Forums > Jitter

jit.asyncread and layers

December 30, 2011 | 12:34 am

Hello.

I encountered a first issue with the jit.asyncread object and I have been invited to use the @layer attribute.

I’m creating several grid shapes in the same rendering environment.
I need to isolate each of them into descrete matrices using jit.asyncread
I this achievable with this @layer attribute?
Here is a patch where I can’t retrieve separate layers.

Thanks again.

– Pasted Max Patch, click to expand. –

January 1, 2012 | 4:34 pm

Hello.
do you have any idea?
( happy new year!)


January 4, 2012 | 5:47 pm

hi huggh.

you probably want to use the Max 6 capture to texture feature of jit.gl.node for this.

you can capture each node to a separate texture for processing, and display the composited textures using overlayed jit.gl.videoplane’s with blending enabled (which also requires @depth_enable 0).

check out this patch, and let me know if you have any questions:

– Pasted Max Patch, click to expand. –

January 6, 2012 | 2:39 am

Hello and thanks Robert.
In the meantime I just tried the @capture attribute
I did not know about jit.gl.node.
The problem is that I also need to perform jitter operations between a matrix and these captured textures.
Here is the patch I’ve been helped to do:

– Pasted Max Patch, click to expand. –

Each gridshape will be a detection zone. I will create dozen of them thanks to a poly object
As I will not create one render environment per gridshape. I used asyncred object to get a matrix back and perform my operation.
Using jit.gl.node and geting textures does not allow me to perform such operations….
I don’t know the easier way to achieve my goal.


January 10, 2012 | 6:25 pm

Still working on that but can"t see how to solve my problem.


January 10, 2012 | 7:28 pm

can you explain more what you’re hoping to achieve?

"detection zone" – perhaps you can use the jit.phys objects for collision detection.


January 10, 2012 | 11:59 pm

OK I will try to explain my project.
please let me know where it is not clear, unfortunately, english is not my mother tongue.

So I’m filming a corridor from above thanks to cameras attached on the ceiling.
70 sculptures are spread on the floor, along this corridor. These sculptures can be touched and manipulated on their bases.
These bases has triangles shapes from above.

Thus, I’m using the camera to track movement on each base. depending on the amount of movement, sounds are triggered and light changes.

I thought I could manually create a "detection zone" for each base. To do that, I would have manually positioned triangle gridshapes. Then gridshapes would act like masks on my video stream, outputting the amount of movement they tracked.

I thought I could create a poly object with 70 occurrences.
Each poly would contain a grid shape, with their precise position/rotation values.
Getting a texture from this grid shape object would have been great if I could have performed a jit.op * between this texture and the camera stream.

I hope you will approximately see what I’m willing to achieve.


January 13, 2012 | 3:05 pm

Hello Robert.
I saw your example patch posted on the thread "node object with nodes in other shapes than circles"
I now understand the collision detection thanks to jit.phys objects but my need is slightly different, as I need to get the amount of a movement in a given area.


January 16, 2012 | 11:20 pm

Sorry to insist but If anyone has any idea that could help my case…. I would really appreciate.


January 17, 2012 | 12:07 am

any particular reason you need to use opengl to draw the shapes?

if you need you need individual matrices of shapes, i would use something like jit.lcd or jit.mgraphics to draw instead of opengl.


January 22, 2012 | 3:06 pm

jit.mgraphics sounds great thanks.


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