Basic FX in jit.world/GL
Hi there-
I'd like to use basic matrix-style effects, like brcosa or rota - but apply them within jit.world.
I'm assuming in order to do this, I need to render my geometry onto a jit.gl.videoplane - but I'm not entirely sure what to do next. If I understand correctly: if I output from videoplane as a matrix, I'm ostensibly using more CPU power, so it would be ideal to keep everything in the GPU territory. Using jit.gl.slab, though, seems to want a matrix input.
Is there an object/tutorial item that I'm missing? I am drawing a complete blank.
Thanks!
brcosa and rota have their gpu counterpart, check the. jit.fx object family for that (and much more)
seems what confuses you here is that the output of [jit.gl.gridshape] is a green cord. But the gridshape output is meant to output the objects geometry, ie. a matrix of points, not a rendered image of the gridshape. It's the same for [jit.gl.videoplane], that you could substitute by a [jit.gl.gridshape @shape plane]
in order to apply effects (like brcosa) on your rendered shapes, you need to render it first. That's where jit.gl.node enters the game. Think of it as a world in the world. It allows you to group objects rendered in its context, and possibly capture its rendered output to apply effects on it before drawing it onto the main world.
Here is an example:
For further resources, I would check the Video and Graphics tutorials, and also check this youtube playlist by Amazing Max stuff.