jit.gl.texture @dim broken?

Thijs Koerselman's icon

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

Max Patch
Copy patch and select New From Clipboard in Max.

Wesley Smith's icon

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

Thijs Koerselman's icon

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

Wesley Smith's icon

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

Max Patch
Copy patch and select New From Clipboard in Max.


vade's icon

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

Thijs Koerselman's icon

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