Forums > Jitter

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

July 27, 2013 | 8:01 pm

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?

Attachments:
  1. circles.maxpat

July 28, 2013 | 9:30 am

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


July 28, 2013 | 3:40 pm

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?


July 29, 2013 | 12:39 am

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

<code>

– Pasted Max Patch, click to expand. –

</code>


July 29, 2013 | 2:15 am

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..

Attachments:
  1. circles1.maxpat

July 29, 2013 | 8:06 am

may be clearer…

<code>

– Pasted Max Patch, click to expand. –

</code>


July 30, 2013 | 11:14 am

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


August 10, 2013 | 11:39 am

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?

Attachments:
  1. agony.maxpat

August 12, 2013 | 3:44 pm

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. –

May 22, 2014 | 9:37 am

Hi everybody

I need to use the texture´ atribute in jit.gl.multiple, in combination with jit.phys.multiple, as a propperty of anurb´ object. This is the patch, in which I want to make the texture work, with jit.gl.multiple, but I don´t know how to do it.

– Pasted Max Patch, click to expand. –

I have seen that mrmorrisplains, in the agony patch, uses jit.gl.multiple and jit.phys.multiple, but with a cube shape. The next patch, it is an approach of the agony´s patch, to mine.

Any clues?

Thank you very much

– Pasted Max Patch, click to expand. –

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