Forums > Jitter

Slab-processing a "to_texture-rendered" GL scene


VG
October 23, 2007 | 9:52 am

hi list,
I was trying to process a rendered-to-texture scene through the slab
niceties
the way Andrew B. putted it in the Jitter recipe called "21.SceneProcess"
but somehow I can’t get the processed texture to be rendered on the
gridshape screen… I thought it may be due to synchronisation of the GPU
processing but couldn’t find any solution with [@automatic 0] attributes….
Anyone sees what’s wrong with this patch?
thanks for any help..
vg.

#P window setfont "Sans Serif" 9.;
#P window linecount 1;
#P message 517 626 57 9109513 texture gina;
#P newex 774 724 192 9109513 jit.gl.texture foo @name gina @dim 640 480;
#P message 774 522 92 9109513 jit_gl_texture marcel;
#P flonum 987 596 42 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 829 549 42 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 829 568 88 9109513 param amount $1;
#P flonum 1179 626 38 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 1135 629 38 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 1092 629 42 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 1091 650 135 9109513 pak param scale 1. 1. 1.;
#P newex 774 695 263 9109513 jit.gl.slab foo @file cc.scalebias.jxs @dim
320 240 @adapt 0;
#P newex 774 595 143 9109513 jit.gl.slab foo @file co.dodge.jxs;
#P message 984 615 81 9109513 param width $1;
#P newex 774 649 167 9109513 jit.gl.slab foo @file cf.gaussian.2p.jxs;
#P window setfont "Sans Serif" 10.;
#P message 622 310 81 9109514 read dozer.mov;
#P window setfont "Sans Serif" 14.;
#P comment 399 472 100 9109518 the screen;
#P window setfont "Sans Serif" 9.;
#P message 319 535 68 9109513 usetexture 0;
#P message 428 594 45 9109513 texture 0;
#P message 122 314 100 9109513 erase_color 0. 0. 0. 1.;
#P flonum 612 605 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 651 603 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 585 626 81 9109513 pak scale 1. 1. 1.;
#P newex 32 310 67 9109513 r to_foorender;
#P message 440 625 68 9109513 texture marcel;
#P newex 285 476 78 9109513 r UpdateScreens;
#P newex 285 667 69 9109513 s to_foorender;
#P newex 285 499 61 9109513 t b b b erase;
#P window linecount 2;
#P newex 380 656 288 9109513 jit.gl.gridshape foo @automatic 0 @color 1.
1. 1. 1. @blend_enable 1 @blend_mode 3 5 @depth_enable 0 @tex_map 1
@shape plane;
#P window linecount 1;
#P newex 486 341 97 9109513 jit.op @op – @val 0.5;
#P newex 613 337 210 9109513 jit.gl.texture foo @name movie @file dozer.mov;
#P newex 486 366 166 9109513 jit.slide @slide_up 10 @slide_down 10;
#P newex 444 260 27 9109513 t b b;
#P newex 254 82 76 9109513 r UpdateObjects;
#P window setfont "Sans Serif" 14.;
#P window linecount 2;
#P newex 665 162 372 9109518 jit.gl.texture foo @name marcel @rectangle
0 @bordercolor 1 0 0 0 @defaultimage black @wrap repeat;
#P window setfont "Sans Serif" 9.;
#P window linecount 1;
#P newex 254 108 37 9109513 jit.qball;
#P newex 254 236 69 9109513 s to_foorender;
#P message 349 186 83 9109513 usetexture marcel;
#P message 539 178 68 9109513 usetexture 0;
#P newex 254 141 393 9109513 t to_texture b b b erase;
#P newex 33 253 80 9109513 s UpdateScreens;
#P newex 53 231 81 9109513 s UpdateObjects;
#P newex 32 337 175 9109513 jit.gl.render foo @erase_color 0. 0. 0. 1.;
#P newex 33 208 30 9109513 t b b;
#P toggle 182 377 15 0;
#P message 182 395 55 9109513 floating $1;
#P toggle 113 377 15 0;
#P newex 74 376 35 9109513 sel 27;
#P message 113 395 68 9109513 fullscreen $1;
#P newex 31 419 145 9109513 jit.window foo @depthbuffer 1;
#P newex 29 376 40 9109513 key;
#P number 547 271 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 547 292 54 9109513 dim $1 $1;
#P button 486 288 15 0;
#P newex 486 315 108 9109513 jit.noise 3 float32 4 4;
#P newex 33 181 43 9109513 jit.qball;
#P number 69 137 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 33 132 22 0;
#P newex 33 158 45 9109513 metro 40;
#P newex 444 419 272 9109513 jit.gl.nurbs foo @automatic 0 @texture
movie @scale 10 10 10;
#B color 5;
#P newex 486 390 89 9109513 prepend ctlmatrix;
#P window setfont "Sans Serif" 14.;
#P window linecount 2;
#P comment 421 80 225 9109518 the scene to be rendered in texture "marcel";
#P user panel 248 71 800 383;
#X brgb 191 191 191;
#X frgb 0 0 0;
#X border 1;
#X rounded 0;
#X shadow 0;
#X done;
#P user panel 250 464 470 299;
#X brgb 191 191 191;
#X frgb 0 0 0;
#X border 1;
#X rounded 0;
#X shadow 0;
#X done;
#P window setfont "Sans Serif" 18.;
#P comment 770 465 232 9109522 how to process texture marcel on the
final screen??;
#P user panel 725 461 532 303;
#X brgb 255 91 91;
#X frgb 0 0 0;
#X border 1;
#X rounded 0;
#X shadow 0;
#X done;
#P fasten 17 0 16 0 118 414 36 414;
#P fasten 20 0 16 0 187 414 36 414;
#P connect 42 0 23 0;
#P connect 46 0 23 0;
#P connect 8 0 7 0;
#P connect 7 0 10 0;
#P connect 10 0 22 0;
#P connect 22 0 25 0;
#P connect 22 1 24 0;
#P connect 9 0 7 1;
#P fasten 15 0 18 0 34 395 71 395 71 374 79 374;
#P fasten 18 0 19 0 79 394 110 394 110 374 118 374;
#P connect 19 0 17 0;
#P connect 21 0 20 0;
#P connect 32 0 30 0;
#P connect 30 0 26 0;
#P fasten 28 0 29 0 354 223 259 223;
#P fasten 27 0 29 0 544 230 259 230;
#P connect 26 0 29 0;
#P fasten 26 4 29 0 639 231 259 231;
#P connect 40 0 38 0;
#P fasten 38 3 39 0 341 632 290 632;
#P connect 38 0 39 0;
#P fasten 48 0 39 0 324 631 290 631;
#P connect 38 2 48 0;
#P connect 26 1 28 0;
#P fasten 38 1 37 0 307 587 385 587;
#P connect 41 0 37 0;
#P connect 43 0 37 0;
#P connect 47 0 37 0;
#P connect 64 0 37 0;
#P connect 26 2 33 0;
#P hidden fasten 5 0 6 0 491 415 449 415;
#P connect 33 0 6 0;
#P connect 33 1 12 0;
#P connect 12 0 11 0;
#P fasten 13 0 11 0 552 311 491 311;
#P connect 11 0 36 0;
#P connect 36 0 34 0;
#P connect 34 0 5 0;
#P connect 26 3 27 0;
#P connect 14 0 13 0;
#P connect 45 0 43 1;
#P connect 50 0 35 0;
#P connect 44 0 43 2;
#P fasten 59 0 53 0 834 590 779 590;
#P connect 62 0 53 0;
#P connect 53 0 51 0;
#P fasten 52 0 51 0 989 645 779 645;
#P connect 51 0 54 0;
#P fasten 55 0 54 0 1096 698 779 698;
#P connect 54 0 63 0;
#P connect 60 0 59 0;
#P fasten 54 0 53 1 779 716 766 716 766 590 912 590;
#P connect 61 0 52 0;
#P fasten 56 0 55 2 1097 646 1158 646;
#P fasten 57 0 55 3 1140 646 1189 646;
#P fasten 58 0 55 4 1184 644 1220 644;
#P window clipboard copycount 65;


October 23, 2007 | 4:08 pm

Hi. I opened your patch, and didnt really have the time to change
things to work with that specific example, however, this patch may
explain some things, or help you out conceptually?

#P window setfont "Sans Serif" 9.;
#P window linecount 2;
#P comment 542 652 309 196617 we can also use multiple usetexture and
to_texture to allow for rendering multiple ‘scenes’ of opengl and
using slab mixing!;
#P window linecount 1;
#P comment 42 191 147 196617 Ive removed the letter boxing.;
#P comment 644 226 69 196617 some objects;
#P comment 186 533 320 196617 We need something to display the
texture on , so we use a videoplane.;
#P comment 403 377 88 196617 reset our camera;
#P window linecount 3;
#P comment 543 338 309 196617 tell jit.gl.render to "dump" everything
weve banged untill now(drawn already) to a texture. We then erase to
clear our buffer.;
#P window linecount 2;
#P comment 535 416 309 196617 notice the name of our texture matches
our "usetexture" message to jit.gl.render.;
#P toggle 284 662 15 0;
#P window linecount 1;
#P message 284 681 70 196617 fullscreen $1;
#P newex 284 643 38 196617 sel 27;
#P newex 284 624 40 196617 key;
#N vpatcher 56 44 656 444;
#P window setfont "Sans Serif" 9.;
#P message 11 70 43 196617 dispose;
#P message 268 117 83 196617 0 , 360. 100000;
#P newex 333 142 40 196617 line 0.;
#P newex 3 241 71 196617 prepend read;
#P user ubumenu 3 215 108 196617 0 1 1 0;
#X add audio;
#X add audio/ap.chorus.jxs;
#X add audio/ap.compress.jxs;
#X add audio/ap.delay.jxs;
#X add audio/ap.highpass.jxs;
#X add audio/ap.lowpass.jxs;
#X add audio/ap.noisegate.jxs;
#X add audio/ap.normalize.jxs;
#X add color;
#X add color/cc.alphaglue.jxs;
#X add color/cc.brcosa.jxs;
#X add color/cc.brightness.ip.jxs;
#X add color/cc.colormap.jxs;
#X add color/cc.contrast.ip.jxs;
#X add color/cc.exrdisplay.jxs;
#X add color/cc.grgb2rgba.jxs;
#X add color/cc.planemap.jxs;
#X add color/cc.rgb2yuv.jxs;
#X add color/cc.rgba2grgb.jxs;
#X add color/cc.rgba2uyvy.jxs;
#X add color/cc.saturate.ip.jxs;
#X add color/cc.scalebias.jxs;
#X add color/cc.uyvy2rgba.exp.jxs;
#X add color/cc.uyvy2rgba.jxs;
#X add color/cc.uyvy2rgba.lite.jxs;
#X add composite;
#X add composite/co.additive.jxs;
#X add composite/co.alphablend.jxs;
#X add composite/co.average.jxs;
#X add composite/co.brightlight.jxs;
#X add composite/co.burn.jxs;
#X add composite/co.chromakey.jxs;
#X add composite/co.darken.jxs;
#X add composite/co.difference.jxs;
#X add composite/co.dodge.jxs;
#X add composite/co.exclude.jxs;
#X add composite/co.freeze.jxs;
#X add composite/co.glow.jxs;
#X add composite/co.hardlight.jxs;
#X add composite/co.heat.jxs;
#X add composite/co.inverse.jxs;
#X add composite/co.lighten.jxs;
#X add composite/co.lumakey.jxs;
#X add composite/co.multiply.jxs;
#X add composite/co.negate.jxs;
#X add composite/co.normal.jxs;
#X add composite/co.overlay.jxs;
#X add composite/co.reflect.jxs;
#X add composite/co.screen.jxs;
#X add composite/co.softlight.jxs;
#X add composite/co.stamp.jxs;
#X add composite/co.subtractive.jxs;
#X add convolution;
#X add convolution/cf.blur.jxs;
#X add convolution/cf.convolve.jxs;
#X add convolution/cf.dilate.jxs;
#X add convolution/cf.edgedetect.jxs;
#X add convolution/cf.emboss.jxs;
#X add convolution/cf.erode.jxs;
#X add convolution/cf.gaussian.2p.jxs;
#X add convolution/cf.laplace.jxs;
#X add convolution/cf.median.2p.jxs;
#X add convolution/cf.radialblur.jxs;
#X add convolution/cf.sharpen.ip.jxs;
#X add convolution/cf.sharpen.jxs;
#X add convolution/cf.sobel.jxs;
#X add generator;
#X add generator/gn.bricks.aa.jxs;
#X add generator/gn.bricks.jxs;
#X add generator/gn.checker.aa.jxs;
#X add generator/gn.checker.jxs;
#X add generator/gn.crosstile.jxs;
#X add generator/gn.gloop.jxs;
#X add generator/gn.gnoise.2d.jxs;
#X add generator/gn.gradperm.png;
