jit.gl.multiple controls (a circle of circles)

Jul 27, 2013 at 8:01pm

jit.gl.multiple controls (a circle of circles)

hi all -

i’ve attached a patch – i’m still trying to figure out and was hoping for some help.

i’d have a circle made up of roughly 11 circles and i’d like to be able to access each individual circle uniquely for changes to its texture, rotation, etc..

i’m slightly confused about how to do this with jit.gl.multiple – is there something obvious i’m missing?

  1. circles.maxpat
Jul 28, 2013 at 9:30am

If i was you I’d make the circles in a 3d editor and then access different circles. Try jit.gl.model

Jul 28, 2013 at 3:40pm

well, the problem with doing this via independent 3-d models is that i’d like to be able to xyz-rotate the circle that the objects are placed along…is there a good way to approach that?

Jul 29, 2013 at 12:39am

here an example with jit.gl.multiple, may be it can help you


– Pasted Max Patch, click to expand. –


Jul 29, 2013 at 2:15am

thanks matmat, this definitely clears some things up..

i attached a version using setcell that seems to make sense to me, also..

i’m still a little confused about how messages regarding textures and shapes are determined.. you’ve set up a “texture index” here and i’m not entirely sure how it works..

  1. circles1.maxpat
Jul 29, 2013 at 8:06am

may be clearer…


– Pasted Max Patch, click to expand. –


Jul 30, 2013 at 11:14am

nice example matmat. I hadn’t used the texture index matrix before. Cool!

Aug 10, 2013 at 11:39am

Thank you for the help!

I’m now working with nodes and nested patchers and the texture situation seems to have become problematic…I thought I’d attach the file and see if anyone had any ideas.

In the subpatch, there is the “Multiples” patcher, where you can turn on noise for random color textures.. There is also a setall argument by the texture inlet, to look at each texture individually..

The problem is, it doesn’t seem to be attaching more than the first two textures.. Any idea what could be causing that?

  1. agony.maxpat
Aug 12, 2013 at 3:44pm

if you want multi-texturing, your texture matrix needs to have more than one plane (one plane for each texture channel)

– Pasted Max Patch, click to expand. –

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