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Using gl.mesh with gl.multiple

January 11, 2013 | 4:19 pm

Hi all,

I’m trying to familiarize myself with jitter and opengl geometry and I have an issue regarding the gl.multiple object. I’ve read the reference, been at the tutorial patcher for quite awhile but i can’t seem to get my head around this one. (see patcher below)

I am trying to make multiple instances of a geometrical shape in a cube-shaped arrangement (eg. 9 cones in a 3x3x3 arrangement, evenly spaced out). For the shape to be multiplied I intend to use 2 gridshapes with random shapes, these two are xfaded so I get a morphing effect. The output of the xfade is then sent to the vertex inlet of the gl.mesh. Then I add a gl.multiple for the mesh, set up targetname, give it a position matrix but nothing seems to be happening. I tried setting the mesh to @automatic 0, played around with attributes but none of these did the trick.

WHAT AM I DOING WRONG???

Any tips or pointers are appreciated. Many thanks.

– Pasted Max Patch, click to expand. –

January 11, 2013 | 4:40 pm

two things.

jit.gl.multiple by default creates 2 inlets, and expects a scale matrix in the second. if it doesn’t receive that matrix, everything defaults to a scale of 0. simply tell jit.gl.multiple that you only want 1 inlet, by providing the number 1 as the first argument.

second, you want to turn automatic rendering off (@automatic 0) on your target jit.gl.mesh object, because you only want drawing from the multiple, not the object itself.

– Pasted Max Patch, click to expand. –

January 11, 2013 | 4:53 pm

I could feel it was something trivial. Thank you so much for your help.


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