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		<title>Cycling 74  &#187;  Topic: jit.gl.slab texture inputs?</title>
		<atom:link href="http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/feed" rel="self" type="application/rss+xml" />
		<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/feed</link>
		<description></description>
		<pubDate>Mon, 17 Jun 2013 23:45:37 +0000</pubDate>
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		<language></language>

		
														
					
				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-39534</guid>
					<title><![CDATA[jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-39534</link>
					<pubDate>Wed, 03 Sep 2008 05:51:50 +0000</pubDate>
					<dc:creator>Jadie Rage</dc:creator>

					<description>
						<![CDATA[
						<p>Hi &#8211; </p>
<p>The jit.gl.slab object is very cool. By offloading many operations to the GPU I was able to get a 4x improvement in frame rate!</p>
<p>I am wondering, though, if there&#8217;s a way to specify the texture inputs to jit.gl.slab some other way than by feeding in matrix inputs. It seems like once I have a jit.gl.texture object, there should be some way to bind a variable in GLSL to that named object rather than having to pass a Max message in from outside to it up. Does this make sense?</p>
<p>This would be useful not only for performance, but also for patcher tidiness.</p>
<p>Thanks,<br />
James<br />
evergreen eye visuals (<a href="http://www.eevisuals.com" rel="nofollow">http://www.eevisuals.com</a>)</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139329</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139329</link>
					<pubDate>Wed, 03 Sep 2008 06:28:28 +0000</pubDate>
					<dc:creator>pelado</dc:creator>

					<description>
						<![CDATA[
						<p>you can communicate with the texture unit inside slabs by using the<br />
&#8220;sendoutput&#8221; message followed by a message to the texture unit.  So if you<br />
send the slab doing your processing the message &#8220;sendoutput name myTexture&#8221;<br />
it will send out the texture with myTexture as it&#8217;s name.  Then all you need<br />
to do is send the object you want to use the texture the message<br />
&#8220;jit_gl_texture myTexture&#8221;.  It will then use the texture without having to<br />
set up patch cords.<br />
There&#8217;s also a sendinput message for slabs</p>
<p>pelado</p>
<p>On Wed, Sep 3, 2008 at 7:51 AM, James Drage <james @sil2k.org> wrote:</james></p>
<p>><br />
> Hi -<br />
><br />
> The jit.gl.slab object is very cool. By offloading many operations to the<br />
> GPU I was able to get a 4x improvement in frame rate!<br />
><br />
> I am wondering, though, if there&#8217;s a way to specify the texture inputs to<br />
> jit.gl.slab some other way than by feeding in matrix inputs. It seems like<br />
> once I have a jit.gl.texture object, there should be some way to bind a<br />
> variable in GLSL to that named object rather than having to pass a Max<br />
> message in from outside to it up. Does this make sense?<br />
><br />
> This would be useful not only for performance, but also for patcher<br />
> tidiness.<br />
><br />
> Thanks,<br />
> James<br />
> evergreen eye visuals (<a href="http://www.eevisuals.com" rel="nofollow">http://www.eevisuals.com</a>)<br />
></p>
<p>&#8211; </p>
<p><a href="http://www.pelado.co.uk" rel="nofollow">http://www.pelado.co.uk</a></p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139330</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139330</link>
					<pubDate>Wed, 03 Sep 2008 15:44:44 +0000</pubDate>
					<dc:creator>Jadie Rage</dc:creator>

					<description>
						<![CDATA[
						<p>Thanks for the quick response. It&#8217;s not quite working but I think I&#8217;m on the right track.</p>
<p>I am pumping a matrix to a jit.gl.texture with name &#8220;input1&#8243;.</p>
<p>I have a jit.gl.videoplane on the same context and if I send it a &#8220;texture input1&#8243; message, it renders correctly.</p>
<p>Now, I have a jit.gl.slab on the same context to which I send a &#8220;sendinput 0 name input1&#8243; message. It renders to a different jit.gl.texture object named source1. If I send &#8220;texture source1&#8243; to the jit.gl.videoplane, I only see the dreaded gray checkerboard of non-renderingness. I also tried &#8220;sendinput name input1&#8243; but this produces the error message &#8220;name input1 already in use. ob3d does not allow multiple bindings&#8221; four times (presumably because my jit.gl.slab has 4 inputs).</p>
<p>I&#8217;m sure it&#8217;s something simple that I&#8217;m missing&#8230; couldn&#8217;t find any details on the sendinput or sendoutput msgs in the documentation, and not much on the forums either.</p>
<p>James</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139331</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139331</link>
					<pubDate>Wed, 03 Sep 2008 16:08:51 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Can you post a patch?<br />
wes</p>
						]]>
					</description>

