jit.gl.camera needs a couple of things
Oct 18, 2011 at 3:41pm
jit.gl.camera needs a couple of things
(spoke to Robert Ramirez at the Expo who said this is a Wesley Smith question, so…)
Hi Wesley -
I love the all the new jit.gl objects – especially jit.gl.camera, which is a vast improvement on controlling the camera through jit.gl.render.
Unfortunately it’s still missing a couple of features available via messages to jit.gl.sketch that I’m totally dependent upon for stereo 3D imaging.
Specifically glfrustum (to do asymmetrical frustums) and glcolormask (to send different camera views to individual channels for anaglyph rendering).
Can these be added as attributes to jit.gl.camera? Until that happens, I’m stuck with messaging jit.gl.sketch and won’t be able to partake in any the wonderfulness of jit.gl.camera.
Also: any chance of exposing the stereo buffers so we could do active stereo? I know it’s supposed to be possible through cosm, but I’ve never been able to get that to work, and anyway it should be built-in – shouldn’t it?
Thanks for all the new toys!
Oct 18, 2011 at 7:03pm
I have the same demands for passive stereo in my projects.
Bravo to you all Max6.
I am aware of having a beta in the hands
By the way congratulations for physical objects.
Thank you for taking the time to read my English aproximation.
one more thing
Now I await the final version of Max6 to advance in my projects.
Thank you again for your work.
A solitary pleasure.
Oct 18, 2011 at 7:33pm
Oct 18, 2011 at 8:10pm
- pseudostereo (aka perry hoberman)
Oct 20, 2011 at 9:57am
Hello, thank you for that Wesley.
Could we have a choice of modes of stereoscopy: Anaglyph, passive and active in jit.gl.camera options?
Oct 20, 2011 at 2:18pm
+6 for glfrustum (to do asymmetrical frustums), and stereo modes.
Oct 20, 2011 at 8:23pm
With jit.gl.sketch (glfrustum+drawobject), you can capture a sub-context square view and reuse it in an the main rectangle render.
Without glfrustum/glortho in jit.gl.camera, sub-compositing in 3d with the great new object is nearly useless…
Oct 20, 2011 at 8:34pm
Oct 20, 2011 at 11:06pm
Hi Spa. I rewrote your patch to take advantage of some new features in Max6:
Also, the aspect ratio should definitely key off of the dimensions of the texture being captured to. This is now fixed, so thanks for reporting that! If you want orthographic viewport set @ortho 1 or 2 depending on how you want that to look. @ortho 0 disable orthographic projection.
I don’t understand what you mean by a non 1:1 pixel ratio. Can you clarify please?
– Pasted Max Patch, click to expand. –
Copy all of the following text.Then, in Max, select New From Clipboard.
Oct 21, 2011 at 2:53am
In my modular structure, I can easily swap an ob3d from one subcontext to another. by the way, i noticed that max6 crash if I change the sub-context name (drawto) of the node before the object. Or the other way around, i don’t remember.
About the 1:1 aspect ratio, ‘jit.gl.sketch @capture 1′ can contain a glfrustum that does not have the same ratio than the texture that capture it.
So… I really wish you will make it for adding the glfrustum attribute to jit.gl.camera. It seems thats the only main piece missing for getting rid of jit.gl.sketch, appart of glcolormask, glscissors, etc…
Anyway, thanks a lot for this amazing release.
Oct 21, 2011 at 4:16am
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.
On the next patch, I can’t find a way to have sometimes:
++ is it possible to ‘call’ a jit.gl.light’ in jit.gl.sketch? ( à la drawobject or glbindtexture)
Oct 21, 2011 at 8:26am
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