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Multiple openGL objects scene in Jitter, need help please (!)

April 11, 2011 | 11:15 am

Hi,
After going over the Jitter tutorials I decided to make a scene of openGL objects which would each have it's own texture and position and use those to create a musical piece.
I am running into trouble loading multiple opengl objects into one pwindow.

When I do that they are all place on top of each other and they all get the same texture when reading an image into one of them. If you move them around with the mouse click+command you can reveal all three objects but that is quite fiddly.
(I am attaching an image of what it looks like when I manage to separate the objects)

Questions -
1. How do I apply a different texture image to each object.

2. How do I load the objects in different locations in the scene? (when I try sending position attributes into .render they start flashing)

3. What is the best way to create an effective opengl scene?

Here is the patch – (you can open in presentation mode and load the attached OBAMA.jpg image)

– Pasted Max Patch, click to expand. –

I did go over all the tutorials but I am quite new to Jitter so I'm probably missing some obvious issues on this matter.
Any help would be appreciated so very much.
Thank you!!

[attachment=159075,2044] [attachment=159075,2045]

Attachments:
  1. Snapshot20110411113437.tiff

April 11, 2011 | 11:34 am

1. How do I apply a different texture image to each object.

2. How do I load the objects in different locations in the scene? (when I try sending position attributes into .render they start flashing)

3. What is the best way to create an effective opengl scene?

——

best to start with #3 – it’s best practice to use one jit.gl.render context and to have all of your gl instances named individually so that your variables are controlling objects individually. as it is your patch sends all msg to all objects as they all have the same render context (in this case "yuvi")

the answer to #2 is above :)

the answer #1 is again to use different named textures (ie. picture1, picture2, picture3). you may also want to look at jit.gl.texture object documentation.

as a starting point to get your head around this i would recommend looking at the sudden rabbit guest patch by randy jones. It’s a good starting point to try and understand how the open GL naming procedure and message ordering works.

hope that’s useful!


April 11, 2011 | 11:36 am

http://2uptech.com/patches.html

URL to patch i mentioned above…


April 11, 2011 | 11:41 am

Thank Justin!
Seems extremely useful. I will look into what you are saying. I believe that was exactly my problem- same names to all objects.
Thank a lot!
Will post more questions probably.


April 11, 2011 | 6:25 pm

"best to start with #3 – it’s best practice to use one jit.gl.render context and to have all of your gl instances named individually so that your variables are controlling objects individually."

I’m looking at the different patches but they seem to have a bit ‘too much information’ for what I need.
How do I use just one jit.gl.render context and name the gl instances individually like you mentioned?
I assume you mean using just one render object, but then how would I send the instances individually to the pwindow? If you could clarify this paragraph it may solve my issue.
Thanks!
UV


April 13, 2011 | 10:39 am

ok here’s a very basic example. I’m not using jit.gl.handle as that makes things a bit more complex if u want to control each 3D object individually. If you want to use jit.gl.handle then i suggest u look at the patch i mentioned earlier as i’m pretty sure it has individual control windows for each object…

But if you want the quick and simple way, here it is:

– Pasted Max Patch, click to expand. –

June 20, 2012 | 9:16 pm

hello justin
the sudden rabbit guest patch seems to be down.
is there another place to find it?


June 21, 2012 | 4:37 am

you can download the srg1.5.zip here:
http://sendshack.com/download/johzhxx
ciao
g


June 21, 2012 | 9:23 am

many thanks!!!


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