I assume(d) imageunits and slabs work the same concerning how textures go in and out, or am I wrong? When I let a jit.gl.slab do the work in the same setting, it's all working properly. Since I'd like to use some imageunits-effects, I would really want to know which ingredient I am missing here.
First I tried it in Lua, but JS is giving me the same result.
Some advice would be really great.
Running the latest version of Jitter on a Mac Book Pro (10.4.8)
The script has an imageunit and a slab, the slab is disabled just as the imageunit's 'sunbeams'.
// save as: imageunit_js.js
autowatch = 1;
jtex = new JitterObject("jit.gl.texture","imageunit_js");
jtex.file = "colorbars.pict";
jwobbly = new JitterObject("jit.gl.imageunit","imageunit_js");
// enable one of those fx
//jwobbly.fx = "sunbeams" // this one works fine, since it doesnt need a texture
jwobbly.fx = "bloom" // this one needs a texture and does not work
// disable the imageunit above and enable the slab here
// jwobbly = new JitterObject("jit.gl.slab","imageunit_js");
// jwobbly.file = "td.wobble.jxs"
jwobbly.texture = jtex.name;
jwobbly.verbose = 1;
jvplane = new JitterObject("jit.gl.videoplane","imageunit_js");
jvplane.automatic = 0;
jvplane.transform_reset = 2;
jvplane.texture = jwobbly.out_name; //show the output of wobbly