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		<title>Cycling 74  &#187;  Topic: Question about Model and texture behavior in matrixoutput 1 vs 0</title>
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					<guid>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-31998</guid>
					<title><![CDATA[Question about Model and texture behavior in matrixoutput 1 vs 0]]></title>
					<link>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-31998</link>
					<pubDate>Sat, 19 May 2007 23:47:47 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>hello.</p>
<p>I have a model that has specific texture coordinates. When I output  <br />
to matrix, it seems as though my texture coordinates are lost and the  <br />
texture projection is different than with matrixoutput 0.</p>
<p>what do I have to do to maintain the models specific texture  <br />
coordinates when sending out geometry as a matrix?</p>
<p>(I am using xfade to morph geometry, but not sending to jit.gl.mesh,  <br />
simply appending triangles and sending to jit.gl.render).</p>
<p>Curious.. :)</p>
<p>
v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
						]]>
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					<guid>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-104573</guid>
					<title><![CDATA[Re: Question about Model and texture behavior in matrixoutput 1 vs 0]]></title>
					<link>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-104573</link>
					<pubDate>Sun, 20 May 2007 00:45:53 +0000</pubDate>
					<dc:creator>Joshua Kit Clayton</dc:creator>

					<description>
						<![CDATA[
						<p>
On May 19, 2007, at 4:47 PM, vade wrote:</p>
<p>> what do I have to do to maintain the models specific texture  <br />
> coordinates when sending out geometry as a matrix?</p>
<p>Coordinates are fine, but the texture is not bound properly, unless  <br />
you bind the texture through jit.gl.render. For example with your  <br />
poser file, I use something like the following in conjunction with  <br />
body_df.jpg, and it seems to work as I would expect. Otherwise, send  <br />
us a clear example of you binding the texture outside jit.gl.model  <br />
(required for textures as applied via matrix output mode to work  <br />
properly AFAICT), and hopefully we can offer some feedback.</p>
<p>We can look at making this work easier in a future version, but it  <br />
probably won&#8217;t happen anytime before Max 5 is released.</p>
<p>Best,<br />
Joshua</p>
<p>
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					<guid>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-104574</guid>
					<title><![CDATA[Re: Question about Model and texture behavior in matrixoutput 1 vs 0]]></title>
					<link>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-104574</link>
					<pubDate>Sun, 20 May 2007 01:10:18 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>Ah. Thank you sir. I will experiment and report back. I did not  <br />
realize I had to bind the texture separately, thats probably it.  <br />
Thanks again for all the help lately :)<br />
On May 19, 2007, at 8:45 PM, Joshua Kit Clayton wrote:</p>
<p>><br />
> On May 19, 2007, at 4:47 PM, vade wrote:<br />
><br />
>> what do I have to do to maintain the models specific texture  <br />
>> coordinates when sending out geometry as a matrix?<br />
><br />
> Coordinates are fine, but the texture is not bound properly, unless  <br />
> you bind the texture through jit.gl.render. For example with your  <br />
> poser file, I use something like the following in conjunction with  <br />
> body_df.jpg, and it seems to work as I would expect. Otherwise,  <br />
> send us a clear example of you binding the texture outside  <br />
> jit.gl.model (required for textures as applied via matrix output  <br />
> mode to work properly AFAICT), and hopefully we can offer some  <br />
> feedback.<br />
><br />
> We can look at making this work easier in a future version, but it  <br />
> probably won&#8217;t happen anytime before Max 5 is released.<br />
><br />
> Best,<br />
> Joshua<br />
><br />
><br />
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<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
						]]>
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					<guid>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-104575</guid>
					<title><![CDATA[Re: Question about Model and texture behavior in matrixoutput 1 vs 0]]></title>
					<link>http://cycling74.com/forums/topic/question-about-model-and-texture-behavior-in-matrixoutput-1-vs-0/#post-104575</link>
					<pubDate>Wed, 23 May 2007 09:27:53 +0000</pubDate>
					<dc:creator>VG</dc:creator>

					<description>
						<![CDATA[
						<p>hi Joshua, Vade, other Jitter experts..</p>
<p>&#8230; just trying to get feedback to a previous unanswered post,<br />
that I thought would maybe be related to what was told in this last<br />
thread&#8230;</p>
<p>I&#8217;m capturing the result of the render to a texture, to apply it on<br />
another GL object, somehow as shown in the patch &#8220;GLfeedBack&#8221; from<br />
Andrew&#8217;s jitter recipes.The problem is that my window size is 3840&#215;1024<br />
(with the amazing triplehead) that is not a power of 2. So I get a<br />
&#8220;chess&#8221; rectangle on the right side of the texture which has no<br />
continuity when set on &#8220;repeat&#8221; mode. I guess there should be a way to<br />
extend the capture texture to the  next power of 2, or at least to<br />
interpolate the texture to a size interger of two (as the GPU may not be<br />
able to handle 4096 x 1024 texture size)</p>
<p>This was tested with a PC with NVIDIA GeForce 7900 GTX.</p>
<p>Note that the problem doesn&#8217;t look same on my powerbook G4 -PPC:<br />
if i set the jit.gl.texture to &#8220;rectangle 1&#8243;, I have some kind of repeat<br />
wrap mode but the repetition look very strange (see screenshot attached)<br />
Though, I know it is mentionned in jitter documentation that this option <br />
may give strange results..</p>
<p>
It seems the message &#8220;rectangle&#8221; sent to the jit.gl.texture is making<br />
the texture use only the relevant part of the texture as stored on the GPU,<br />
(though I don&#8217;t know truly what it does) , anyway it is not possible to<br />
have &#8220;repeat&#8221; wrap mode on the jit.gl.texture if reactangle is 1.</p>
<p>I put a simple patch below to show the problem, drawn from Andrew <br />
Benson&#8217;s &#8220;GL feedback&#8221; example<br />
Thanks for any hint!</p>
<p>&#8230;vincent</p>
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