Texture color within jit.gl.multiple
Greetings, oh you Jitter gurus.
I am busy building a patch in which one can paint with "brushes"
So I took a jit.gl.gridshape and a jit.gl.multiple assigning different textures to each of the "gridshape - multiples"
The textures are *.png with transparency enabled. Which is working fine.
But the plane generated with gridshape (even with blend_enable 1, alpha 0 and depth_enable 0) keeps showing.
Not if I give it the color 0 0 0 1 and select the correct blending mode.
But as soon as I change the color to anything else than black (still fully transparent) I keep seeing the plane .. not only the texture itself.
What I would like to do, is to give every texture within gl.multiple a different color. Is that possible without changing/colouring the texture itself? And Is it possible to completely get rid of that plane? Seeing only the texture?
If somone could give me a hint: That would be great!
Thanks a bunch!
P.S: I also thought of generating the multiple objects with jit.gl.mesh which would me give alot more freedom I think. But I assume that this approach is somewhat more gpu-friendly? (Because I don't have to redraw a long "list" of commandos every frame?)
O.k. I solved this problem by using the correct "apply-mode" for the jit.gl.texture object. Now i also know why I didn't see it in the first place.
I have 6 jit.gl.texture objects. All feeding the jit.gl.multiple So I can change the texture for every plane. Works this far with one issue:
If I set the second jit.gl.texture in this row to anything else than "decal" all the other textures are no longer visible. (All texture objects are set to modulate, except the second one) What am I doing wrong?
Thanks
can you send an example patcher?