmess 1;
#P toggle 328 360 15 0;
#P newex 393 335 48 196617 loadbang;
#P message 392 357 102 196617 read countdown.mov;
#P newex 328 434 165 196617 jit.gl.texture olympic @name tex1;
#P objectname texture_tex1;
#P newex 328 380 52 196617 metro 20;
#P message 407 379 54 196617 read , bang;
#P message 501 379 27 196617 stop;
#P message 467 379 31 196617 start;
#P newex 328 408 149 196617 jit.qt.movie 320 240 @adapt 1;
#P objectname jit.qt.movie[2];
#P toggle 12 328 15 0;
#P newex 12 307 35 196617 sel 27;
#P newex 12 287 40 196617 key;
#P newex 12 354 91 196617 prepend fullscreen;
#P user jit.fpsgui 12 233 60 196617 0;
#P message 29 170 34 196617 reset;
#P newex 12 377 289 196617 jit.window olympic @fsmenubar 0 @floating 1 @depthbuffer 1;
#P newex 29 189 203 196617 jit.gl.handle olympic @inherit_transform 1;
#P number 59 49 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 12 44 15 0;
#P objectname render_tog;
#P newex 12 212 204 196617 jit.gl.render olympic @erase_color 0 0 0 1;
#P objectname p.jit.gl.render;
#P newex 12 68 57 196617 qmetro 30;
#P newex 12 90 66 196617 t b b b erase;
#P flonum 325 204 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 325 224 72 196617 rad_minor $1;
#P window linecount 5;
#P message 106 68 408 196617 reset , glcolor 1 1 0 1 , glpushmatrix , gltranslate -0.4 0 0 , glscale 0.2 0.2 0.2 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , glpopmatrix , glcolor 1 1 1 1 , glpushmatrix , drawobject videoplane 0 , glrotate 179 0 0 0 , drawobject videoplane 0 , glpopmatrix;
#P window linecount 2;
#P newex 325 247 283 196617 jit.gl.gridshape olympic @color 1 1 1 1 @rad_minor 0.2 @shape torus @automatic 0 @name gridshape @texture tex1;
#P objectname p.jit.gl.gridshape;
#P flonum 653 85 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 690 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 726 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P window linecount 1;
#P newex 547 107 188 196617 pak cmd_replace 5 gltranslate 1. 0.6 0.;
#P newex 527 189 166 196617 jit.gl.sketch olympic @automatic 0;
#P objectname sketchA;
#P connect 12 0 10 0;
#P lcolor 1;
#P connect 10 0 9 0;
#P lcolor 1;
#P connect 9 0 11 0;
#P lcolor 1;
#P fasten 9 3 11 0 71 115 17 115;
#P lcolor 1;
#P connect 14 0 11 0;
#P lcolor 1;
#P connect 11 0 17 0;
#P lcolor 1;
#P fasten 19 0 20 0 17 306 17 306;
#P lcolor 1;
#P connect 20 0 21 0;
#P lcolor 1;
#P fasten 21 0 18 0 17 349 17 349;
#P lcolor 1;
#P connect 18 0 15 0;
#P lcolor 1;
#P connect 16 0 14 0;
#P lcolor 1;
#P connect 13 0 10 1;
#P lcolor 1;
#P connect 38 0 6 0;
#P lcolor 1;
#P connect 8 0 7 0;
#P lcolor 1;
#P connect 7 0 5 0;
#P lcolor 1;
#P connect 31 0 30 0;
#P lcolor 1;
#P connect 30 0 26 0;
#P lcolor 1;
#P fasten 25 0 22 0 412 404 333 404;
#P lcolor 1;
#P fasten 23 0 22 0 472 404 333 404;
#P lcolor 1;
#P fasten 24 0 22 0 506 404 333 404;
#P lcolor 1;
#P fasten 28 0 22 0 397 404 333 404;
#P lcolor 1;
#P connect 26 0 22 0;
#P lcolor 1;
#P connect 22 0 27 0;
#P lcolor 1;
#P fasten 29 0 28 0 398 353 397 353;
#P lcolor 1;
#P fasten 1 0 0 0 552 138 532 138;
#P lcolor 1;
#P fasten 9 2 0 0 53 162 532 162;
#P lcolor 1;
#P fasten 6 0 0 0 111 155 532 155;
#P lcolor 1;
#P fasten 33 0 0 0 550 169 532 169;
#P lcolor 1;
#P connect 36 0 33 3;
#P lcolor 1;
#P connect 4 0 1 3;
#P lcolor 1;
#P connect 35 0 33 4;
#P lcolor 1;
#P connect 3 0 1 4;
#P lcolor 1;
#P connect 34 0 33 5;
#P lcolor 1;
#P connect 2 0 1 5;
#P lcolor 1;
#P connect 37 0 33 6;
#P lcolor 1;
#P pop;