#X add generator/gn.spiderweb.jxs;
#X add generator/gn.spirals.jxs;
#X add generator/gn.stripes.aa.jxs;
#X add generator/gn.stripes.jxs;
#X add gpgpu;
#X add gpgpu/gp.binarysearch.jxs;
#X add gpgpu/gp.bitonicsort.jxs;
#X add gpgpu/gp.reduce.jxs;
#X add material;
#X add material/mat.glass.jxs;
#X add material/mat.gooch.jxs;
#X add material/mat.phong.cg.jxs;
#X add material/mat.phong.glsl.jxs;
#X add material/mat.plastic.jxs;
#X add material/mat.polkadots.jxs;
#X add material/mat.shiny.jxs;
#X add material/mat.sinebump.jxs;
#X add material/mat.toon.jxs;
#X add material/mat.xray.jxs;
#X add math;
#X add math/op.abs.jxs;
#X add math/op.absdiff.jxs;
#X add math/op.acos.jxs;
#X add math/op.acosh.jxs;
#X add math/op.add.jxs;
#X add math/op.and.jxs;
#X add math/op.asin.jxs;
#X add math/op.asinh.jxs;
#X add math/op.atan.jxs;
#X add math/op.atan2.jxs;
#X add math/op.atanh.jxs;
#X add math/op.avg.jxs;
#X add math/op.ceil.jxs;
#X add math/op.cos.jxs;
#X add math/op.cosh.jxs;
#X add math/op.div.jxs;
#X add math/op.eq.jxs;
#X add math/op.eqp.jxs;
#X add math/op.exp.jxs;
#X add math/op.exp2.jxs;
#X add math/op.floor.jxs;
#X add math/op.fract.jxs;
#X add math/op.gt.jxs;
#X add math/op.gte.jxs;
#X add math/op.gtep.jxs;
#X add math/op.gtp.jxs;
#X add math/op.hypot.jxs;
#X add math/op.invert.jxs;
#X add math/op.invsqrt.jxs;
#X add math/op.ln.jxs;
#X add math/op.log10.jxs;
#X add math/op.log2.jxs;
#X add math/op.lt.jxs;
#X add math/op.lte.jxs;
#X add math/op.ltep.jxs;
#X add math/op.ltp.jxs;
#X add math/op.max.jxs;
#X add math/op.min.jxs;
#X add math/op.mod.jxs;
#X add math/op.mult.jxs;
#X add math/op.neq.jxs;
#X add math/op.neqp.jxs;
#X add math/op.normcos.jxs;
#X add math/op.normsin.jxs;
#X add math/op.not.jxs;
#X add math/op.or.jxs;
#X add math/op.pow.jxs;
#X add math/op.sign.jxs;
#X add math/op.sin.jxs;
#X add math/op.sinh.jxs;
#X add math/op.sqrt.jxs;
#X add math/op.sub.jxs;
#X add math/op.tan.jxs;
#X add math/op.tanh.jxs;
#X add math/op.xor.jxs;
#X add shared;
#X add shared/arb;
#X add shared/cg;
#X add shared/glsl;
#X add shared/licenses;
#X add specialfx;
#X add specialfx/fx.blobby.jxs;
#X add specialfx/fx.tiles.jxs;
#X add temp;
#X add temporal;
#X add temporal/tp.slide.jxs;
#X add texdisplace;
#X add texdisplace/td.cartopol.jxs;
#X add texdisplace/td.fisheye.jxs;
#X add texdisplace/td.kaleido.jxs;
#X add texdisplace/td.lens.jxs;
#X add texdisplace/td.lumadisplace.jxs;
#X add texdisplace/td.mirror.jxs;
#X add texdisplace/td.repos.jxs;
#X add texdisplace/td.resample.jxs;
#X add texdisplace/td.ripples.jxs;
#X add texdisplace/td.rota.jxs;
#X add texdisplace/td.sinefold.jxs;
#X add texdisplace/td.twirl.jxs;
#X add texdisplace/td.wobble.jxs;
#X add transition;
#X add transition/tr.dissolve.jxs;
#X add transition/tr.edgeblend.jxs;
#X add transition/tr.gridwipe.jxs;
#X add transition/tr.shrinkwipe.jxs;
#X add transition/tr.vignettes.jxs;
#X add "v001 3D";
#X add "v001 3D/v001.3d.glyph.fp.glsl";
#X add "v001 3D/v001.3d.glyph.jxs";
#X add "v001 3D/v001.3d.glyph.vp.glsl";
#X add "v001 3D/v001.3d.noise.jxs";
#X add "v001 3D/v001.3d.normalmap.frag";
#X add "v001 3D/v001.3d.normalmap.jxs";
#X add "v001 3D/v001.3d.normalmap.vert";
#X add "v001 3D/v001.3d.parallax.frag";
#X add "v001 3D/v001.3d.parallax.jxs";
#X add "v001 3D/v001.3d.parallax.vert";
#X add "v001 3D/v001.3d.pass.jxs";
#X add "v001 3D/v001.3d.sin.jxs";
#X add "v001 Effects";
#X add "v001 Effects/v001.blackandwhite.fp.glsl";
#X add "v001 Effects/v001.blackandwhite.jxs";
#X add "v001 Effects/v001.blackandwhite.vp.glsl";
#X add "v001 Effects/v001.cartopol.fp.glsl";
#X add "v001 Effects/v001.cartopol.jxs";
#X add "v001 Effects/v001.cartopol.vp.glsl";
#X add "v001 Effects/v001.channelmixer.fp.glsl";
#X add "v001 Effects/v001.channelmixer.jxs";
#X add "v001 Effects/v001.channelmixer.vp.glsl";
#X add "v001 Effects/v001.clamp.fp.glsl";
#X add "v001 Effects/v001.clamp.jxs";
#X add "v001 Effects/v001.clamp.vp.glsl";
#X add "v001 Effects/v001.colorseparator.fp.glsl";
#X add "v001 Effects/v001.colorseparator.jxs";
#X add "v001 Effects/v001.colorseparator.vp.glsl";
#X add "v001 Effects/v001.dent.fp.glsl";
#X add "v001 Effects/v001.dent.jxs";
#X add "v001 Effects/v001.dent.vp.glsl";
#X add "v001 Effects/v001.duotone.fp.glsl";
#X add "v001 Effects/v001.duotone.jxs";
#X add "v001 Effects/v001.duotone.vp.glsl";
#X add "v001 Effects/v001.exposure.fp.glsl";
#X add "v001 Effects/v001.exposure.jxs";
#X add "v001 Effects/v001.exposure.vp.glsl";
#X add "v001 Effects/v001.fader.fp.glsl";
#X add "v001 Effects/v001.fader.jxs";
#X add "v001 Effects/v001.fader.vp.glsl";
#X add "v001 Effects/v001.film-bleachbypass.fp.glsl";
#X add "v001 Effects/v001.film-bleachbypass.jxs";
#X add "v001 Effects/v001.film-bleachbypass.vp.glsl";
#X add "v001 Effects/v001.film-lomo-lut.tiff";
#X add "v001 Effects/v001.film-lomo.fp.glsl";
#X add "v001 Effects/v001.film-lomo.jxs";
#X add "v001 Effects/v001.film-lomo.vp.glsl";
#X add "v001 Effects/v001.film-technicolor1.fp.glsl";
#X add "v001 Effects/v001.film-technicolor1.jxs";
#X add "v001 Effects/v001.film-technicolor1.vp.glsl";
#X add "v001 Effects/v001.film-technicolor2.fp.glsl";
#X add "v001 Effects/v001.film-technicolor2.jxs";
#X add "v001 Effects/v001.film-technicolor2.vp.glsl";
#X add "v001 Effects/v001.film-technicol#488878.glsl";
#X add "v001 Effects/v001.film-technicolor3-w.jxs";
#X add "v001 Effects/v001.film-technicol#48887A.glsl";
#X add "v001 Effects/v001.film-technicolor3.fp.glsl";
#X add "v001 Effects/v001.film-technicolor3.jxs";
#X add "v001 Effects/v001.film-technicolor3.vp.glsl";
#X add "v001 Effects/v001.invert.fp.glsl";
#X add "v001 Effects/v001.invert.jxs";
#X add "v001 Effects/v001.invert.vp.glsl";
#X add "v001 Effects/v001.levels.fp.glsl";
#X add "v001 Effects/v001.levels.jxs";
#X add "v001 Effects/v001.levels.vp.glsl";
#X add "v001 Effects/v001.lighttunnel.fp.glsl";
#X add "v001 Effects/v001.lighttunnel.jxs";
#X add "v001 Effects/v001.lighttunnel.vp.glsl";
#X add "v001 Effects/v001.lumaglyph.fp.glsl";
#X add "v001 Effects/v001.lumaglyph.jxs";
#X add "v001 Effects/v001.lumaglyph.vp.glsl";
#X add "v001 Effects/v001.mirror.fp.glsl";
#X add "v001 Effects/v001.mirror.jxs";
#X add "v001 Effects/v001.mirror.vp.glsl";
#X add "v001 Effects/v001.pinch.fp.glsl";
#X add "v001 Effects/v001.pinch.jxs";
#X add "v001 Effects/v001.pinch.vp.glsl";
#X add "v001 Effects/v001.pixelate.fp.glsl";
#X add "v001 Effects/v001.pixelate.jxs";
#X add "v001 Effects/v001.pixelate.vp.glsl";
#X add "v001 Effects/v001.poltocar.fp.glsl";
#X add "v001 Effects/v001.poltocar.jxs";
#X add "v001 Effects/v001.poltocar.vp.glsl";
#X add "v001 Effects/v001.posterize.fp.glsl";
#X add "v001 Effects/v001.posterize.jxs";
#X add "v001 Effects/v001.posterize.vp.glsl";
#X add "v001 Effects/v001.scanlines.fp.glsl";
#X add "v001 Effects/v001.scanlines.jxs";
#X add "v001 Effects/v001.scanlines.vp.glsl";
#X add "v001 Effects/v001.shred.fp.glsl";
#X add "v001 Effects/v001.shred.jxs";
#X add "v001 Effects/v001.shred.vp.glsl";
#X add "v001 Effects/v001.stretch.fp.glsl";
#X add "v001 Effects/v001.stretch.jxs";
#X add "v001 Effects/v001.stretch.vp.glsl";
#X add "v001 Effects/v001.stripes.fp.glsl";
#X add "v001 Effects/v001.stripes.jxs";
#X add "v001 Effects/v001.stripes.vp.glsl";
#X add "v001 Effects/v001.threshhold.fp.glsl";
#X add "v001 Effects/v001.threshhold.jxs";
#X add "v001 Effects/v001.threshhold.vp.glsl";
#X add "v001 Effects/v001.tintlight.fp.glsl";
#X add "v001 Effects/v001.tintlight.jxs";
#X add "v001 Effects/v001.tintlight.vp.glsl";
#X add "v001 Effects/v001.twirl.fp.glsl";
#X add "v001 Effects/v001.twirl.jxs";
#X add "v001 Effects/v001.twirl.vp.glsl";
#X add "v001 Generators";
#X add "v001 Generators/v001.gen.gradientone.fp.glsl";
#X add "v001 Generators/v001.gen.gradientone.jxs";
#X add "v001 Generators/v001.gen.gradientone.vp.glsl";
#X add "v001 Generators/v001.gen.gradienttwo.fp.glsl";
#X add "v001 Generators/v001.gen.gradienttwo.jxs";
#X add "v001 Generators/v001.gen.gradienttwo.vp.glsl";
#X add "v001 In Progress";
#X add "v001 In Progress/v001.3d.pp-1-pointlight.frag";
#X add "v001 In Progress/v001.3d.pp-1-pointlight.jxs";
#X add "v001 In Progress/v001.3d.pp-1-pointlight.vert";
#X add "v001 In Progress/v001.3d.skinning.frag";
#X add "v001 In Progress/v001.3d.skinning.jxs";
#X add "v001 In Progress/v001.3d.skinning.vert";
#X add "v001 In Progress/v001.3d.storyboard.jxs";
#X add "v001 In Progress/v001.3d.test.jxs";
#X add "v001 In Progress/v001.blackandwhitecolor.fp.glsl";
#X add "v001 In Progress/v001.blackandwhitecolor.jxs";
#X add "v001 In Progress/v001.blackandwhitecolor.vp.glsl";
#X add "v001 In Progress/v001.blur2p.fp.glsl";
#X add "v001 In Progress/v001.blur2p.jxs";
#X add "v001 In Progress/v001.blur2p.vp.glsl";
#X add "v001 In Progress/v001.duotone-s.fp.glsl";
#X add "v001 In Progress/v001.duotone-s.jxs";
#X add "v001 In Progress/v001.duotone-s.vp.glsl";
#X add "v001 In Progress/v001.film-colorgrade.fp.glsl";
#X add "v001 In Progress/v001.film-colorgrade.jxs";
#X add "v001 In Progress/v001.film-colorgrade.vp.glsl";
#X add "v001 In Progress/v001.film-lightleak.fp.glsl";
#X add "v001 In Progress/v001.film-lightleak.jxs";
#X add "v001 In Progress/v001.film-lightleak.vp.glsl";
#X add "v001 In Progress/v001.film-whitediff#4B1171.glsl";
#X add "v001 In Progress/v001.film-whitediffusion.jxs";
#X add "v001 In Progress/v001.film-whitediff#4B1173.glsl";
#X add "v001 In Progress/v001.glitchoffset.jxs";
#X add "v001 In Progress/v001.glitchoffset.vp.glsl";
#X add "v001 In Progress/v001.gridblur.jxs";
#X add "v001 In Progress/v001.haze.fp.glsl";
#X add "v001 In Progress/v001.haze.jxs";
#X add "v001 In Progress/v001.haze.vp.glsl";
#X add "v001 In Progress/v001.hertz.fp.glsl";
#X add "v001 In Progress/v001.hertz.jxs";
#X add "v001 In Progress/v001.hertz.vp.glsl";
#X add "v001 In Progress/v001.hsvtorgb.fp.glsl";
#X add "v001 In Progress/v001.hsvtorgb.jxs";
#X add "v001 In Progress/v001.hsvtorgb.vp.glsl";
#X add "v001 In Progress/v001.hue.fp.glsl";
#X add "v001 In Progress/v001.hue.jxs";
#X add "v001 In Progress/v001.hue.vp.glsl";
#X add "v001 In Progress/v001.motionblur.fp.glsl";
#X add "v001 In Progress/v001.motionblur.jxs";
#X add "v001 In Progress/v001.motionblur.vp.glsl";
#X add "v001 In Progress/v001.polarshred.fp.glsl";
#X add "v001 In Progress/v001.polarshred.jxs";
#X add "v001 In Progress/v001.polarshred.vp.glsl";
#X add "v001 In Progress/v001.rgbtohsv.fp.glsl";
#X add "v001 In Progress/v001.rgbtohsv.jxs";
#X add "v001 In Progress/v001.rgbtohsv.vp.glsl";
#X add "v001 In Progress/v001.rotaclamp.fp.glsl";
#X add "v001 In Progress/v001.rotaclamp.jxs";
#X add "v001 In Progress/v001.rotaclamp.vp.glsl";
#X add "v001 In Progress/v001.rotashred.fp.glsl";
#X add "v001 In Progress/v001.rotashred.jxs";
#X add "v001 In Progress/v001.rotashred.vp.glsl";
#X add "v001 In Progress/v001.rutt-etra.fp.glsl";
#X add "v001 In Progress/v001.rutt-etra.jxs";
#X add "v001 In Progress/v001.rutt-etra.vp.glsl";
#X add "v001 In Progress/v001.test1.fp.glsl";
#X add "v001 In Progress/v001.test1.jxs";
#X add "v001 In Progress/v001.test1.vp.glsl";
#X add "v001 In Progress/v001.tint.fp.glsl";
#X add "v001 In Progress/v001.tint.jxs";
#X add "v001 In Progress/v001.tint.vp.glsl";
#X add "v001 In Progress/v001.wobble.jxs";
#X add "v001 Mixers";
#X add "v001 Mixers/v001.co2.additive.fp.glsl";
#X add "v001 Mixers/v001.co2.additive.jxs";
#X add "v001 Mixers/v001.co2.alphablend.fp.glsl";
#X add "v001 Mixers/v001.co2.alphablend.jxs";
#X add "v001 Mixers/v001.co2.average.fp.glsl";
#X add "v001 Mixers/v001.co2.average.jxs";
