@Rob: Thank you for this detailed response. I have been looking carefully over
your patches during the weekend, and had some observations and questions:
1) It would seem that there is a bigger difference between [jit.window] and [jit.pwindow] than
simply one window being in the patch and the other as a separate window. This is because when
[jit.pwindow] is used, I don't see any filtering that you describe. The checkerboard looks fine.
Is this your understanding as well?
2) The entire filtering scenario confuses me somewhat: normally, I would expect that the default
would be "no filter" unless I specify one explicitly via a shader or an option, or message to a
jitter object. So, it seems peculiar that one has to turn something off that should be theoretically
off by default? By having filtering on, it also seems as though the filtering has to be turned off
in special ways depending on the object (you have 3 modes - "filter none", "sendoutput filter none" and
"sendtexture filter none".
3) In your second patch, you downsample by writing to a 320x240 matrix. That is fine, but the problem is
trying to upsample as you do for the matrix in the lower right of the patch: note that even with the plane
set to 1, the values are incorrect in [jit.cellblock] even though they are visually correct in the [jit.pwindow] to
the right of the cellblock.
Thanks for any additional clues on the above. I find it harder to create a clear mental model of
what some of these jitter objects are doing. For example, with [jit.gl.videoplane], I have seen some
indications that one needs one videoplane per texture. Maybe this is in the documentation. I don't have
a good grasp of the technical difference between a gl.texture (residing in a buffer on the GPU) and
a videoplane (is that also on the GPU?).