					
					
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				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139332</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139332</link>
					<pubDate>Thu, 04 Sep 2008 15:05:01 +0000</pubDate>
					<dc:creator>Jadie Rage</dc:creator>

					<description>
						<![CDATA[
						<p>Here&#8217;s a simple patch which demonstrates what I&#8217;m seeing:</p>
<p>
<div><span id="toggle139332-0" class="patchtoggle" onmousedown="toggleMaxPatch('post139332-0', 'er139332-0');">&#8211; Pasted Max <span id="maxversion139332-0"></span> Patch, click to <span id="er139332-0">expand</span>. &#8211;</span> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  width="110" height="14" class="clippy" ><param name="allowScriptAccess" value="always" /><param name="quality" value="high" /><param name="scale" value="noscale" /><param NAME="FlashVars" value="copied=copied!&#038;copyto=copy to clipboard"/><param name="bgcolor" value="#FFFFFF"/><param name="wmode" value="opaque"/><embed src="/wp-content/plugins/bbpress-copy-compressed/clippy.swf"  width="110" height="14"   name="clippy"  quality="high"  allowScriptAccess="always"  type="application/x-shockwave-flash"  pluginspage="http://www.macromedia.com/go/getflashplayer"  FlashVars="text=----------begin_max5_patcher----------%0A1199.3oc0YsrbihCEcs6p5%2BAUtlkNT5EfnWMy94OXptRICx1j.H2BbGmoq4e%0AezCvFmfSiikic7BCHziCm68dz8B%2B5qeYxz4xsh5ofuA9GvjI%2BR2xDaalVlz0%0Avjok7soE7ZaGmlJKKEUMSm0dyFw1F6MnA.84nEaAxphmAYJ9S0flUBvRE%2BYP%0A5JQ5iB0bIWksarE4UhT4lJ6Df6ZMOyNex4ObGJ7f0IUVHUN3BCfgzDHdl9Lb%0ALMDMCfBf1%2B.euaLqUhZMV4M4xp6UhzF2XQQLSWIH6Hfs%2BseXKTKmeBqxBYUS%0Ac9%2BJLCAg02ts8pMk4UEhFKug1gIdS5p7pkGfmXKdf1CHB0dEs%2BZnmK4lltIC%0A1eoq3k1kd5eox4ESs24%2B95WLG0Glc9FVR.XkT9n05BZjVaZcAeN3NPkHWekB%0AHWXZsV2tPTVa5zSR0imfcldIryTDw10jvaC6LNzhGbqclwtsry3.s4qPiVmk%0A9t1PXYk0h%2By7LgbcAuRbBlU3kvrRhrrXD81vpZctvgtYNDdaYSQAf%2BVxy.bP%0Ao7m46Mc8LRImkM5iWqD5H5dzMF9AS2UhmzL2qY6BMUOmWsbHZNdp23.S.PHI%0ADyzO5ADDIDFOCD8aohcSoqslmWKby2TKlOzH4KppTTWyWJdMWoiryxqVuoA.%0AAlEyJ5LDwEcZDG9sDfcJuXpaeAh6.68PYWH5ZQgTifgnADdWq5QjWp6kAf6Y%0Ag4KOH1kEo%2BEOavyNiPxUuRjfECCYrYCd1gx4u1fPShCHIrjvncRnTzuyOdmE%0AtQkWmxKrHGFjbTaklT4Zsww3muihyq5nXMR7u2%2BZthWBp4MaT1s2.%2Bwf99Hh%0A%2Bb9MbsgYicRmH1Mmy%2BHzJdSkhP%2BQVDJquRA91So3X6A8PdSvxh.y0aTFtptA%0A7m6nsEaGzMC4wMmbLGgjXoLm21nBmeEyoeTteYw8sOJl.3qCWZK1wQjKxKDf%0Azzf4pTYMO3gs0CwmLu6H1UaHi7IfNajKWVLXtl6Ky6jR1YVWN%2BmQNN4lxT99%0AGb31Pb.lN0iYC6RwNJIfQ063FMq6kIbi6hbTodkfmMDq4wMBaIs9NVeZT1%2BQ%0ASvQKjC6Y%2Bp1RLPnn8EYjbd9VkbcNaauBJ4%2BnTznjfvA28Kwix0V2oXZ.BRcL%0AF8lrrriwSM.ghWK.yGjn7aIruv0B%2B9csrXdbI3eo1.PoSQUnr5%2BCFaR7N20S%0AyOg994N26q3iWne%2BNlGKqTBxiZ9Xm6Eyt4Hi94o1m97zfdVXeqd0RRwzOa07%0Ar%2BUTe73PuqgQLZXXFxl6EJ9S59iFF7o7pL4SGm5fdm5zopFgQIwI5PxnOXIL%0AWeseCiW9EPs.1biWvj0xMpztEsKyAPO.moot7J6KzoeuNrSqxyxDUG7toKyy%0AVK0EnzBj2pLkwisw.My1RWIrg7O1XrfPyGEfDDyhPIzY.Z3gs3EzSFEydUHV%0A5n7GStJXCiGEucchVHnKC3PDjwCjff61jv4StuE%2BPtiB9zqSzdxEIfoM1F5R%0ASIFFD1UvJz94W8AxGEshtRhniRGhcpXKDFY3UbhsTeRX7tq7BpCuHf1KPiMJ%0Ai80QeJ5hPaXjyVGE12VatxKfNdLf970jLMnO7%2Bfw5wtJ%0A-----------end_max5_patcher-----------&#038;copied=copied!&#038;;copyto=copy to clipboard"  bgcolor="#ffffff"  wmode="opaque" /> </object></div>
<div id="post139332-0" style="display:none;visibility:hidden;" >
<div class="patchtoggleInfo"><small>Copy <b>all</b> of the following text.Then, in Max, select <em>New From Clipboard</em>.</small></div>
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</div>
</p>						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139333</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139333</link>