August 23, 2007 | 9:01 pm

Quote: pelado wrote on Thu, 23 August 2007 02:38
—————————————————-
> Oh sorry about that. The objects should be jit.gl.gridshape and jit.gl.videoplane, as you say.
> The ‘p.’ comes from the p.jit.gl.tools package (which you can download from http://www.pelado.co.uk) and I forgot to remove before posting. Apologies, again.
>
> pelado
>
> the patch as it should have been posted is below:
>
> max v2;
> #N vpatcher 436 131 1243 625;
> #P origin 9 0;
> #P window setfont "Sans Serif" 9.;
> #P newex 105 48 48 196617 loadbang;
> #P flonum 744 127 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 633 125 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 670 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 706 126 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 545 146 199 196617 pak cmd_replace 17 glrotate 179. 0. 0. 0.;
> #P newex 325 285 407 196617 jit.gl.videoplane olympic @color 1 1 1 1 @automatic 0 @name videoplane @texture tex1;
> #P objectname p.jit.gl.gridshape[1];
> #P newex 328 335 60 196617 loadmess 1;
> #P toggle 328 360 15 0;
> #P newex 393 335 48 196617 loadbang;
> #P message 392 357 102 196617 read countdown.mov;
> #P newex 328 434 165 196617 jit.gl.texture olympic @name tex1;
> #P objectname texture_tex1;
> #P newex 328 380 52 196617 metro 20;
> #P message 407 379 54 196617 read , bang;
> #P message 501 379 27 196617 stop;
> #P message 467 379 31 196617 start;
> #P newex 328 408 149 196617 jit.qt.movie 320 240 @adapt 1;
> #P objectname jit.qt.movie[2];
> #P toggle 12 328 15 0;
> #P newex 12 307 35 196617 sel 27;
> #P newex 12 287 40 196617 key;
> #P newex 12 354 91 196617 prepend fullscreen;
> #P user jit.fpsgui 12 233 60 196617 0;
> #P message 29 170 34 196617 reset;
> #P newex 12 377 289 196617 jit.window olympic @fsmenubar 0 @floating 1 @depthbuffer 1;
> #P newex 29 189 203 196617 jit.gl.handle olympic @inherit_transform 1;
> #P number 59 49 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P toggle 12 44 15 0;
> #P objectname render_tog;
> #P newex 12 212 204 196617 jit.gl.render olympic @erase_color 0 0 0 1;
> #P objectname p.jit.gl.render;
> #P newex 12 68 57 196617 qmetro 30;
> #P newex 12 90 66 196617 t b b b erase;
> #P flonum 325 204 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P message 325 224 72 196617 rad_minor $1;
> #P window linecount 5;
> #P message 106 68 408 196617 reset , glcolor 1 1 0 1 , glpushmatrix , gltranslate -0.4 0 0 , glscale 0.2 0.2 0.2 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , gltranslate 1 0.6 0 , drawobject gridshape 0 , gltranslate 1 -0.6 0 , drawobject gridshape 1 , glpopmatrix , glcolor 1 1 1 1 , glpushmatrix , drawobject videoplane 0 , glrotate 179 0 0 0 , drawobject videoplane 0 , glpopmatrix;
> #P window linecount 2;
> #P newex 325 247 283 196617 jit.gl.gridshape olympic @color 1 1 1 1 @rad_minor 0.2 @shape torus @automatic 0 @name gridshape @texture tex1;
> #P objectname p.jit.gl.gridshape;
> #P flonum 653 85 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 690 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 726 86 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P window linecount 1;
> #P newex 547 107 188 196617 pak cmd_replace 5 gltranslate 1. 0.6 0.;
> #P newex 527 189 166 196617 jit.gl.sketch olympic @automatic 0;
> #P objectname sketchA;
> #P connect 12 0 10 0;
> #P lcolor 1;
> #P connect 10 0 9 0;
> #P lcolor 1;
> #P connect 9 0 11 0;
> #P lcolor 1;
> #P fasten 9 3 11 0 71 115 17 115;
> #P lcolor 1;
> #P connect 14 0 11 0;
> #P lcolor 1;
> #P connect 11 0 17 0;
> #P lcolor 1;
> #P fasten 19 0 20 0 17 306 17 306;
> #P lcolor 1;
> #P connect 20 0 21 0;
> #P lcolor 1;
> #P fasten 21 0 18 0 17 349 17 349;
> #P lcolor 1;
> #P connect 18 0 15 0;
> #P lcolor 1;
> #P connect 16 0 14 0;
> #P lcolor 1;
> #P connect 13 0 10 1;
> #P lcolor 1;
> #P connect 38 0 6 0;
> #P lcolor 1;
> #P connect 8 0 7 0;
> #P lcolor 1;
> #P connect 7 0 5 0;
> #P lcolor 1;
> #P connect 31 0 30 0;
> #P lcolor 1;
> #P connect 30 0 26 0;
> #P lcolor 1;
> #P fasten 25 0 22 0 412 404 333 404;
> #P lcolor 1;
> #P fasten 23 0 22 0 472 404 333 404;
> #P lcolor 1;
> #P fasten 24 0 22 0 506 404 333 404;
> #P lcolor 1;
> #P fasten 28 0 22 0 397 404 333 404;
> #P lcolor 1;
> #P connect 26 0 22 0;
> #P lcolor 1;
> #P connect 22 0 27 0;
> #P lcolor 1;
> #P fasten 29 0 28 0 398 353 397 353;
> #P lcolor 1;
> #P fasten 1 0 0 0 552 138 532 138;
> #P lcolor 1;
> #P fasten 9 2 0 0 53 162 532 162;
> #P lcolor 1;
> #P fasten 6 0 0 0 111 155 532 155;
> #P lcolor 1;
> #P fasten 33 0 0 0 550 169 532 169;
> #P lcolor 1;
> #P connect 36 0 33 3;
> #P lcolor 1;
> #P connect 4 0 1 3;
> #P lcolor 1;
> #P connect 35 0 33 4;
> #P lcolor 1;
> #P connect 3 0 1 4;
> #P lcolor 1;
> #P connect 34 0 33 5;
> #P lcolor 1;
> #P connect 2 0 1 5;
> #P lcolor 1;
> #P connect 37 0 33 6;
> #P lcolor 1;
> #P pop;
>
—————————————————-

Hi,

Thank you so much. Your p.jit.tools seems very interesting. I checked the jit.gl.sketch tutorial yesterday and I think jit.gl.sketch is a very good object……..just too many commands to me. And there is one thing I can not figure out….

In the tutorial there is only one movie to be used as texture. I have more then 5 different movies need to use as texture in 5 videoplanes. After that I will need to duplicate those 5 "original" videoplans to 20 or 30 copys. What is the best way to do it? What is the best way to attach different movies into different videoplane before duplicate them?

thank you so much

CK


August 24, 2007 | 1:59 am

well, I’m sure that a lot of people will tell you the way to go is through a scripting language such as javascript or jil.lua. You could have a look at the examples jsgllumatrails-example.pat and jsglvideotrail-example.pat that come with the standard jitter install or check out wesley’s example that is in his jit.gl.lua package, jit.gl.lua_gltrails.mxb.

You can achieve similar effects using jit.gl.sketch, using a command list based on the example I posted previously. see the patch below.

Its up to you how you go about putting in five videos, positioning them etc. But note that in this patch blend is enabled, an additive blend mode is being used and depth_enable is 0.

