poly_mode question (and the hunt for jaggie reduction)

May 4, 2013 at 11:49pm

poly_mode question (and the hunt for jaggie reduction)

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:



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


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 at 7:43pm

any ideas?

May 6, 2013 at 7:53pm

have you tried increasing @dim ?

May 6, 2013 at 7:56pm

yeah, and decreasing, too.

May 6, 2013 at 8:08pm

how about posting your patch?

May 6, 2013 at 9:58pm

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 at 10:22pm

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 at 12:45pm

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:


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

May 7, 2013 at 12:46pm

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


You must be logged in to reply to this topic.