ifs shader from gen to vdmx

    Feb 27 2017 | 2:52 pm
    im suscessfully made some ifs with the gen object,but it was allways to the same frame...
    how can i get the information , what object can it be , to know what status of the pixel was before, so i can compare them and do something with it??
    this could be usefull to feedback loops, disolve fx etc..
    i tried google but no luck, maybe an gen tutorial on this topic would be nice. thx

    • Feb 27 2017 | 3:17 pm
      What helped me greatly was using the method in the example patch reaction.diffusion.color.world.maxpat in the Jitter>Gen help file folder! But there's different ways of doing it.
    • Feb 27 2017 | 4:05 pm
      yeah you need to store your history in a texture, and create an inlet for it to read from on the next frame.
    • Mar 01 2017 | 9:32 am
      store the texture? where? it all has to happen inside of the gen object , so i can export it to isf..
      im just do not want to write in the shader code
      as far i understand the shader from the gen object is processing each pixel with the "code" from the gen object, is there a way to make a memory of the pixel inside the gen object? i read the doc and thought about the sample object, but i dont know how to store the last frame, or more frames inside the gen.
      :: maaark:: thx! i will look into it deeply.
    • Mar 01 2017 | 11:28 am
      I totally read over the fact that you want to export it to another environment. Don't think this is possible. I'm not familiar with VDMX, but I'd try Shadertoy.com if I were you...
    • Mar 01 2017 | 12:54 pm
      the port is not a problem if the source stay in the gen object. so i looke for the memory option inside the gen object. i can then send "exportcode isf" to the gen object and i have my ready to use shader for vdmx... again vdmx is not a problem..
    • Mar 01 2017 | 4:29 pm
      There's no feedback memory in jit.gl.pix, as it is basically a shader, and there's no feedback memory objects in shaders either. It's not a limitation of Max, it's a limitation of GLSL.
      The only way to achieve feedback is to bounce output back into inputs via external textures/buffers. You can do this in Max using jit.gl.texture; for any other coding environment you'd need to do the equivalent using whatever is available.
    • Mar 16 2017 | 6:54 am
      This is in fact a limitation of Max and not of GLSL.