pelado

max v2;
#N vpatcher 94 44 1223 557;
#P origin 9 0;
#P window setfont "Sans Serif" 9.;
#P newex 470 56 75 196617 loadmess 0.25;
#P message 711 343 120 196617 drawobject videoplane 0;
#P newex 711 237 40 196617 t b b b;
#P newex 998 124 46 196617 * -0.01;
#P newex 968 94 39 196617 t b f;
#P flonum 967 75 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P comment 966 59 45 196617 distance;
#B color 5;
#P newex 998 183 62 196617 prepend set;
#P message 998 161 92 196617 gltranslate 0 0 $1;
#P newex 711 99 66 196617 loadmess 50;
#P newex 33 425 106 196617 bgcolor 127 127 127;
#P comment 748 147 82 196617 number of layers;
#B color 5;
#P newex 344 60 60 196617 loadmess 1;
#P flonum 344 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 386 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 428 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 470 109 35 196617 * 0.1;
#P flonum 470 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 302 130 180 196617 pak color 1. 1. 1. 0.2;
#P newex 852 93 39 196617 t b f;
#P flonum 852 73 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 741 285 105 196617 glrotate 0. 0 0 1;
#P newex 881 184 62 196617 prepend set;
#P message 881 162 88 196617 glrotate $1 0 0 1;
#P newex 103 93 47 196617 r sketch;
#P newex 929 374 47 196617 s sketch;
#P newex 711 189 71 196617 t b i reset;
#P number 711 145 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 711 215 40 196617 uzi 20;
#P message 726 317 120 196617 gltranslate 0 0 -0.02;
#P window linecount 3;
#P newex 302 153 277 196617 jit.gl.videoplane olympic @color 1 1 1 0.025 @automatic 0 @name videoplane @texture tex1 @depth_enable 0 @blend_enable 1 @blend_mode 6 1 @dim 2 2 @displaylist 1;
#P objectname p.jit.gl.gridshape[1];
#P window linecount 1;
#P newex 328 277 60 196617 loadmess 1;
#P toggle 328 302 15 0;
#P newex 393 277 48 196617 loadbang;
#P message 392 299 102 196617 read countdown.mov;
#P newex 328 376 165 196617 jit.gl.texture olympic @name tex1;
#P objectname texture_tex1;
#P newex 328 322 52 196617 metro 20;
#P message 407 321 54 196617 read , bang;
#P message 501 321 27 196617 stop;
#P message 467 321 31 196617 start;
#P newex 328 350 149 196617 jit.qt.movie 320 240 @adapt 1;
#P objectname jit.qt.movie[2];
#P toggle 12 328 15 0;
#P newex 12 307 35 196617 sel 27;
#P newex 12 287 40 196617 key;
#P newex 12 354 91 196617 prepend fullscreen;
#P user jit.fpsgui 12 233 60 196617 0;
#P message 29 170 34 196617 reset;
#P newex 12 377 289 196617 jit.window olympic @fsmenubar 0 @floating 1 @depthbuffer 1;
#P newex 29 189 203 196617 jit.gl.handle olympic @inherit_transform 1;
#P number 59 49 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 12 44 15 0;
#P objectname render_tog;
#P newex 12 212 204 196617 jit.gl.render olympic @erase_color 0 0 0 1;
#P objectname p.jit.gl.render;
#P newex 12 68 57 196617 qmetro 30;
#P newex 12 90 66 196617 t b b b erase;
#P newex 103 129 166 196617 jit.gl.sketch olympic @automatic 0;
#P objectname sketchA;
#P comment 506 88 121 196617 alpha value of each layer;
#B color 5;
#P comment 849 57 36 196617 rotate;
#B color 5;
#P connect 6 0 4 0;
#P lcolor 1;
#P connect 4 0 3 0;
#P lcolor 1;
#P connect 8 0 5 0;
#P lcolor 1;
#P fasten 3 3 5 0 71 115 17 115;
#P lcolor 1;
#P connect 3 0 5 0;
#P lcolor 1;
#P connect 5 0 11 0;
#P lcolor 1;
#P fasten 13 0 14 0 17 306 17 306;
#P lcolor 1;
#P connect 14 0 15 0;
#P lcolor 1;
#P fasten 15 0 12 0 17 349 17 349;
#P lcolor 1;
#P connect 12 0 9 0;
#P lcolor 1;
#P connect 10 0 8 0;
#P lcolor 1;
#P connect 7 0 4 1;
#P lcolor 1;
#P fasten 3 2 2 0 53 120 108 120;
#P connect 32 0 2 0;
#P connect 38 0 26 0;
#P connect 25 0 24 0;
#P lcolor 1;
#P connect 24 0 20 0;
#P lcolor 1;
#P connect 20 0 16 0;
#P lcolor 1;
#P fasten 22 0 16 0 397 346 333 346;
#P lcolor 1;
#P fasten 18 0 16 0 506 346 333 346;
#P lcolor 1;
#P fasten 17 0 16 0 472 346 333 346;
#P lcolor 1;
#P fasten 19 0 16 0 412 346 333 346;
#P lcolor 1;
#P connect 16 0 21 0;
#P lcolor 1;
#P connect 44 0 43 0;
#P connect 43 0 38 1;
#P connect 44 0 42 0;
#P connect 42 0 38 2;
#P fasten 23 0 22 0 398 295 397 295;
#P lcolor 1;
#P connect 44 0 41 0;
#P connect 41 0 38 3;
#P connect 56 0 39 0;
#P connect 39 0 40 0;
#P connect 40 0 38 4;
#P fasten 37 0 29 0 857 128 716 128;
#P connect 47 0 29 0;
#P fasten 52 0 29 0 973 136 716 136;
#P connect 29 0 30 0;
#P connect 30 0 28 0;
#P connect 28 0 54 0;
#P fasten 54 0 55 0 716 265 716 265;
#P fasten 54 1 27 0 731 273 731 273;
#P fasten 49 0 27 0 1003 312 731 312;
#P connect 30 1 28 1;
#P fasten 54 2 35 0 746 277 746 277;
#P fasten 34 0 35 0 886 281 746 281;
#P connect 36 0 37 0;
#P connect 37 1 33 0;
#P connect 33 0 34 0;
#P fasten 30 2 31 0 776 229 934 229;
#P fasten 55 0 31 0 716 363 934 363;
#P fasten 27 0 31 0 731 335 934 335;
#P fasten 35 0 31 0 746 302 934 302;
#P connect 51 0 52 0;
#P connect 52 1 53 0;
#P connect 53 0 48 0;
#P connect 48 0 49 0;
#P pop;


