Forums > Jitter

Recording the render window to quicktime

September 3, 2006 | 4:24 pm

I was curious if there was anyway possible to record a rendered object to a quicktime movie. Also if possible, is there a plugin that allows Jitter to record to ipod .m4v format (btw I am using jitter on a pc – my powerbook died )

thanks, Henry


September 3, 2006 | 6:01 pm

yes and yes

you can use gl readback, render to texture -> texture to matrix ,
jit.gl.desktop,

you can use jit.qt.record, or jit.vcr to record.

v a d e //

http://www.vade.info
abstrakt.vade.info

On Sep 3, 2006, at 12:24 PM, Robert Plant wrote:

>
> I was curious if there was anyway possible to record a rendered
> object to a quicktime movie. Also if possible, is there a plugin
> that allows Jitter to record to ipod .m4v format (btw I am using
> jitter on a pc – my powerbook died )
>
> thanks, Henry


September 4, 2006 | 3:46 pm

hi vade,

>gl readback, render to texture -> texture to matrix

could you explain a little bit… messages, objects?

tnx
//yac


September 4, 2006 | 4:11 pm

Look in jitter-examples/render/jit.gl.render-tomatrix.pat –
everything you need to know is there.

jb

Am 04.09.2006 um 17:46 schrieb Yacine Sebti:

> hi vade,
>
>> gl readback, render to texture -> texture to matrix
>
> could you explain a little bit… messages, objects?
>
> tnx
> //yac
>
>
>


September 4, 2006 | 4:24 pm

all’right

//yac

> Look in jitter-examples/render/jit.gl.render-tomatrix.pat -
> everything you need to know is there.
>
> jb
>
> Am 04.09.2006 um 17:46 schrieb Yacine Sebti:
>
>> hi vade,
>>
>>> gl readback, render to texture -> texture to matrix
>>
>> could you explain a little bit… messages, objects?
>>
>> tnx
>> //yac
>>
>>
>>
>
>


September 5, 2006 | 6:34 pm

On Sep 4, 2006, at 9:11 AM, Jeremy Bernstein wrote:

> Look in jitter-examples/render/jit.gl.render-tomatrix.pat –
> everything you need to know is there.

Except the to_texture->jit.gl.slab->jit.matrix approach which can be
faster and can rescale on the GPU. Search the list archives for
to_texture to see this in action.

-Joshua


September 5, 2006 | 7:27 pm

You dont necessarily need to use to_texture either, you can use
@capture, like so: (this example uses a hidden window for a hidden
hardware rendering context) and then outputs a texture, to a matrix,
and does some jitter CPU based work on the openGL output.

fun.

