capture javascript with

    Oct 21 2015 | 7:45 am
    Hi I am very interested to work with this js glvideotrail.js. I wonder if it is posible to use it in separate render context. Either by achieving this effect with with a texture argument. or be able to capture it in a in any cases to incorporate this effect in a big patches with other effect. thanks

    • Oct 21 2015 | 11:21 am
      Have you tried @fxname smear @ erase color 1. 1. 1. 0.1 Max 7 only.
    • Oct 21 2015 | 1:02 pm
      finally i find this way with and tap.jit.delay. I looking for create de delay in open gl , any idea?
    • Oct 21 2015 | 4:49 pm
      you can capture jsglvideotrails to a gl.node, but you have to make some changes first.
      since you've already created a render and window context, you need to remove those objects from the js file. you've correctly created a gl.node with the same name as the context that the js videoplanes are drawing to, so that's good.
      another caveat, is you can't render in non-automatic mode when capturing to texture, so you must set automatic=1, and remove the videoplane draw call. i've pasted in the changed functions below:
      // our objects and associated attribute arrays
      var current = 0;
      var vcount = 32;
      var vspacing = 1.;
      var vrotate = 0.;
      var vscale = 1.;
      var vbrightness = 2.;
      var aplanes = new Array();
      var apos = new Array();
      var arot = new Array();
      var ascale = new Array();
      function count(c) 
      	if (c=vcount)
      		current = 0;
    • Oct 21 2015 | 4:51 pm
      then you simply trigger your movie with the same metro that triggers your rendering, and you should be good:
    • Dec 24 2017 | 5:27 am
      i posted an example of capturing with node and JS: