Jit.gl.multiple, or how to get rid of the original?

    May 17 2010 | 7:56 pm
    Just like the title says. Is there a way to hide the original gridshape when using jit.gl.mutliple? At first i thougt/hoped :) this would be some attribute-message to the jit.multiple or gridshape but in both helpfiles i couldn't find anything covering this. Any hints/tips? Thanks.

    • May 17 2010 | 8:02 pm
      @ automatic 0
    • May 17 2010 | 8:13 pm
      :0, So Simple and elegant. Thanks.
    • Jun 06 2015 | 11:12 am
      @automatic 0 doesnt appear to work with jit.gl.nurbs?
    • Jun 07 2015 | 1:34 am
      hi Ernest,
      Don't seem to have a problem here ?
    • Jun 07 2015 | 1:24 pm
      Hi Phol, thanks for following up. I worked through all the different parameters until I find, if needing to use jit.render to draw to a pwindow, then it works the multi object is directly connected to the nurbs object with a wire. If the nurbs object has a @targetname attribute, and the nurbs object has a @name attribute, as in the help example, it still draws the original. But if you dont want a jit.pwindow, so you can use the jit.world object instead of jit.gl.render, then you can use @targetname and @name attributes without a direct connection. Strange.
    • Jun 07 2015 | 1:49 pm
      I also am a little confused about how to attach colors, shaders, and materials. It appears ambient_color only works if attached to nurbs, but for jit.gl.materials, some only work if attached to multiple, but others don't seem to work at all. Shaders have to be attached to multiple, but shader colors are attached to nurbs. And once I attach a material or shader, the original shows up again. My workaround is to set @anchor 0. 0. 50. on nurbs and set @far_clip 10., on jit.gl.render.
      Maybe if you have another working example, I could clone something that works, because it could be something I am doing which doesnt work in the specific design, as above.
    • Jun 07 2015 | 3:57 pm
      I presently am in a hurry to go in depth, but a quick insight on what I understand is that gl.multiple works like a poly~,
      so if you want to include a shader , you have to include it in the @glparams . You probably knew that though.
      Sorry, but come to think of it, i'm not exactly sure on what you're trying to obtain at this point :-)
    • Jun 08 2015 | 9:03 am
      got colors and textures working without transparency using glparams, thanks. Still working on materials and transparency :)
      here is what i am working on
    • Jun 08 2015 | 4:00 pm
      jit.gl.multiple sets @automatic 0 on it's target object when connecting via patchcord. if you connect via attributes, you have to set @automatic 0 explicitly on the target object.
      for transparency with gl.material, check the following patch:
    • Jun 09 2015 | 1:10 pm
      I'll try your material with a multi, thank you very much.