					<pubDate>Thu, 04 Sep 2008 15:56:23 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>The problem is that jit.gl.texture doesn&#8217;t alias like jit.matrix does.<br />
 You have a texture named tex1, so you can&#8217;t name any of the internal<br />
jit.gl.slab textures tex1.  You can send a message jit_gl_texture tex1<br />
to the object.  You can also use sendoutput name tex1fx to se the<br />
output texture&#8217;s name.</p>
<p>
<div><span id="toggle139333-0" class="patchtoggle" onmousedown="toggleMaxPatch('post139333-0', 'er139333-0');">&#8211; Pasted Max <span id="maxversion139333-0"></span> Patch, click to <span id="er139333-0">expand</span>. &#8211;</span> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  width="110" height="14" class="clippy" ><param name="allowScriptAccess" value="always" /><param name="quality" value="high" /><param name="scale" value="noscale" /><param NAME="FlashVars" value="copied=copied!&#038;copyto=copy to clipboard"/><param name="bgcolor" value="#FFFFFF"/><param name="wmode" value="opaque"/><embed src="/wp-content/plugins/bbpress-copy-compressed/clippy.swf"  width="110" height="14"   name="clippy"  quality="high"  allowScriptAccess="always"  type="application/x-shockwave-flash"  pluginspage="http://www.macromedia.com/go/getflashplayer"  FlashVars="text=----------begin_max5_patcher----------%0A1116.3oc0Y9rjhhCGG%2Br9TjhZO5PQRHPXOsy84MXqo5JBQjd.hCDm1dmZd22%0Aj.nzSqoQMssiGTIFfu4yu%2BF7mym4sTri25A9av%2BBlM6mymMyLjdfY8GOyqhs%0AKsj0ZllWEuskky8Vz8aR9NoY7VdclXqbyVInlUwApe.tZ2vzVIpksE%2BGWOUH%0AxOne35sUE0kbo4Ri5GbCSlttnN%2BgFdprSZgz.04.PHr9CHNw7A0O.709SpHy%0AnBwxG%2BDLx6vkWIogqObjVzRzbBetofUNL%2BtIKedCu6154A9p9W907452VLQD%0AkJpp30xWgnP%2Bdp.D0kOCxZXO0Bjq4f7F1yfz07zuwaVJXMYCmZYQMOUrsVNl%0AOmfkqZxW1IaEqHgIAnEpughCIPEqL.aDudA4gml7Pp9N.vHTG4CMGEdBxSNN%0A4CFQhTQonY557HFKGZQP9fVdoZwZLLfO0aSD0FyxOJx3hMkrZ98i8.0EHDEY%0At.j.qlif%2BvLGPevWDrL.CTI9QA26CwgOlXXZvH.qg9w.bxcJeq4Ooj2qvaoh%0AsKY04mSRYKjhnDNASPT0RH1GCwjf3EfHqDK1YolMKjKJ87opf8Xg7g7xGzGu%0Asoq.liJeg5xdhHTi8NfXq70Gc0qUkB0c9MV4pynnRMK8nWfiCxGmPSPQ6yjE%0ABs40.QGmInymIpUGSk3Yu%2BS%2B7Vl%2Bh.UZj5U7hi9swgqqeUHNMNfPoKN52Fel%0Axlh1TVoQVA9ICXsnd.qJT3Pe6MrFVEnko7rYxBU8s%2BxU91DXmucRWBSH0ZqY%0A3OXm6SjYTE56mW52VxVph6akf%2BYUQIGjl5urIUzx7ebWqi3ENBOtgJJ1liO0%0AY98uL4lN.3x.nTjmWx8tfREK5eGYs.QncGjWstJz8h4dOgCEAzNC62PiipbB%0Ai6ZeiF5SCUoFT4AgQw1vBJ7tyS3ToZZ3rLGEqzyoN%2BFbjsLK2wIV9tzeJsyd%0AVNOC8cggGZ7JwpCjS8epXp5W6tbemSPquWwkMB.wYklzDgl3CCB6PTn0tLRt%0ACZN8DjQB3MrVNXoC6c%2B2bePVYiybeLqiQMf47T2M75LdiIysag0nr0IVcjPX%0AmQqtsq45Tzi2hiydFcPbb2FmMNRzPqYqgevoqmBYbZVndrDaEKHzcc6wGddX%0AtO5BqSEgnPSuPP68BA%2BSnVllYOUTmId5c.VTjeDBlDmnBzhrxpf24TQlap44%0Ah9a%2BKBFwqG%2BknqUrsIc3R1%2BDg.GjdlBUE0lsnNZN5mn%2BnIstHKiWO9IsUUjs%0AQn1JPuFNgcbpRR2Hvapoarjhlfjn2TIMECW3MUQuCLBoRKQTgWc%2B%2BS3Xz9it%0AVCJ18hkfLhECCGIVyQWqXQSIHEe%2BEjhNOIEEnIFD1%2B2KR7IC6yROzUJ3ovPz%0AsMfQ2F1aqI34oIXXjwuCQ1WPuiqGF4ZII5cP1WolBmRDRxs0559.jqMlUc2f%0AukhNyzHv.rInMh5GSifIgCtaGFwApNvwp9Vj76ZB.TG7q4%2B%2BbGStr%0A-----------end_max5_patcher-----------&#038;copied=copied!&#038;;copyto=copy to clipboard"  bgcolor="#ffffff"  wmode="opaque" /> </object></div>
<div id="post139333-0" style="display:none;visibility:hidden;" >
<div class="patchtoggleInfo"><small>Copy <b>all</b> of the following text.Then, in Max, select <em>New From Clipboard</em>.</small></div>
<div class="patchtogglediv">
<pre><code id="pastedcode139333-0">----------begin_max5_patcher----------
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-----------end_max5_patcher-----------</code></pre></div>
</div>
</p>						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139334</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139334</link>
					<pubDate>Thu, 04 Sep 2008 23:53:35 +0000</pubDate>
					<dc:creator>Jadie Rage</dc:creator>