max v2;
#N vpatcher 253 58 1286 718;
#P window setfont "Sans Serif" 9.;
#P comment 355 289 100 196617 readback to cpu land;
#P message 235 50 102 196617 drawobject griddy 2;
#P window linecount 2;
#P newex 504 108 392 196617 jit.gl.gridshape invisiblecontext @shape
@shape torus @depth_enable 1 @lighting_enable 1 @blend_enable 1
@smooth_shading 1 @name griddy @automatic 0;
#P window linecount 1;
#P newex 187 545 27 196617 + 1;
#P newex 157 544 27 196617 !- 1;
#P toggle 157 527 15 0;
#P message 217 546 76 196617 outputmode $1;
#P newex 187 503 27 196617 + 1;
#P newex 157 502 27 196617 !- 1;
#P toggle 157 485 15 0;
#P message 217 504 76 196617 outputmode $1;
#P toggle 318 326 15 0;
#P flonum 308 232 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 308 250 84 196617 color 1. 1. 1. $1;
#P window linecount 2;
#P comment 370 501 100 196617 now we can use jitter processing…;
#P window linecount 1;
#P newex 520 373 43 196617 r bangs;
#P newex 296 545 160 196617 jit.repos @mode 1 @boundmode 4;
#B color 5;
#P newex 520 473 220 196617 jit.tiffany @grid 0 @xrange 0.9 @yrange 0.9;
#B color 5;
#P newex 520 450 68 196617 jit.op @op >>;
#P newex 634 424 97 196617 jit.noise 2 char 3 3;
#P newex 520 424 109 196617 jit.noise 2 char 10 10;
#P newex 356 457 43 196617 r bangs;
#P window linecount 6;
#P comment 774 425 176 196617 You might be wondering why the hell
anyone would want to render to a matrix.. well , flexibility mainly
, the ability to use all of the jitter objects , feedback , etc on
procedural animations useing openGL.;
#P window linecount 1;
#P comment 115 380 115 196617 to our invisible context;
#P newex 296 162 43 196617 r bangs;
#P newex 58 123 43 196617 s bangs;
#P window linecount 9;
#P comment 773 180 197 196617 This patch is a solution to rendering
openGl directly to a matrix. Typically , one has to use a software
renderer if one wants to render to a matrix. The Apple software
renderer has two modes , quality 1 and quality 0. Quality 0 is
faster , but supports little functionality. Quality one is *slow* ,
but allows one to render with alpha channels , but no aliasing
support.;
#P window linecount 1;
#P message 401 457 30 196617 read;
#P newex 356 479 63 196617 jit.qt.movie;
#P newex 296 503 70 196617 jit.alphablend;
#P newex 318 343 29 196617 gate;
#P message 145 62 81 196617 color 1. 0. 0. 1.;
#P user jit.pwindow 317 384 82 62 0 1 0 0 1 0;
#P newex 318 364 66 196617 jit.unpack 4;
#P message 92 79 34 196617 reset;
#P message 159 79 81 196617 framecircle 1.1;
#P message 241 79 73 196617 ellipse 0.1 0.4;
#P message 316 79 55 196617 sphere 0.5;
#P message 309 187 68 196617 dim 320 240;
#P newex 296 268 186 196617 jit.gl.slab invisiblecontext @antialias 1;
#P message 41 258 112 196617 erase_color 0. 0. 0. 1.;
#P toggle 10 363 15 0;
#P message 10 381 44 196617 fsaa $1;
#P newex 296 300 55 196617 jit.matrix;
#P message 387 187 68 196617 dim 640 480;
#P newex 296 573 91 196617 jit.window visible;
#P newex 296 212 304 196617 jit.gl.texture invisiblecontext @name
rendertex @dim 320 240 1;
#P newex 374 78 92 196617 pak rotate 1 1 1 1;
#P message 394 39 68 196617 0 , 360 4000;
#P newex 394 57 40 196617 line;
#P message 133 44 85 196617 reset , circle 0.5;
#P window linecount 2;
#P newex 133 108 365 196617 jit.gl.sketch invisiblecontext @name
sketch @depth_enable 0 @smooth_shading 1 @lighting_enable 1
@blend_enable 1 @antialias 1 @capture rendertex;
#P user jit.fpsgui 10 312 60 196617 0;
#P toggle 10 64 15 0;
#P toggle 55 363 15 0;
#P window linecount 1;
#P message 55 381 55 196617 visible $1;
#P newex 10 102 58 196617 t erase b b;
#P newex 10 288 140 196617 jit.gl.render invisiblecontext;
#P newex 10 401 222 196617 jit.window invisiblecontext @visible 0
@fsaa 1;
#P newex 10 82 51 196617 qmetro 2;
#P window linecount 2;
#P comment 400 386 100 196617 look ma , alpha channels;
#P window linecount 7;
#P comment 773 316 176 196617 This approach uses a hidden hardware
accelerated render context , and uses the render to texture ( @
capture) methodology to render a jit.gl.sketch object to a texture ,
which is then read back to a matrix on the CPU with alpha channels
and all.;
#P window linecount 1;
#P comment 153 290 100 196617 render in hardware;
#P comment 379 141 183 196617 ^^^^^NOTE THIS IS WHERE WE CAPTURE;
#P connect 10 0 4 0;
#P connect 4 0 7 0;
#P connect 7 1 6 0;
#P connect 7 0 6 0;
#P connect 23 0 6 0;
#P connect 6 0 11 0;
#P connect 22 0 21 0;
#P connect 21 0 5 0;
#P connect 8 0 5 0;
#P connect 9 0 8 0;
#P connect 7 2 38 0;
#P fasten 32 0 12 0 150 90 138 90;
#P fasten 29 0 12 0 97 101 138 101;
#P fasten 13 0 12 0 138 81 138 81;
#P connect 26 0 12 0;
#P fasten 27 0 12 0 246 101 138 101;
#P fasten 28 0 12 0 164 101 138 101;
#P fasten 62 0 12 0 240 101 138 101;
#P fasten 16 0 12 0 379 101 138 101;
#P connect 54 0 55 0;
#P connect 58 0 59 0;
#P fasten 55 0 56 0 162 520 185 520 185 500 192 500;
#P fasten 59 0 60 0 162 562 185 562 185 542 192 542;
#P fasten 56 0 53 0 192 521 215 521 215 501 222 501;
#P fasten 60 0 57 0 192 563 215 563 215 543 222 543;
#P connect 39 0 17 0;
#P connect 25 0 17 0;
#P connect 19 0 17 0;
#P connect 50 0 24 0;
#P connect 17 0 24 0;
#P connect 24 0 20 0;
#P connect 20 0 34 0;
#P fasten 53 0 34 0 224 521 294 521 294 500 301 500;
#P fasten 57 0 47 0 222 565 294 565 294 543 301 543;
#P connect 34 0 47 0;
#P connect 47 0 18 0;
#P connect 51 0 50 0;
#P connect 52 0 33 0;
#P connect 33 0 30 0;
#P connect 30 0 31 0;
#P fasten 20 0 33 1 301 321 342 321;
#P connect 42 0 35 0;
#P fasten 36 0 35 0 406 476 361 476;
#P connect 35 0 34 1;
#P connect 15 0 14 0;
#P connect 14 0 16 1;
#P fasten 46 0 47 1 525 513 451 513;
#P connect 48 0 43 0;
#P fasten 43 0 45 0 525 445 525 445;
#P fasten 45 0 46 0 525 475 525 475;
#P fasten 44 0 45 1 639 448 583 448;
#P connect 48 0 44 0;
#P pop;

v a d e //

http://www.vade.info
abstrakt.vade.info

On Sep 5, 2006, at 2:34 PM, Joshua Kit Clayton wrote:

>
> On Sep 4, 2006, at 9:11 AM, Jeremy Bernstein wrote:
>
>> Look in jitter-examples/render/jit.gl.render-tomatrix.pat –
>> everything you need to know is there.
>
> Except the to_texture->jit.gl.slab->jit.matrix approach which can
> be faster and can rescale on the GPU. Search the list archives for
> to_texture to see this in action.
>
> -Joshua


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