Forums > Jitter

poly_mode question (and the hunt for jaggie reduction)

May 4, 2013 | 11:49 pm

okay, I’m returning to an old old issue of mine, but since I’m using jitter this coming week I feel I must ask:

This is a picture of the back of some cubes, poly_mode 0 0, drawn with jit.gl.multiple controlling jit.gl.gridshape:

http://i.imgur.com/DNt1lWm.png

…lovely.

And these are the same cubes, but drawn with poly_mode 0 2:

http://i.imgur.com/kEJlsxP.png

so as you can see, poly_mode 0 2 is actually able to draw a cube – and even though you can’t get rid of the points, they’re still quite attractive here.
It’s as if "poly_mode 0 0" isn’t… isn’t being drawn properly. I know I’ll be told something about openGL specs, but… I mean. It’s cubes, right?


May 6, 2013 | 7:43 pm

any ideas?



dtr
May 6, 2013 | 7:53 pm

have you tried increasing @dim ?


May 6, 2013 | 7:56 pm

yeah, and decreasing, too.



dtr
May 6, 2013 | 8:08 pm

how about posting your patch?


May 6, 2013 | 9:58 pm

yeah, had to spend ages cutting it down (I would take a "how to feature freeze" class in a heartbeat):

– Pasted Max Patch, click to expand. –

Hopefully this is pretty self-explanatory. Do ask if there’s anything odd going on.
thanks again.


May 6, 2013 | 10:22 pm

instead of messing with poly_mode, try @cull_face 1, to cull the back-facing polygons.

also, you are sending a negative scale to your gridshapes, which is why the shading is screwy, but maybe that’s intentional.


May 7, 2013 | 12:45 pm

huh, my reply never made it here… strange.

Thanks for looking into this Rob – cull_face doesn’t help, it seems – this is my main patch generating with @cull_face 1, @poly_mode 0 0:

http://i.imgur.com/TrU28E4.png

- in this example it looks almost intentional… It happens regardless of dim, and regardless of overlaps with other objects on screen.


May 7, 2013 | 12:46 pm

and yeah the weird scaling wast just me messing around, it happens with… unipolar scaling too ;)


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