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		<title>Cycling 74  &#187;  Topic: more slabby questions- the td.rota.jxs slab</title>
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		<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/feed</link>
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		<pubDate>Thu, 20 Jun 2013 05:29:50 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-26538</guid>
					<title><![CDATA[more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-26538</link>
					<pubDate>Fri, 23 Jun 2006 21:41:53 +0000</pubDate>
					<dc:creator>joshua goldberg</dc:creator>

					<description>
						<![CDATA[
						<p>first off, before i start whining- i want to say that the feedback  <br />
transformations i usually work with in performance with the mop  <br />
operators consistently result in like 23fps at 320&#215;240.  and now that  <br />
i&#8217;m finally moving things to the slab world, a first effort resulted  <br />
in 15fps at 1280&#215;854.  staggering.  thank you for the shader helper  <br />
files- they go a long way towards breaking the mental block i&#8217;ve had  <br />
with shaders.</p>
<p>now, to whining:</p>
<p>i use jit.rota @interp 1 a lot.  i&#8217;ve gotten very good at knowing  <br />
exactly what settings to feed jit.brcosa to make up for the  <br />
corresponding decrease in matrix values that comes with interpolation  <br />
in a feedback system.  but now that i&#8217;m moving this chain</p>
<p>source&#8211;>jit.xfade&#8211;>jit.brcosa&#8211;>jit.rota&#8211;>jit.xfade 2nd inlet</p>
<p>to this one:</p>
<p>640&#215;480 source&#8211;>jit.gl.slab bork @file co.average.jxs&#8211;>jit.gl.slab  <br />
bork @file cc.brightness.ip.jxs&#8211;>jit.gl.slab bork @file  <br />
cc.contrast.ip.jxs&#8211;>jit.gl.slab bork @file cc.saturation.ip.jxs&#8211; <br />
 >jit.gl.slab bork @file td.rota.jxs&#8211;>averaging slab  (in render  <br />
context bork)</p>
<p>of course, everything has changed.  it&#8217;s MEGA FAST, but it&#8217;s changed.</p>
<p>is there a shader equivalent to the @interp attribute on jit.rota?   <br />
and also:  how can i alter the td.rota.jxs file to include the weird  <br />
trig stuff- the cosoffsets and sinscales and thetasinscales of  <br />
jit.rota?  i&#8217;m not going to go so far as to ask that i be given a new  <br />
td.rota.jxs, but can you at least point me in the right direction on  <br />
how to do it myself?</p>
<p>many thanks again for the upgrade.  this is great.</p>
<p>j</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79502</guid>
					<title><![CDATA[Re: more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79502</link>
					<pubDate>Fri, 23 Jun 2006 22:11:31 +0000</pubDate>
					<dc:creator>Andrew Benson</dc:creator>

					<description>
						<![CDATA[
						<p>Hi Joshua,<br />
Thanks for looking at this.<br />
First off, textures will automatically use linear interpolation unless <br />
specified otherwise using the @filter attribute to jit.gl.texture.</p>
<p>The jit.rota helpfile gives the equation used to calculate<br />
locations, so you could try making a shader based on that if you want <br />
all the trig params.  I opted for a linear algebra approach in this shader.</p>
<p>   Developing this shader was a real headache on a Mobility card.  We <br />
ended up moving a lot of the code over to the vertex program because we <br />
were hitting the instruction limit on AluBooks.  For some reason, the <br />
calculations necessary for &#8220;boundmode&#8221; make it difficult to add much <br />
other stuff.  If you were to remove the boundmode code, you would have a <br />
lot more headroom for other parameters and calculation.</p>
<p>Arguably, it&#8217;s probably way easier to simply rotate a videoplane in GL <br />
space.</p>
<p>It&#8217;s cool that you&#8217;re getting into slab stuff.</p>
<p>Enjoy!<br />
Andrew B.</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79503</guid>
					<title><![CDATA[Re: more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79503</link>
					<pubDate>Sun, 25 Jun 2006 17:09:15 +0000</pubDate>
					<dc:creator>joshua goldberg</dc:creator>

					<description>
						<![CDATA[
						<p>the boundmodes are important to me, so i&#8217;m not going to mess with those.</p>
<p>another question now- i see from the archives that there is a  <br />
performance benefit to combining slabs.</p>
<p>if i&#8217;m trying to use shaders to imitate jit.brcosa, in what order  <br />
should i do brightness/contrast/saturation?</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79504</guid>
					<title><![CDATA[Re: more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79504</link>
					<pubDate>Sun, 25 Jun 2006 17:16:25 +0000</pubDate>
					<dc:creator>Jeremy Bernstein</dc:creator>

					<description>
						<![CDATA[
						<p>Try saturation &#8211; contrast &#8211; brightness.</p>
<p>jb</p>
<p>Am 25.06.2006 um 19:09 schrieb joshua goldberg:</p>
<p>> if i&#8217;m trying to use shaders to imitate jit.brcosa, in what order  <br />
> should i do brightness/contrast/saturation?</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79505</guid>
					<title><![CDATA[Re: more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79505</link>
					<pubDate>Sun, 25 Jun 2006 20:12:48 +0000</pubDate>
					<dc:creator>sousterre</dc:creator>

					<description>
						<![CDATA[
						<p>Hi,</p>
<p>I just noticed this thread that deals with td.rota.jxs. This shader isn&#8217;t <br />
part of the bundle I&#8217;m using (11/NOV/05). I couldn&#8217;t see a new shader bundle <br />
distributed on the cycling74 website. Is the td.rota.jxs a free-floating <br />
shader that is privately distributed or part of a distribution that I <br />
somehow missed?</p>
<p>thx,<br />
E.</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79506</guid>
					<title><![CDATA[Re: more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79506</link>
					<pubDate>Mon, 26 Jun 2006 22:53:47 +0000</pubDate>
					<dc:creator>Andrew Benson</dc:creator>

					<description>
						<![CDATA[
						<p>This is one of many shaders that were added to the public UB beta of <br />
Jitter 1.6 for intel mac.  This will be included in the next release <br />
version of Jitter for all platforms.</p>
<p>Cheers,<br />
Andrew B.</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79507</guid>
					<title><![CDATA[Re: more slabby questions- the td.rota.jxs slab]]></title>
					<link>http://cycling74.com/forums/topic/more-slabby-questions-the-td-rota-jxs-slab/#post-79507</link>
					<pubDate>Mon, 26 Jun 2006 23:26:29 +0000</pubDate>
					<dc:creator>sousterre</dc:creator>

					<description>
						<![CDATA[
						<p>
>This is one of many shaders that were added to the public UB beta of Jitter <br />
>1.6 for intel mac.  This will be included in the next release version of <br />
>Jitter for all platforms.</p>
<p>thx</p>
<p>E.</p>
						]]>
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