Gridshape now using internal mesh and jit.gl.material questions


    Jun 05 2012 | 1:09 pm
    Hello
    I've read somewhere that with max6 jit.gl.gridshape is using a mesh internally.
    So My questions are:
    - Is that the case only with gridshape or with jit.gl.model / nurbs / sketch... aswel?
    - Is there a way to access the tangents (or other vertex attributes) in a shader? A similar way one would do it with the original jit.gl.mesh object?
    - And: As jit.gl.material generates its own shader is there a way to use the object with ones self-made shader? Would there be any benefit? Easy texture-storing for example?
    Thanks a bunch!
    Regards

    • Jun 05 2012 | 6:27 pm
      "- Is that the case only with gridshape or with jit.gl.model / nurbs / sketch... aswel?"
      only gl.gridshape uses a gl.mesh internally. however, there currently is no way to calculate tangents for gridshapes without output-ing to a gl.mesh. this patch demonstrates:
      if a model file contains tangents, they will be loaded and made available to the vertex shader with jit.gl.model.
      "- Is there a way to access the tangents (or other vertex attributes) in a shader? A similar way one would do it with the original jit.gl.mesh object? "
      you can access tangents from either jit.gl.mesh or jit.gl.model by binding a vertex attribute, in the following manner:
      ...
      attribute vec3 tangent;
      "- And: As jit.gl.material generates its own shader is there a way to use the object with ones self-made shader? Would there be any benefit? Easy texture-storing for example? "
      there is no way to provide a user-made shader to the jit.gl.material object.
      hope this helps.
    • Jun 05 2012 | 8:13 pm
      Yes, this helps.
      Thanks alot.