#X add "v001 Mixers/v001.co2.brightlight.fp.glsl";
#X add "v001 Mixers/v001.co2.brightlight.jxs";
#X add "v001 Mixers/v001.co2.burn.fp.glsl";
#X add "v001 Mixers/v001.co2.burn.jxs";
#X add "v001 Mixers/v001.co2.darken.fp.glsl";
#X add "v001 Mixers/v001.co2.darken.jxs";
#X add "v001 Mixers/v001.co2.difference.fp.glsl";
#X add "v001 Mixers/v001.co2.difference.jxs";
#X add "v001 Mixers/v001.co2.dodge.fp.glsl";
#X add "v001 Mixers/v001.co2.dodge.jxs";
#X add "v001 Mixers/v001.co2.exclude.fp.glsl";
#X add "v001 Mixers/v001.co2.exclude.jxs";
#X add "v001 Mixers/v001.co2.freeze.fp.glsl";
#X add "v001 Mixers/v001.co2.freeze.jxs";
#X add "v001 Mixers/v001.co2.glow.fp.glsl";
#X add "v001 Mixers/v001.co2.glow.jxs";
#X add "v001 Mixers/v001.co2.hardlight.fp.glsl";
#X add "v001 Mixers/v001.co2.hardlight.jxs";
#X add "v001 Mixers/v001.co2.heat.fp.glsl";
#X add "v001 Mixers/v001.co2.heat.jxs";
#X add "v001 Mixers/v001.co2.inverse.fp.glsl";
#X add "v001 Mixers/v001.co2.inverse.jxs";
#X add "v001 Mixers/v001.co2.lighten.fp.glsl";
#X add "v001 Mixers/v001.co2.lighten.jxs";
#X add "v001 Mixers/v001.co2.lumablend.jxs";
#X add "v001 Mixers/v001.co2.multiply.fp.glsl";
#X add "v001 Mixers/v001.co2.multiply.jxs";
#X add "v001 Mixers/v001.co2.negate.fp.glsl";
#X add "v001 Mixers/v001.co2.negate.jxs";
#X add "v001 Mixers/v001.co2.overlay.fp.glsl";
#X add "v001 Mixers/v001.co2.overlay.jxs";
#X add "v001 Mixers/v001.co2.reflect.fp.glsl";
#X add "v001 Mixers/v001.co2.reflect.jxs";
#X add "v001 Mixers/v001.co2.screen.fp.glsl";
#X add "v001 Mixers/v001.co2.screen.jxs";
#X add "v001 Mixers/v001.co2.softlight.fp.glsl";
#X add "v001 Mixers/v001.co2.softlight.jxs";
#X add "v001 Mixers/v001.co2.stamp.fp.glsl";
#X add "v001 Mixers/v001.co2.stamp.jxs";
#X add "v001 Mixers/v001.co2.subtractive.fp.glsl";
#X add "v001 Mixers/v001.co2.subtractive.jxs";
#X add "v001 Mixers/v001.co2.vp.glsl";
#X add "v001 Mixers/v001.co3.alphamix.fp.glsl";
#X add "v001 Mixers/v001.co3.alphamix.jxs";
#X add "v001 Mixers/v001.co3.lumamix.fp.glsl";
#X add "v001 Mixers/v001.co3.lumamix.jxs";
#X add "v001 Mixers/v001.co3.vp.glsl";
#X add "v001 Shaders Archive#333FF8.zip";
#X add v001-Shaders08.07.07.zip;
#X add vertdisplace;
#X add vertdisplace/vd.gnoise.2d.jxs;
#X add vertdisplace/vd.gnoise.3d.jxs;
#X add vertdisplace/vd.twist.jxs;
#X add viz;
#X add viz/vz.normals.mdl.jxs;
#X add viz/vz.normals.view.jxs;
#X add viz/vz.texcoords.jxs;
#X prefix_set 0 1 c74:/jitter-shaders/ 1;
#X pattrmode 1;
#P newex 132 338 65 196617 jit.gl.shader;
#B color 5;
#P message 435 172 93 196617 getparamtype amp;
#P message 443 191 87 196617 getparamval amp;
#P message 371 191 67 196617 getparamlist;
#P flonum 273 170 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 273 192 88 196617 param amp $1 $1;
#P message 133 192 119 196617 read td.lumadisplace.jxs;
#P newex 129 254 145 196617 jit.gl.slab letter_box_finished;
#B color 5;
#P outlet 61 331 15 0;
#P inlet 61 42 15 0;
#P flonum 383 52 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 383 78 80 196617 param phase $1;
#P flonum 553 50 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 511 50 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 469 78 111 196617 pak param center 0. 0.;
#P flonum 603 50 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 308 52 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 308 78 73 196617 param amp $1;
#P message 603 78 78 196617 param damp $1;
#P flonum 226 52 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 226 78 75 196617 param freq $1;
#P message 87 78 95 196617 read td.sinefold.jxs;
#P newex 50 111 145 196617 jit.gl.slab letter_box_finished;
#B color 5;
#P fasten 23 1 24 0 57 236 8 236;
#P connect 27 0 0 0;
#P connect 13 0 0 0;
#P fasten 11 0 0 0 388 102 55 102;
#P fasten 8 0 0 0 474 102 55 102;
#P fasten 5 0 0 0 313 102 55 102;
