filtering problem on Mac…

Nov 30, 2007 at 4:41pm

filtering problem on Mac…

Hello,

We are currently making a texture. It works well on Windows, not on Mac. We don’t understand what difference is between two platforms.

Here is our patch, and please read the comment in the patch.
Thank you,
Ji-Sun

#P window setfont “Sans Serif” 9.;
#P window linecount 5;
#P comment 428 57 100 196617 < -this texture is properly filtered on Windows but is pixelated on a Mac. Any idea as to why?;
#P window linecount 1;
#P newex 148 157 51 196617 qmetro 1;
#P newex 33 64 48 196617 loadbang;
#P message 29 85 225 196617 reset , cylinder 16 16 1000 , rotatexyz 0 90 0;
#P newex 142 180 50 196617 t b erase;
#P newex 129 217 83 196617 jit.gl.render boo;
#P newex 112 249 76 196617 jit.window boo;
#P toggle 323 94 15 0;
#P newex 425 178 75 196617 loadmess 1.45;
#P flonum 362 223 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 278 242 108 196617 jit.op @op + @val 0.;
#P newex 278 201 200 196617 jit.slide @slide_up 120 @slide_down 120;
#P newex 278 176 63 196617 jit.matrix;
#P newex 278 127 64 196617 metro 250;
#P newex 279 152 140 196617 jit.noise 1 float32 640 240;
#P newex 145 60 273 196617 jit.gl.texture boo @name bckgd @dim 32 1 0 @filter linear;
#P window linecount 2;
#P newex 16 110 238 196617 jit.gl.sketch boo @depth_enable 1 @lighting_enable 0 @smooth_shading 1 @texture bckgd;
#P window linecount 1;
#P comment 340 94 100 196617 < -start here;
#P connect 14 0 1 0;
#P connect 15 0 14 0;
#P connect 13 1 12 0;
#P connect 13 0 12 0;
#P connect 16 0 13 0;
#P connect 7 0 2 0;
#P connect 10 0 16 0;
#P connect 10 0 4 0;
#P connect 3 0 5 0;
#P connect 5 0 6 0;
#P connect 6 0 7 0;
#P connect 4 0 3 0;
#P connect 9 0 8 0;
#P connect 8 0 7 1;
#P window clipboard copycount 18;

#34830
Nov 30, 2007 at 4:57pm

On Nov 30, 2007, at 8:41 AM, hideaway wrote:

> We are currently making a texture. It works well on Windows, not on
> Mac. We don’t understand what difference is between two platforms.
>
> Here is our patch, and please read the comment in the patch.

This is a question for the standard Jitter list. Unfortunately,
floating point textures on several cards/operating systems don’t
support linear filtering. What you can do is either solve this
yourself in your own shader, or convert the texture to char before
rendering to the screen.

-Joshua

#118095
Dec 10, 2007 at 10:35pm

Moving this thread to the jitter forum. Mailing list users please reply to the jitter list.

Mattijs

#118096

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