August 27, 2007 | 11:17 pm

Quote: pelado wrote on Thu, 23 August 2007 19:59
—————————————————-
> well, I’m sure that a lot of people will tell you the way to go is through a scripting language such as javascript or jil.lua. You could have a look at the examples jsgllumatrails-example.pat and jsglvideotrail-example.pat that come with the standard jitter install or check out wesley’s example that is in his jit.gl.lua package, jit.gl.lua_gltrails.mxb.
>
> You can achieve similar effects using jit.gl.sketch, using a command list based on the example I posted previously. see the patch below.
>
> Its up to you how you go about putting in five videos, positioning them etc. But note that in this patch blend is enabled, an additive blend mode is being used and depth_enable is 0.
>
> pelado
>
> max v2;
> #N vpatcher 94 44 1223 557;
> #P origin 9 0;
> #P window setfont "Sans Serif" 9.;
> #P newex 470 56 75 196617 loadmess 0.25;
> #P message 711 343 120 196617 drawobject videoplane 0;
> #P newex 711 237 40 196617 t b b b;
> #P newex 998 124 46 196617 * -0.01;
> #P newex 968 94 39 196617 t b f;
> #P flonum 967 75 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P comment 966 59 45 196617 distance;
> #B color 5;
> #P newex 998 183 62 196617 prepend set;
> #P message 998 161 92 196617 gltranslate 0 0 $1;
> #P newex 711 99 66 196617 loadmess 50;
> #P newex 33 425 106 196617 bgcolor 127 127 127;
> #P comment 748 147 82 196617 number of layers;
> #B color 5;
> #P newex 344 60 60 196617 loadmess 1;
> #P flonum 344 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 386 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P flonum 428 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 470 109 35 196617 * 0.1;
> #P flonum 470 88 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 302 130 180 196617 pak color 1. 1. 1. 0.2;
> #P newex 852 93 39 196617 t b f;
> #P flonum 852 73 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P message 741 285 105 196617 glrotate 0. 0 0 1;
> #P newex 881 184 62 196617 prepend set;
> #P message 881 162 88 196617 glrotate $1 0 0 1;
> #P newex 103 93 47 196617 r sketch;
> #P newex 929 374 47 196617 s sketch;
> #P newex 711 189 71 196617 t b i reset;
> #P number 711 145 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P newex 711 215 40 196617 uzi 20;
> #P message 726 317 120 196617 gltranslate 0 0 -0.02;
> #P window linecount 3;
> #P newex 302 153 277 196617 jit.gl.videoplane olympic @color 1 1 1 0.025 @automatic 0 @name videoplane @texture tex1 @depth_enable 0 @blend_enable 1 @blend_mode 6 1 @dim 2 2 @displaylist 1;
> #P objectname p.jit.gl.gridshape[1];
> #P window linecount 1;
> #P newex 328 277 60 196617 loadmess 1;
> #P toggle 328 302 15 0;
> #P newex 393 277 48 196617 loadbang;
> #P message 392 299 102 196617 read countdown.mov;
> #P newex 328 376 165 196617 jit.gl.texture olympic @name tex1;
> #P objectname texture_tex1;
> #P newex 328 322 52 196617 metro 20;
> #P message 407 321 54 196617 read , bang;
> #P message 501 321 27 196617 stop;
> #P message 467 321 31 196617 start;
> #P newex 328 350 149 196617 jit.qt.movie 320 240 @adapt 1;
> #P objectname jit.qt.movie[2];
> #P toggle 12 328 15 0;
> #P newex 12 307 35 196617 sel 27;
> #P newex 12 287 40 196617 key;
> #P newex 12 354 91 196617 prepend fullscreen;
> #P user jit.fpsgui 12 233 60 196617 0;
> #P message 29 170 34 196617 reset;
> #P newex 12 377 289 196617 jit.window olympic @fsmenubar 0 @floating 1 @depthbuffer 1;
> #P newex 29 189 203 196617 jit.gl.handle olympic @inherit_transform 1;
> #P number 59 49 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P toggle 12 44 15 0;
> #P objectname render_tog;
> #P newex 12 212 204 196617 jit.gl.render olympic @erase_color 0 0 0 1;
> #P objectname p.jit.gl.render;
> #P newex 12 68 57 196617 qmetro 30;
> #P newex 12 90 66 196617 t b b b erase;
> #P newex 103 129 166 196617 jit.gl.sketch olympic @automatic 0;
> #P objectname sketchA;
> #P comment 506 88 121 196617 alpha value of each layer;
> #B color 5;
> #P comment 849 57 36 196617 rotate;
> #B color 5;
> #P connect 6 0 4 0;
> #P lcolor 1;
> #P connect 4 0 3 0;
> #P lcolor 1;
> #P connect 8 0 5 0;
> #P lcolor 1;
> #P fasten 3 3 5 0 71 115 17 115;
> #P lcolor 1;
> #P connect 3 0 5 0;
> #P lcolor 1;
> #P connect 5 0 11 0;
> #P lcolor 1;
> #P fasten 13 0 14 0 17 306 17 306;
> #P lcolor 1;
> #P connect 14 0 15 0;
> #P lcolor 1;
> #P fasten 15 0 12 0 17 349 17 349;
> #P lcolor 1;
> #P connect 12 0 9 0;
> #P lcolor 1;
> #P connect 10 0 8 0;
> #P lcolor 1;
> #P connect 7 0 4 1;
> #P lcolor 1;
> #P fasten 3 2 2 0 53 120 108 120;
> #P connect 32 0 2 0;
> #P connect 38 0 26 0;
> #P connect 25 0 24 0;
> #P lcolor 1;
> #P connect 24 0 20 0;
> #P lcolor 1;
> #P connect 20 0 16 0;
> #P lcolor 1;
> #P fasten 22 0 16 0 397 346 333 346;
> #P lcolor 1;
> #P fasten 18 0 16 0 506 346 333 346;
> #P lcolor 1;
> #P fasten 17 0 16 0 472 346 333 346;
> #P lcolor 1;
> #P fasten 19 0 16 0 412 346 333 346;
> #P lcolor 1;
> #P connect 16 0 21 0;
> #P lcolor 1;
> #P connect 44 0 43 0;
> #P connect 43 0 38 1;
> #P connect 44 0 42 0;
> #P connect 42 0 38 2;
> #P fasten 23 0 22 0 398 295 397 295;
> #P lcolor 1;
> #P connect 44 0 41 0;
> #P connect 41 0 38 3;
> #P connect 56 0 39 0;
> #P connect 39 0 40 0;
> #P connect 40 0 38 4;
> #P fasten 37 0 29 0 857 128 716 128;
> #P connect 47 0 29 0;
> #P fasten 52 0 29 0 973 136 716 136;
> #P connect 29 0 30 0;
> #P connect 30 0 28 0;
> #P connect 28 0 54 0;
> #P fasten 54 0 55 0 716 265 716 265;
> #P fasten 54 1 27 0 731 273 731 273;
> #P fasten 49 0 27 0 1003 312 731 312;
> #P connect 30 1 28 1;
> #P fasten 54 2 35 0 746 277 746 277;
> #P fasten 34 0 35 0 886 281 746 281;
> #P connect 36 0 37 0;
> #P connect 37 1 33 0;
> #P connect 33 0 34 0;
> #P fasten 30 2 31 0 776 229 934 229;
> #P fasten 55 0 31 0 716 363 934 363;
> #P fasten 27 0 31 0 731 335 934 335;
> #P fasten 35 0 31 0 746 302 934 302;
> #P connect 51 0 52 0;
> #P connect 52 1 53 0;
> #P connect 53 0 48 0;
> #P connect 48 0 49 0;
> #P pop;
>
—————————————————-

Hi Pelado,

Thank you for your patch. Now I know how to use jit.gl.sketch with jit.gl.videoplane. You really help me a lot. Thank you so much.

best,

CK


October 28, 2007 | 10:54 pm

hello list,
in these days i’m messing around with forums and mailing lists but i
didnt find any topic on how
i could achieve a depth of field effect on my scene.
Basically i have a 3d patch with a simple particle system and i need
a depth of field effect in
it; ie. when the particles (nurbs) are too far or too near they
should blur.
I saw a technique is using vertex shaders but i only found HLSL ones
and i nothing
specific for jitter.
Any hint or suggestion would be really apreciated!!
tnx,
/mat

_-_-__-_-__-_-__-_-__-_-__-_-__-_-_

kinotek
live media and vjing

Mattia Casalegno
http://www.kinotek.org
mat@kinotek.org
++393332152448
____________________________


October 29, 2007 | 3:01 am

Here are the steps.

1) render your scene to texture
2) downsample it
3) blur the hell out of the downsampled version with 2 passes of the
cf.gauss.2p.jxs convolution shader (which means using 4 slabs in total
since the shader itself requires 2 passes for x and y blur)
4) mix together the blurred texture and the full res scene based on
depth values using some kind of aperture model. ATI has a good
whitepaper on this issue which you can probably find by googling DOF
and ATI.

wes

On 10/28/07, mat kinotek wrote:
>
>
>
>
>
> hello list,
> in these days i’m messing around with forums and mailing lists but i didnt
> find any topic on how
> i could achieve a depth of field effect on my scene.
> Basically i have a 3d patch with a simple particle system and i need a depth
> of field effect in
> it; ie. when the particles (nurbs) are too far or too near they should blur.
> I saw a technique is using vertex shaders but i only found HLSL ones and i
> nothing
> specific for jitter.
> Any hint or suggestion would be really apreciated!!
> tnx,
> /mat
>
>
>
>
>
>
> _-_-__-_-__-_-__-_-__-_-__-_-__-_-_
>
> kinotek
> live media and vjing
>
> Mattia Casalegno
> http://www.kinotek.org
> mat@kinotek.org
> ++393332152448
> ____________________________
>
>
>
>
>
>


October 29, 2007 | 11:01 am

thank you wes!
i saw the ati pdf ( ati.amd.com/developer/gdc/
Scheuermann_DepthOfField.pdf )
and i think the process you described is almost clear;
the problem is i that my patch is intended to be real time, with a
quite high
resolution (at least 1024×480) in a decent frame rate (min. 22fps).
Have you tried this technique with realtime rendering?
Maybe i should use the depth_grab message in my renderer in some
way, but i didnt figure out how can i write data on the gl.texture..
Do you think the depth_grab is a good solution to process
those steps you mentioned in a faster way?

