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unanswered>3<NEW>1<

September 14, 2007 | 12:03 pm

Hi list in behalf of all, i maintain hereby a list of my unanswered
questions, except for the help of Vade they seem to go by unnoticed.

NEW
Is it true if you tinker to much on a patch the compiler does not
see the difference anymore ?
- i ripped a malfunctioning subpatch out of a program and pasted it
in a new mainpatch and it functions correctly.

Alde 1: 9-9-07
The question is:
howcome jit.model @matrixoutput 1 delivers 12 coordinates while you
can suffice with 8 ?
Normalize 0 or 1 does not differ .

Alde 2: 30-8-07
Appendix B of the Jittertutorial16 mentions a connection matrix.
like: jit_matrix [geometry matrix] [connections matrix] [draw
primitive].
Can someone give me an working example ?

Alde 3: 27-8-07
how does one use these matrices (vertex, texcoord, normal, color,
specular, edgeflag, tangent, bitangent, and index data) to make
certain that an .obj file gets intact into a jitter.mesh object ?

Regards
DO_Ray


September 14, 2007 | 3:29 pm

i’ll give it a shot!

> NEW
> Is it true if you tinker to much on a patch the compiler does not
> see the difference anymore ?
> - i ripped a malfunctioning subpatch out of a program and pasted it
> in a new mainpatch and it functions correctly.

This cant really be possible. At the end of the day it compiles the code it receives. If that code is buggy the compiled version will follow suit. Of course there is the (slim) possiblity that there are bugs within the externals themselves!

The example you give where your "malfunctioning" subpatch worked once pasted in a new patch does not necessarily mean its a compiler problem. As always, without seeing the patches its hard to tell!

> Alde 1: 9-9-07
> The question is:
> howcome jit.model @matrixoutput 1 delivers 12 coordinates while you
> can suffice with 8 ?
> Normalize 0 or 1 does not differ .

You can draw with 3 if all you want is the geometry.

This is an extract from the jit.gl.render html doc:

jit_matrix
Draw the geometry specified in the matrix. The matrix can have up to 13 planes. The planes are divided into groups representing different vector data. If enough planes are present to complete a group, that group is used in drawing the geometry. The order of groups is: vertex(xyz), texture coordinate(st), normal(uvw), color(rgba), and edge flag(e). Here is how matrices are interpreted according to number of planes:
2 planes: vertex(xy)
3-4 planes: vertex(xyz)
5-7 planes: vertex(xyz), texture coordinate(st)
8-11 planes: vertex(xyz), texture coordinate(st), normal(uvw)
12 planes: vertex(xyz), texture coordinate(st), normal(uvw), color(rgba)
13 planes: vertex(xyz), texture coordinate(st), normal(uvw), color(rgba), edge flag(e)

i would be interested to know why it’s 3-4 planes for the vertex array? same question would go for 5-7, 8-11…

surely if an array for a 3d shape has 3 values (xyz) you only need 3 not 4 – unless its something to do with primitives…

> Alde 2: 30-8-07
> Appendix B of the Jittertutorial16 mentions a connection matrix.
> like: jit_matrix [geometry matrix] [connections matrix] [draw
> primitive].
> Can someone give me an working example ?

i’ll pass on this one and leave it to someone who knows more about openGL. But, I would presume its a method whereby you can control the connection between each point in the geometry…

Chapter 2 in the openGL red book should be useful. (in fact the whole book is useful as a reference)

> Alde 3: 27-8-07
> how does one use these matrices (vertex, texcoord, normal, color,
> specular, edgeflag, tangent, bitangent, and index data) to make
> certain that an .obj file gets intact into a jitter.mesh object

again there are ppl who would answer this more accurately than me – but from my experience, i have found its relatively easy to get the geometry right (using the xyz vertex array from the matrixoutput list). but i’ve had difficulties when it comes to embedding materials…

lighting is a different problem all together – i dont think you can import lighting information via the .obj format. So any lighting settings will have to be recreated within your jit.gl.render.

hth,

j


September 14, 2007 | 3:38 pm

Moved this topic to the jitter forum, mailing listers please reply to the jitter list.


September 16, 2007 | 4:51 pm

DO_Ray schrieb:
> NEW
> Is it true if you tinker to much on a patch the compiler does not
> see the difference anymore ?

No, Max/MSP is an interpreter not a compiler btw…

> – i ripped a malfunctioning subpatch out of a program and pasted it
> in a new mainpatch and it functions correctly.

Why not…

> Alde 1: 9-9-07
> The question is:
> howcome jit.model @matrixoutput 1 delivers 12 coordinates while you can
> suffice with 8 ?
> Normalize 0 or 1 does not differ .
>
> Alde 2: 30-8-07
> Appendix B of the Jittertutorial16 mentions a connection matrix.
> like: jit_matrix [geometry matrix] [connections matrix] [draw primitive].
> Can someone give me an working example ?
>
> Alde 3: 27-8-07
> how does one use these matrices (vertex, texcoord, normal, color,
> specular, edgeflag, tangent, bitangent, and index data) to make certain
> that an .obj file gets intact into a jitter.mesh object ?

You probably didn’t get an answer because this is not the Jitter list,
better ask there…

Stefan


Stefan Tiedje————x——-
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