#P fasten 4 0 0 0 608 102 55 102;
#P fasten 1 0 0 0 92 103 55 103;
#P fasten 2 0 0 0 231 102 55 102;
#P connect 15 0 14 0;
#P connect 27 0 15 0;
#P connect 16 0 15 0;
#P connect 17 0 15 0;
#P connect 0 0 15 0;
#P connect 24 0 15 0;
#P connect 3 0 2 0;
#P connect 25 1 26 0;
#P connect 18 0 17 0;
#P connect 6 0 5 0;
#P connect 26 0 25 0;
#P connect 25 0 11 0;
#P connect 12 0 11 0;
#P connect 9 0 8 2;
#P connect 10 0 8 3;
#P connect 7 0 4 0;
#P pop;
#P newobj 197 485 41 196617 p slabs;
#P toggle 76 453 15 0;
#P message 76 500 53 196617 enable $1;
#P window linecount 2;
#P message 272 371 126 196617 lookat 0. 0. 0. , position 0. 0. 0. ,
rotate 0. 0. 0. 1.;
#P window linecount 1;
#P message 347 347 175 196617 usetexture scene , to_texture , erase;
#P newex 123 553 334 196617 jit.gl.videoplane letter_box_finished
@automatic 0 @transform_reset 2;
#P newex 197 421 331 196617 jit.gl.texture letter_box_finished @name
scene @automatic 0 @adapt 1;
#P comment 673 37 126 196617 http://abstrakt.vade.info;
#P window setfont "Sans Serif" 20.;
#P comment 720 2 79 196628 RWM//;
#P comment 1 22 85 196628 OpenGL;
#B color 1;
#P window setfont "Sans Serif" 9.;
#P comment 1 3 46 196617 vade //;
#B color 1;
#P user panel 1 1 800 50;
#X brgb 200 0 0;
#X frgb 0 0 0;
#X border 1;
#X rounded 0;
#X shadow 0;
#X done;
#P comment 107 629 150 196617 our render context and window;
#P newex 577 562 83 196617 prepend position;
#P newex 611 190 34 196617 v pos;
#P newex 572 190 33 196617 v rot;
#P newex 663 562 33 196617 v rot;
#P newex 577 587 34 196617 v pos;
#P newex 577 537 72 196617 route position;
#P user jit.fpsgui 23 630 60 196617 0;
#P message 577 493 34 196617 reset;
#P window linecount 2;
#P newex 422 292 349 196617 jit.gl.plato letter_box_finished
@automatic 0 @position 0. 1. 0. @color 1. 0. 0. 0.5 @poly_mode 1 1
@lighting_enable 1 @depth_enable 1 @antialias 1;
#P window linecount 1;
#P newex 577 513 330 196617 jit.gl.handle letter_box_finished
@inherit_transform 0 @auto_rotate 1;
#P newex 521 236 77 196617 prepend shape;
#P user ubumenu 506 216 77 196617 0 1 1 0;
#X add tetrahedron;
#X add hexahedron;
#X add octahedron;
#X add dodecahedron;
#X add icosahedron;
#X prefix_set 0 0 0;
#X pattrmode 1;
#P window linecount 2;
#P newex 497 257 378 196617 jit.gl.plato letter_box_finished
@automatic 0 @lighting_enable 1 @depth_enable 1 @antialias 1
@smooth_shading 1 @blend_enable 1 @blend_mode 6 7 @tex_map 2;
#P window linecount 1;
#P newex 47 159 540 196617 t b b b b b b b b;
#P toggle 23 62 15 0;
#P newex 23 81 51 196617 qmetro 2;
#P newex 23 104 58 196617 t b b erase;
#P newex 284 700 225 196617 jit.window letter_box_finished
@depthbuffer 1;
#P window linecount 2;
#P newex 23 595 222 196617 jit.gl.render letter_box_finished
@erase_color 0. 0. 0.3 1. @depth_enable 1 @antialias 1;
#P window linecount 1;
#P comment 84 106 280 196617 automatic 0 bang control;
#P comment 251 490 309 196617 open up to fiddle with some realtime
effects for your whole scene!;
#P fasten 15 1 17 0 644 558 668 558;
#P fasten 7 7 18 0 577 183 577 183;
#P fasten 7 7 19 0 577 183 616 183;
#P connect 20 0 16 0;
#P connect 15 0 20 0;
#P connect 11 0 15 0;
#P connect 13 0 11 0;
#P fasten 9 1 10 0 544 234 526 234;
#P connect 7 6 8 0;
#P fasten 10 0 8 0 526 255 502 255;
#P connect 7 5 12 0;
#P connect 7 4 29 0;
#P connect 36 0 3 0;
#P connect 37 0 36 0;
#P connect 35 0 37 0;
#P connect 34 0 35 0;
#P connect 7 3 30 0;
#P connect 27 0 33 0;
#P connect 7 2 27 0;
#P connect 31 0 28 0;
#P connect 33 0 28 0;
#P connect 7 1 28 0;
#P connect 32 0 31 0;
#P connect 4 1 7 0;
#P connect 2 0 14 0;
#P fasten 19 0 2 0 616 210 28 210;
#P fasten 18 0 2 0 577 210 28 210;
#P connect 4 0 2 0;
#P fasten 29 0 2 0 352 366 28 366;
#P fasten 30 0 2 0 277 409 28 409;
#P fasten 4 2 2 0 76 154 28 154;
#P connect 5 0 4 0;
#P connect 6 0 5 0;
#P window clipboard copycount 45;