Reading the openGL man i also encounterd the "accumulation buffer" which
is intended for motion-blur and DOF effects but i didnt really figure
out
how could i implement this in my patch.. :(

Thank you Wes for you time!!
/mat

Il giorno 29/ott/07, alle ore 04:01, Wesley Smith ha scritto:

> Here are the steps.
>
> 1) render your scene to texture
> 2) downsample it
> 3) blur the hell out of the downsampled version with 2 passes of the
> cf.gauss.2p.jxs convolution shader (which means using 4 slabs in total
> since the shader itself requires 2 passes for x and y blur)
> 4) mix together the blurred texture and the full res scene based on
> depth values using some kind of aperture model. ATI has a good
> whitepaper on this issue which you can probably find by googling DOF
> and ATI.
>
> wes
>
>
> On 10/28/07, mat kinotek wrote:
>>
>>
>>
>>
>>
>> hello list,
>> in these days i’m messing around with forums and mailing lists but
>> i didnt
>> find any topic on how
>> i could achieve a depth of field effect on my scene.
>> Basically i have a 3d patch with a simple particle system and i
>> need a depth
>> of field effect in
>> it; ie. when the particles (nurbs) are too far or too near they
>> should blur.
>> I saw a technique is using vertex shaders but i only found HLSL
>> ones and i
>> nothing
>> specific for jitter.
>> Any hint or suggestion would be really apreciated!!
>> tnx,
>> /mat
>>
>>
>>
>>
>>
>>
>> _-_-__-_-__-_-__-_-__-_-__-_-__-_-_
>>
>> kinotek
>> live media and vjing
>>
>> Mattia Casalegno
>> http://www.kinotek.org
>> mat@kinotek.org
>> ++393332152448
>> ____________________________
>>
>>
>>
>>
>>
>>
>


October 29, 2007 | 2:10 pm

Hi. Amusingly I was attempting something similar last week but put it
down. Grabbing the depth buffer is pretty straightforward – :

create a named texture ie: my_depth_tex
send the message

depth_grab my_depth_tex
to jit.gl.render

bang the jit.gl.texture @name my_depth_tex (or, you know, whatever)
and you will have the depth buffer.

I highly suggest using @automatic 0 for state control.

However, I had issues with setting colormode to depth, so I have
leave it default to adapt – which leaves it Rgba. Not sure if this
causes issues or not. You can then use a 3 way mixer (like my
v001.co3.lumamix.jxs shader) to mix based on the luminance of the
depth buffer. Ive however had mixed results with this technique, at
least visually it did not do quite what I had wanted

Id love to know a nicer method, or if something I am doing is flawed.

Ill clean up the patch and see if I can send it later, good luck!

On Oct 29, 2007, at 7:01 AM, mat kinotek wrote:

>
>
> thank you wes!
> i saw the ati pdf ( ati.amd.com/developer/gdc/
> Scheuermann_DepthOfField.pdf )
> and i think the process you described is almost clear;
> the problem is i that my patch is intended to be real time, with a
> quite high
> resolution (at least 1024×480) in a decent frame rate (min. 22fps).
> Have you tried this technique with realtime rendering?
> Maybe i should use the depth_grab message in my renderer in some
> way, but i didnt figure out how can i write data on the gl.texture..
> Do you think the depth_grab is a good solution to process
> those steps you mentioned in a faster way?
>
> Reading the openGL man i also encounterd the "accumulation buffer"
> which
> is intended for motion-blur and DOF effects but i didnt really
> figure out
> how could i implement this in my patch.. :(
>
> Thank you Wes for you time!!
> /mat
>
>
>
> Il giorno 29/ott/07, alle ore 04:01, Wesley Smith ha scritto:
>
>> Here are the steps.
>>
>> 1) render your scene to texture
>> 2) downsample it
>> 3) blur the hell out of the downsampled version with 2 passes of the
>> cf.gauss.2p.jxs convolution shader (which means using 4 slabs in
>> total
>> since the shader itself requires 2 passes for x and y blur)
>> 4) mix together the blurred texture and the full res scene based on
>> depth values using some kind of aperture model. ATI has a good
>> whitepaper on this issue which you can probably find by googling DOF
>> and ATI.
>>
>> wes
>>
>>
>> On 10/28/07, mat kinotek wrote:
>>>
>>>
>>>
>>>
>>>
>>> hello list,
>>> in these days i’m messing around with forums and mailing lists
>>> but i didnt
>>> find any topic on how
>>> i could achieve a depth of field effect on my scene.
>>> Basically i have a 3d patch with a simple particle system and i
>>> need a depth
>>> of field effect in
>>> it; ie. when the particles (nurbs) are too far or too near they
>>> should blur.
>>> I saw a technique is using vertex shaders but i only found HLSL
>>> ones and i
>>> nothing
>>> specific for jitter.
>>> Any hint or suggestion would be really apreciated!!
>>> tnx,
>>> /mat
>>>
>>>
>>>
>>>
>>>
>>>
>>> _-_-__-_-__-_-__-_-__-_-__-_-__-_-_
>>>
>>> kinotek
>>> live media and vjing
>>>
>>> Mattia Casalegno
>>> http://www.kinotek.org
>>> mat@kinotek.org
>>> ++393332152448
>>> ____________________________
>>>
>>>
>>>
>>>
>>>
>>>
>>
>

v a d e //

http://www.vade.info
abstrakt.vade.info


October 29, 2007 | 6:18 pm

Here’s how to acquire a depth texture:

#P window setfont "Sans Serif" 9.;
#P window linecount 1;
#P newex 331 125 48 196617 loadbang;
#P user umenu 18 261 100 196647 1 64 277 1;
#X add c;
#X add c_d;
#P newex 18 284 82 196617 prepend texture;
#P window linecount 2;
#P newex 331 298 238 196617 jit.gl.texture ccap @capture_source c
@colormode depth @capture_buffer depth @name c_d;
#P toggle 151 182 15 0;
#P window linecount 1;
#P message 151 202 83 196617 depth_enable $1;
#P number 397 230 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 373 230 20 196617 24;
#P message 350 230 20 196617 16;
#P message 331 230 14 196617 0;
#P message 331 253 106 196617 capture_depthbits $1;
#P window linecount 2;
#P message 331 180 102 196617 ; jitter glreadback rtt;
#P message 331 146 107 196617 ; jitter glreadback fbo;
#P user umenu 17 179 100 196647 1 64 195 1;
#X add none;
#X add c;
#P window linecount 1;
#P newex 17 202 82 196617 prepend capture;
#P newex 18 307 265 196617 jit.gl.videoplane ccap @texture c_d
@transform_reset 2;
#P window linecount 2;
#P newex 17 227 305 196617 jit.gl.gridshape ccap @shape torus @color
0.2 0.2 0.8 0.9 @lighting_enable 1 @blend_enable 1 @rotate 30 0 1 0
@capture c;
#P window linecount 1;
#P newex 331 272 134 196617 jit.gl.texture ccap @name c;
#P toggle 119 55 15 0;
#P message 119 75 68 196617 fullscreen $1;
#N vpatcher 30 89 166 253;
#P window setfont "Sans Serif" 9.;
#P newex 50 71 35 196617 sel 27;
#P newex 50 50 40 196617 key;
#P outlet 50 93 15 0;
#P connect 1 0 2 0;
#P connect 2 0 0 0;
#P pop;
#P newobj 119 35 33 196617 p Esc;
#P newex 17 53 48 196617 loadbang;
#P newex 119 93 153 196617 jit.window ccap @depthbuffer 1;
#P message 80 93 34 196617 reset;
#P newex 80 114 188 196617 jit.gl.handle ccap @inherit_transform 1;
#P toggle 17 74 15 0;
#P newex 17 93 57 196617 qmetro 60;
#P newex 17 114 50 196617 t b erase;
#P newex 17 139 159 196617 jit.gl.render ccap @camera 0 0 4;
#P connect 7 0 3 0;
#P connect 3 0 2 0;
#P connect 2 0 1 0;
#P fasten 4 0 0 0 85 135 22 135;
#P fasten 1 0 0 0 22 135 22 135;
#P fasten 1 1 0 0 62 135 22 135;
#P fasten 15 1 14 0 112 198 22 198;
#P connect 14 0 12 0;
#P fasten 23 0 12 0 156 222 22 222;
#P fasten 27 1 26 0 113 280 23 280;
#P connect 26 0 13 0;
#P connect 5 0 4 0;
#P connect 8 0 10 0;
#P connect 10 0 9 0;
#P connect 9 0 6 0;
#P connect 24 0 23 0;
#P connect 28 0 16 0;
#P fasten 22 0 18 0 402 249 336 249;
#P fasten 21 0 18 0 378 249 336 249;
#P fasten 20 0 18 0 355 249 336 249;
#P fasten 19 0 18 0 336 249 336 249;
#P connect 18 0 11 0;
#P window clipboard copycount 29;

wes


October 29, 2007 | 7:43 pm

there’s another way that someone pointed out to me, but less dynamic-
create MIPMAPS for your images with the larger maps blurred and the
smaller ones sharper. May work for you in certain situations.

cheers
evan

On Oct 29, 2007, at 6:18 PM, Wesley Smith wrote:

> #P window setfont "Sans Serif" 9.;
> #P window linecount 1;
> #P newex 331 125 48 196617 loadbang;
> #P user umenu 18 261 100 196647 1 64 277 1;
> #X add c;
> #X add c_d;
> #P newex 18 284 82 196617 prepend texture;
> #P window linecount 2;
> #P newex 331 298 238 196617 jit.gl.texture ccap @capture_source c
> @colormode depth @capture_buffer depth @name c_d;
> #P toggle 151 182 15 0;
> #P window linecount 1;
> #P message 151 202 83 196617 depth_enable $1;
> #P number 397 230 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> #P message 373 230 20 196617 24;
> #P message 350 230 20 196617 16;
> #P message 331 230 14 196617 0;
> #P message 331 253 106 196617 capture_depthbits $1;
> #P window linecount 2;
> #P message 331 180 102 196617 ; jitter glreadback rtt;
> #P message 331 146 107 196617 ; jitter glreadback fbo;
> #P user umenu 17 179 100 196647 1 64 195 1;
> #X add none;
> #X add c;
> #P window linecount 1;
> #P newex 17 202 82 196617 prepend capture;
> #P newex 18 307 265 196617 jit.gl.videoplane ccap @texture c_d
> @transform_reset 2;
> #P window linecount 2;
> #P newex 17 227 305 196617 jit.gl.gridshape ccap @shape torus @color
> 0.2 0.2 0.8 0.9 @lighting_enable 1 @blend_enable 1 @rotate 30 0 1 0
> @capture c;
> #P window linecount 1;
> #P newex 331 272 134 196617 jit.gl.texture ccap @name c;
> #P toggle 119 55 15 0;
> #P message 119 75 68 196617 fullscreen $1;
> #N vpatcher 30 89 166 253;
> #P window setfont "Sans Serif" 9.;
> #P newex 50 71 35 196617 sel 27;
> #P newex 50 50 40 196617 key;
> #P outlet 50 93 15 0;
> #P connect 1 0 2 0;
> #P connect 2 0 0 0;
> #P pop;
> #P newobj 119 35 33 196617 p Esc;
> #P newex 17 53 48 196617 loadbang;
> #P newex 119 93 153 196617 jit.window ccap @depthbuffer 1;
> #P message 80 93 34 196617 reset;
> #P newex 80 114 188 196617 jit.gl.handle ccap @inherit_transform 1;
> #P toggle 17 74 15 0;
> #P newex 17 93 57 196617 qmetro 60;
> #P newex 17 114 50 196617 t b erase;
> #P newex 17 139 159 196617 jit.gl.render ccap @camera 0 0 4;
> #P connect 7 0 3 0;
> #P connect 3 0 2 0;
> #P connect 2 0 1 0;
> #P fasten 4 0 0 0 85 135 22 135;
> #P fasten 1 0 0 0 22 135 22 135;
> #P fasten 1 1 0 0 62 135 22 135;
> #P fasten 15 1 14 0 112 198 22 198;
> #P connect 14 0 12 0;
> #P fasten 23 0 12 0 156 222 22 222;
> #P fasten 27 1 26 0 113 280 23 280;
> #P connect 26 0 13 0;
> #P connect 5 0 4 0;
> #P connect 8 0 10 0;
> #P connect 10 0 9 0;
> #P connect 9 0 6 0;
> #P connect 24 0 23 0;
> #P connect 28 0 16 0;
> #P fasten 22 0 18 0 402 249 336 249;
> #P fasten 21 0 18 0 378 249 336 249;
> #P fasten 20 0 18 0 355 249 336 249;
> #P fasten 19 0 18 0 336 249 336 249;
> #P connect 18 0 11 0;
> #P window clipboard copycount 29;


October 29, 2007 | 8:12 pm


October 29, 2007 | 8:37 pm


October 29, 2007 | 9:52 pm


January 8, 2008 | 7:45 pm

Hello,

a bit late on this topic, but I blur textures on the graphic card in
real-time according to their distance from the camera:

http://dev.podesk.com/b_gondouin.php/post/2007/03/22/Soft-Focus

http://dev.podesk.com/b_gondouin.php/post/2007/06/22/More-Soft-Focus

Bertrand

It work quite well, as long as you don’t have too much textures to process!
2007/10/29, evan.raskob [lists]

:
> there’s another way that someone pointed out to me, but less dynamic-
> create MIPMAPS for your images with the larger maps blurred and the
> smaller ones sharper. May work for you in certain situations.
>
> cheers
> evan
>
>
>
> On Oct 29, 2007, at 6:18 PM, Wesley Smith wrote:
>
> > #P window setfont "Sans Serif" 9.;
> > #P window linecount 1;
> > #P newex 331 125 48 196617 loadbang;
> > #P user umenu 18 261 100 196647 1 64 277 1;
> > #X add c;
> > #X add c_d;
> > #P newex 18 284 82 196617 prepend texture;
> > #P window linecount 2;
> > #P newex 331 298 238 196617 jit.gl.texture ccap @capture_source c
> > @colormode depth @capture_buffer depth @name c_d;
> > #P toggle 151 182 15 0;
> > #P window linecount 1;
> > #P message 151 202 83 196617 depth_enable $1;
> > #P number 397 230 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> > #P message 373 230 20 196617 24;
> > #P message 350 230 20 196617 16;
> > #P message 331 230 14 196617 0;
> > #P message 331 253 106 196617 capture_depthbits $1;
> > #P window linecount 2;
> > #P message 331 180 102 196617 ; jitter glreadback rtt;
> > #P message 331 146 107 196617 ; jitter glreadback fbo;
> > #P user umenu 17 179 100 196647 1 64 195 1;
> > #X add none;
> > #X add c;
> > #P window linecount 1;
> > #P newex 17 202 82 196617 prepend capture;
> > #P newex 18 307 265 196617 jit.gl.videoplane ccap @texture c_d
> > @transform_reset 2;
> > #P window linecount 2;
> > #P newex 17 227 305 196617 jit.gl.gridshape ccap @shape torus @color
> > 0.2 0.2 0.8 0.9 @lighting_enable 1 @blend_enable 1 @rotate 30 0 1 0
> > @capture c;
> > #P window linecount 1;
> > #P newex 331 272 134 196617 jit.gl.texture ccap @name c;
> > #P toggle 119 55 15 0;
> > #P message 119 75 68 196617 fullscreen $1;
> > #N vpatcher 30 89 166 253;
> > #P window setfont "Sans Serif" 9.;
> > #P newex 50 71 35 196617 sel 27;
> > #P newex 50 50 40 196617 key;
> > #P outlet 50 93 15 0;
> > #P connect 1 0 2 0;
> > #P connect 2 0 0 0;
> > #P pop;
> > #P newobj 119 35 33 196617 p Esc;
> > #P newex 17 53 48 196617 loadbang;
> > #P newex 119 93 153 196617 jit.window ccap @depthbuffer 1;
> > #P message 80 93 34 196617 reset;
> > #P newex 80 114 188 196617 jit.gl.handle ccap @inherit_transform 1;
> > #P toggle 17 74 15 0;
> > #P newex 17 93 57 196617 qmetro 60;
> > #P newex 17 114 50 196617 t b erase;
> > #P newex 17 139 159 196617 jit.gl.render ccap @camera 0 0 4;
> > #P connect 7 0 3 0;
> > #P connect 3 0 2 0;
> > #P connect 2 0 1 0;
> > #P fasten 4 0 0 0 85 135 22 135;
> > #P fasten 1 0 0 0 22 135 22 135;
> > #P fasten 1 1 0 0 62 135 22 135;
> > #P fasten 15 1 14 0 112 198 22 198;
> > #P connect 14 0 12 0;
> > #P fasten 23 0 12 0 156 222 22 222;
> > #P fasten 27 1 26 0 113 280 23 280;
> > #P connect 26 0 13 0;
> > #P connect 5 0 4 0;
> > #P connect 8 0 10 0;
> > #P connect 10 0 9 0;
> > #P connect 9 0 6 0;
> > #P connect 24 0 23 0;
> > #P connect 28 0 16 0;
> > #P fasten 22 0 18 0 402 249 336 249;
> > #P fasten 21 0 18 0 378 249 336 249;
> > #P fasten 20 0 18 0 355 249 336 249;
> > #P fasten 19 0 18 0 336 249 336 249;
> > #P connect 18 0 11 0;
> > #P window clipboard copycount 29;
>
>

http://www.bertrandgondouin.net


January 8, 2008 | 8:06 pm

Lovely. I like the style too. Great to see something other than
abstrakt 3D shapes with Jitter. (Im waaaayyyyy guilty of that). Looks
great!

Ive decided Stuffed Animals will be my new muse. :)

On Jan 8, 2008, at 2:45 PM, bertrand wrote:

> Hello,
>
> a bit late on this topic, but I blur textures on the graphic card in
> real-time according to their distance from the camera:
>
> http://dev.podesk.com/b_gondouin.php/post/2007/03/22/Soft-Focus
> http://dev.podesk.com/b_gondouin.php/post/2007/06/22/More-Soft-Focus
>
> Bertrand
>
> It work quite well, as long as you don’t have too much textures to
> process!
> 2007/10/29, evan.raskob [lists]

:
>> there’s another way that someone pointed out to me, but less dynamic-
>> create MIPMAPS for your images with the larger maps blurred and the
>> smaller ones sharper. May work for you in certain situations.
>>
>> cheers
>> evan
>>
>>
>>
>> On Oct 29, 2007, at 6:18 PM, Wesley Smith wrote:
>>
>>> #P window setfont "Sans Serif" 9.;
>>> #P window linecount 1;
>>> #P newex 331 125 48 196617 loadbang;
>>> #P user umenu 18 261 100 196647 1 64 277 1;
>>> #X add c;
>>> #X add c_d;
>>> #P newex 18 284 82 196617 prepend texture;
>>> #P window linecount 2;
>>> #P newex 331 298 238 196617 jit.gl.texture ccap @capture_source c
>>> @colormode depth @capture_buffer depth @name c_d;
>>> #P toggle 151 182 15 0;
>>> #P window linecount 1;
>>> #P message 151 202 83 196617 depth_enable $1;
>>> #P number 397 230 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
>>> #P message 373 230 20 196617 24;
>>> #P message 350 230 20 196617 16;
>>> #P message 331 230 14 196617 0;
>>> #P message 331 253 106 196617 capture_depthbits $1;
>>> #P window linecount 2;
>>> #P message 331 180 102 196617 ; jitter glreadback rtt;
>>> #P message 331 146 107 196617 ; jitter glreadback fbo;
>>> #P user umenu 17 179 100 196647 1 64 195 1;
>>> #X add none;
>>> #X add c;
>>> #P window linecount 1;
>>> #P newex 17 202 82 196617 prepend capture;
>>> #P newex 18 307 265 196617 jit.gl.videoplane ccap @texture c_d
>>> @transform_reset 2;
>>> #P window linecount 2;
>>> #P newex 17 227 305 196617 jit.gl.gridshape ccap @shape torus @color
>>> 0.2 0.2 0.8 0.9 @lighting_enable 1 @blend_enable 1 @rotate 30 0 1 0
>>> @capture c;
>>> #P window linecount 1;
>>> #P newex 331 272 134 196617 jit.gl.texture ccap @name c;
>>> #P toggle 119 55 15 0;
>>> #P message 119 75 68 196617 fullscreen $1;
>>> #N vpatcher 30 89 166 253;
>>> #P window setfont "Sans Serif" 9.;
>>> #P newex 50 71 35 196617 sel 27;
>>> #P newex 50 50 40 196617 key;
>>> #P outlet 50 93 15 0;
>>> #P connect 1 0 2 0;
>>> #P connect 2 0 0 0;
>>> #P pop;
>>> #P newobj 119 35 33 196617 p Esc;
>>> #P newex 17 53 48 196617 loadbang;
>>> #P newex 119 93 153 196617 jit.window ccap @depthbuffer 1;
>>> #P message 80 93 34 196617 reset;
>>> #P newex 80 114 188 196617 jit.gl.handle ccap @inherit_transform 1;
>>> #P toggle 17 74 15 0;
>>> #P newex 17 93 57 196617 qmetro 60;
>>> #P newex 17 114 50 196617 t b erase;
>>> #P newex 17 139 159 196617 jit.gl.render ccap @camera 0 0 4;
>>> #P connect 7 0 3 0;
>>> #P connect 3 0 2 0;
>>> #P connect 2 0 1 0;
>>> #P fasten 4 0 0 0 85 135 22 135;
>>> #P fasten 1 0 0 0 22 135 22 135;
>>> #P fasten 1 1 0 0 62 135 22 135;
>>> #P fasten 15 1 14 0 112 198 22 198;
>>> #P connect 14 0 12 0;
>>> #P fasten 23 0 12 0 156 222 22 222;
>>> #P fasten 27 1 26 0 113 280 23 280;
>>> #P connect 26 0 13 0;
>>> #P connect 5 0 4 0;
>>> #P connect 8 0 10 0;
>>> #P connect 10 0 9 0;
>>> #P connect 9 0 6 0;
>>> #P connect 24 0 23 0;
>>> #P connect 28 0 16 0;
>>> #P fasten 22 0 18 0 402 249 336 249;
>>> #P fasten 21 0 18 0 378 249 336 249;
>>> #P fasten 20 0 18 0 355 249 336 249;
>>> #P fasten 19 0 18 0 336 249 336 249;
>>> #P connect 18 0 11 0;
>>> #P window clipboard copycount 29;
>>
>>
>
>
> —
> http://www.bertrandgondouin.net