					<description>
						<![CDATA[
						<p>This works, but it seems weird to have to send a jit_gl_texture message every frame.</p>
<p>I interpret jit.gl.texture as a facade for the actual GL texture object. So isn&#8217;t there a way to hook up a permanent reference to the GL texture created by that object inside the jit.gl.slab? Can I do it in the GLSL perhaps?</p>
<p>James</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139335</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139335</link>
					<pubDate>Thu, 04 Sep 2008 23:58:16 +0000</pubDate>
					<dc:creator>Jadie Rage</dc:creator>

					<description>
						<![CDATA[
						<p>Also, how does this work when the jit.gl.slab has multiple inputs?</p>
<p>James</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139336</guid>
					<title><![CDATA[Re: jit.gl.slab texture inputs?]]></title>
					<link>http://cycling74.com/forums/topic/jit-gl-slab-texture-inputs/#post-139336</link>
					<pubDate>Fri, 05 Sep 2008 14:01:39 +0000</pubDate>
					<dc:creator>Jadie Rage</dc:creator>

					<description>
						<![CDATA[
						<p>This works perfectly with a jit.gl.slab with multiple inputs (you just sent separate &#8220;jit_gl_texture <name>&#8221; messages to each input.</name></p>
<p>The frame rate is much higher than pumping the matrices from a jit.gl.texture, which addresses my concern of efficiency of moving extra bits around.</p>
<p>Thanks for your help!</p>
<p>James</p>
						]]>
					</description>

					
					
				</item>

					
		
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