shared_context on windows, anyone?

Sep 19, 2010 at 7:20pm

shared_context on windows, anyone?

I can’t post my entire patch because it is getting pretty huge, but here’s what I’d like to do:

I would like to take all the main rendering context on a opengl scene and duplicate it in two other jit.gl.renders (and windows) for further processing through slabs.

Until now I’ve been successful by using jit.gl.asyncread to copy the main render to a texture, but the frame rate is low because of the GPU -> CPU -> GPU passage.

I’ve using jit.gl.sketch and @capture attribute, and the capture works only if I draw the resulting texture on the main context, if I try to read the texture from a different context it does nothing. So I tried sharing the texture with the @shared_context attribute, but it doesn’t work on my windows machine (a bug?).

I’ve tried each and every example related to @shared_context on the forum, but no one of them works on my brand new windows 7 machine with an ATI 5750 card.

Is there a solution? Any example that surely works on a windows pc?

I’m pretty disappointed since the windows version of MaxMSP is giving me a lot of trouble implementing few simple tasks. I expect a $699.00 software to be more reliable.

#52387
Sep 19, 2010 at 7:53pm

ok, here’s a little example to clear things out:
As you can see I can resample the entire scene onto a texture but I can only draw the texture in the original context. Using @shared_context doesn’t do anything on my machine.

– Pasted Max Patch, click to expand. –
#188322
Sep 19, 2010 at 8:18pm

Mistake. It draws on the second context if I close the patch and open it again. But how to share the same texture to two context simultaneously?

#188323

You must be logged in to reply to this topic.