v a d e //

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


October 23, 2007 | 5:22 pm

Hi to all,

Here it is, I cleaned the patch a little, and when you bang the right
stuff everything works
(I was wondering how to do that too)

Thanks
JS

max v2;
#N vpatcher 322 45 1245 824;
#P origin 28 4;
#P window setfont "Sans Serif" 9.;
#P user jit.fpsgui 96 235 60 196617 0;
#P newex 309 698 41 196617 r draw;
#P comment 593 184 196 196617 the texture applied to the nurbs;
#P flonum 551 234 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 594 113 48 196617 loadbang;
#P newex 430 256 108 196617 jit.op @op * @val 0.2;
#P user gswitch2 321 460 39 32 0 0;
#P newex 430 208 55 196617 jit.matrix;
#P newex 430 113 76 196617 speedlim 1000;
#P newex 350 392 52 196617 r capture;
#P newex 175 180 52 196617 s capture;
#P newex 388 60 41 196617 r draw;
#P newex 132 180 41 196617 s draw;
#P flonum 594 565 42 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 436 518 42 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 436 537 88 196617 param amount $1;
#P flonum 786 598 38 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 742 598 38 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 699 598 42 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 698 619 135 196617 pak param scale 1. 1. 1.;
#P newex 381 664 292 196617 jit.gl.slab foo @file cc.scalebias.jxs
@dim 320 240 @adapt 0;
#P newex 381 569 162 196617 jit.gl.slab foo @file co.dodge.jxs;
#P message 594 584 81 196617 param width $1;
#P newex 381 618 186 196617 jit.gl.slab foo @file cf.gaussian.2p.jxs;
#P message 594 139 81 196617 read dozer.mov;
#P flonum 729 682 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P flonum 767 682 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P newex 690 704 128 196617 pak scale 1. 1. 1.;
#P window linecount 2;
#P newex 381 735 305 196617 jit.gl.gridshape foo @automatic 0 @color
1. 1. 1. 1. @blend_enable 1 @blend_mode 3 5 @depth_enable 0 @shape
plane;
#P window linecount 1;
#P newex 430 233 111 196617 jit.op @op – @val 0.5;
#P newex 594 161 234 196617 jit.gl.texture foo @name movie @file
dozer.mov;
#P newex 430 279 190 196617 jit.slide @slide_up 10 @slide_down 10;
#P newex 388 84 40 196617 t b b b;
#P newex 350 427 223 196617 jit.gl.texture foo @name marcel @dim 640
480;
#P newex 96 209 199 196617 jit.gl.render foo @erase_color 0. 0. 0. 1.;
#P newex 96 143 66 196617 t erase b b b;
#P toggle 248 292 15 0;
#P message 248 310 55 196617 floating $1;
#P toggle 179 292 15 0;
#P newex 140 291 35 196617 sel 27;
#P message 179 310 68 196617 fullscreen $1;
#P newex 97 334 197 196617 jit.window foo @depthbuffer 1 @pos 0 44;
#P newex 95 291 40 196617 key;
#P number 491 132 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P message 491 153 54 196617 dim $1 $1;
#P button 430 149 15 0;
#P newex 430 176 108 196617 jit.noise 3 float32 4 4;
#P number 138 71 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 96 67 22 0;
#P newex 96 93 51 196617 qmetro 5;
#P newex 388 332 374 196617 jit.gl.nurbs foo @automatic 0 @texture
movie @scale 10 10 10 @capture marcel;
#B color 5;
#P newex 430 303 89 196617 prepend ctlmatrix;
#P window linecount 2;
#P comment 644 287 123 196617 the nurbs to be rendered in texture
"marcel";
#P window linecount 1;
#P comment 248 462 68 196617 no slab / slab;
#P comment 427 394 173 196617 you need to bang the texture;
#P user panel 239 382 383 123;
#X brgb 255 122 25;
#X frgb 0 0 0;
#X border 1;
#X rounded 0;
#X shadow 0;
#X done;
#P comment 86 49 51 196617 on / off;
#P connect 8 0 7 0;
#P connect 7 0 21 0;
#P connect 21 1 22 0;
#P connect 21 0 22 0;
#P connect 22 0 56 0;
#P fasten 16 0 15 0 184 329 102 329;
#P fasten 19 0 15 0 253 329 102 329;
#P connect 21 2 44 0;
#P connect 9 0 7 1;
#P fasten 14 0 17 0 100 310 137 310 137 289 145 289;
#P connect 21 3 46 0;
#P fasten 17 0 18 0 145 309 176 309 176 289 184 289;
#P connect 18 0 16 0;
#P connect 20 0 19 0;
#P connect 47 0 23 0;
#P connect 23 0 50 1;
#P connect 50 1 35 0;
#P fasten 41 0 35 0 441 559 386 559;
#P connect 35 0 33 0;
#P fasten 34 0 33 0 599 614 386 614;
#P connect 33 0 36 0;
#P fasten 37 0 36 0 703 657 386 657;
#P connect 36 0 28 0;
#P connect 50 0 28 0;
#P fasten 29 0 28 0 695 728 386 728;
#P connect 55 0 28 0;
#P connect 45 0 24 0;
#P connect 24 0 6 0;
#P fasten 5 0 6 0 435 328 393 328;
#P connect 24 2 48 0;
#P connect 48 0 11 0;
#P connect 11 0 10 0;
#P fasten 12 0 10 0 496 172 435 172;
#P fasten 24 1 49 0 408 201 435 201;
#P connect 10 0 49 0;
#P connect 49 0 27 0;
#P connect 27 0 51 0;
#P connect 51 0 25 0;
#P connect 25 0 5 0;
#P connect 42 0 41 0;
#P connect 13 0 12 0;
#P connect 53 0 51 1;
#P fasten 36 0 35 1 386 685 373 685 373 507 538 507;
#P connect 52 0 32 0;
#P connect 32 0 26 0;
#P connect 43 0 34 0;
#P connect 31 0 29 1;
#P fasten 38 0 37 2 704 615 765 615;
#P connect 30 0 29 2;
#P fasten 39 0 37 3 747 615 796 615;
#P fasten 40 0 37 4 791 613 827 613;
#P pop;

On 23-Oct-07, at 5:52 AM, Vincent Goudard wrote:

> hi list,
> I was trying to process a rendered-to-texture scene through the
> slab niceties
> the way Andrew B. putted it in the Jitter recipe called
> "21.SceneProcess"
> but somehow I can’t get the processed texture to be rendered on the
> gridshape screen… I thought it may be due to synchronisation of
> the GPU
> processing but couldn’t find any solution with [@automatic 0]
> attributes….
> Anyone sees what’s wrong with this patch?
> thanks for any help..
> vg.
>
> [...]
>



VG
October 23, 2007 | 5:49 pm


October 23, 2007 | 6:01 pm

Hi Vincent,
It sounds like you might be helped by looking at the two most recent
recipes that I posted, which demonstrate a way of using jit.gl.sketch to
do capturing and rendering stuff.

Best,
Andrew B.


October 23, 2007 | 6:11 pm



VG
October 24, 2007 | 5:21 pm


Viewing 7 posts - 1 through 7 (of 7 total)