jit.gl.texture @dim broken?


    Jun 20 2006 | 12:05 pm
    Hi, I really need to know the size of the texture loaded into the
    jit.gl.texture object, but no matter what file I load, I always get dim 255
    255 0 returned.
    Please tell me I'm missing something.
    (windows xp, jitter1.5.2, max4.5.7)
    -thijs

    • Jun 20 2006 | 2:18 pm
      What do you see that's wrong here? Everything looks good to me. I
      would expect to get 256 256 0 which is what I get with jitter 1.5.2 on
      osx.
      wes
    • Jun 20 2006 | 2:33 pm
      Ah sorry I meant to write 256 256 0 instead of 255 255 0 :-
      What I hoped to see was the dimensions of the file that is loaded. Otherwise
      how can you know how big your texture is? And what does 256 256 0 stand for
      if it's not the texture size?
      -thijs
    • Jun 20 2006 | 2:44 pm
      Fair enough. It actually does work....just not right away. The
      texture has to be bound before its adapt attribute will kick in a
      resize the texture and change the dim attribute. This is because
      Jitter is a very harsh environment for opengl and textures are
      sensitive creatures that need a proper home in a living opengl
      context. So, jit.gl.texture exhibits some delayed behavior that only
      kciks in when you actually use the thing. This patch shows that it
      works.
      best,
      wes
    • Jun 20 2006 | 3:17 pm
      Can I post that to cuteoverload.com? That made my heart warm and
      fuzzy! I kid I kid!
      v a d e //
      www.vade.info
      abstrakt.vade.info
    • Jun 20 2006 | 3:36 pm
      aha! thanks a lot wes. I was getting really nervous about my deadline in 2
      days:-)
      In case anyone cares, I use this to do relative blurring of the texture. If
      you project a large texture onto an object, and then scale it down, the
      texture looks really ugly because the downsampling doesn't do interpolation.
      Joshua suggested to use a blurring shader. This looks really nice, but you
      have to set the width attribute of the shader relative to downsampling
      factor. To calculate the downsampling factor I needed the texture dimensions
      and the object scaling.
      I guess it's going to work now. Thanks again.
      best, -thijs