January 8, 2008 | 8:52 pm

ye, it sure works. show us more when u have

On Jan 8, 2008 10:06 PM, vade wrote:

> Lovely. I like the style too. Great to see something other than
> abstrakt 3D shapes with Jitter. (Im waaaayyyyy guilty of that). Looks
> great!
>
> Ive decided Stuffed Animals will be my new muse. :)
>
> On Jan 8, 2008, at 2:45 PM, bertrand wrote:
>
> > Hello,
> >
> > a bit late on this topic, but I blur textures on the graphic card in
> > real-time according to their distance from the camera:
> >
> > http://dev.podesk.com/b_gondouin.php/post/2007/03/22/Soft-Focus
> > http://dev.podesk.com/b_gondouin.php/post/2007/06/22/More-Soft-Focus
> >
> > Bertrand
> >
> > It work quite well, as long as you don’t have too much textures to
> > process!
> > 2007/10/29, evan.raskob [lists]

:
> >> there’s another way that someone pointed out to me, but less dynamic-
> >> create MIPMAPS for your images with the larger maps blurred and the
> >> smaller ones sharper. May work for you in certain situations.
> >>
> >> cheers
> >> evan
> >>
> >>
> >>
> >> On Oct 29, 2007, at 6:18 PM, Wesley Smith wrote:
> >>
> >>> #P window setfont "Sans Serif" 9.;
> >>> #P window linecount 1;
> >>> #P newex 331 125 48 196617 loadbang;
> >>> #P user umenu 18 261 100 196647 1 64 277 1;
> >>> #X add c;
> >>> #X add c_d;
> >>> #P newex 18 284 82 196617 prepend texture;
> >>> #P window linecount 2;
> >>> #P newex 331 298 238 196617 jit.gl.texture ccap @capture_source c
> >>> @colormode depth @capture_buffer depth @name c_d;
> >>> #P toggle 151 182 15 0;
> >>> #P window linecount 1;
> >>> #P message 151 202 83 196617 depth_enable $1;
> >>> #P number 397 230 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
> >>> #P message 373 230 20 196617 24;
> >>> #P message 350 230 20 196617 16;
> >>> #P message 331 230 14 196617 0;
> >>> #P message 331 253 106 196617 capture_depthbits $1;
> >>> #P window linecount 2;
> >>> #P message 331 180 102 196617 ; jitter glreadback rtt;
> >>> #P message 331 146 107 196617 ; jitter glreadback fbo;
> >>> #P user umenu 17 179 100 196647 1 64 195 1;
> >>> #X add none;
> >>> #X add c;
> >>> #P window linecount 1;
> >>> #P newex 17 202 82 196617 prepend capture;
> >>> #P newex 18 307 265 196617 jit.gl.videoplane ccap @texture c_d
> >>> @transform_reset 2;
> >>> #P window linecount 2;
> >>> #P newex 17 227 305 196617 jit.gl.gridshape ccap @shape torus @color
> >>> 0.2 0.2 0.8 0.9 @lighting_enable 1 @blend_enable 1 @rotate 30 0 1 0
> >>> @capture c;
> >>> #P window linecount 1;
> >>> #P newex 331 272 134 196617 jit.gl.texture ccap @name c;
> >>> #P toggle 119 55 15 0;
> >>> #P message 119 75 68 196617 fullscreen $1;
> >>> #N vpatcher 30 89 166 253;
> >>> #P window setfont "Sans Serif" 9.;
> >>> #P newex 50 71 35 196617 sel 27;
> >>> #P newex 50 50 40 196617 key;
> >>> #P outlet 50 93 15 0;
> >>> #P connect 1 0 2 0;
> >>> #P connect 2 0 0 0;
> >>> #P pop;
> >>> #P newobj 119 35 33 196617 p Esc;
> >>> #P newex 17 53 48 196617 loadbang;
> >>> #P newex 119 93 153 196617 jit.window ccap @depthbuffer 1;
> >>> #P message 80 93 34 196617 reset;
> >>> #P newex 80 114 188 196617 jit.gl.handle ccap @inherit_transform 1;
> >>> #P toggle 17 74 15 0;
> >>> #P newex 17 93 57 196617 qmetro 60;
> >>> #P newex 17 114 50 196617 t b erase;
> >>> #P newex 17 139 159 196617 jit.gl.render ccap @camera 0 0 4;
> >>> #P connect 7 0 3 0;
> >>> #P connect 3 0 2 0;
> >>> #P connect 2 0 1 0;
> >>> #P fasten 4 0 0 0 85 135 22 135;
> >>> #P fasten 1 0 0 0 22 135 22 135;
> >>> #P fasten 1 1 0 0 62 135 22 135;
> >>> #P fasten 15 1 14 0 112 198 22 198;
> >>> #P connect 14 0 12 0;
> >>> #P fasten 23 0 12 0 156 222 22 222;
> >>> #P fasten 27 1 26 0 113 280 23 280;
> >>> #P connect 26 0 13 0;
> >>> #P connect 5 0 4 0;
> >>> #P connect 8 0 10 0;
> >>> #P connect 10 0 9 0;
> >>> #P connect 9 0 6 0;
> >>> #P connect 24 0 23 0;
> >>> #P connect 28 0 16 0;
> >>> #P fasten 22 0 18 0 402 249 336 249;
> >>> #P fasten 21 0 18 0 378 249 336 249;
> >>> #P fasten 20 0 18 0 355 249 336 249;
> >>> #P fasten 19 0 18 0 336 249 336 249;
> >>> #P connect 18 0 11 0;
> >>> #P window clipboard copycount 29;
> >>
> >>
> >
> >
> > –
> > http://www.bertrandgondouin.net
>
>


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