jit.gl.texture @dim broken?
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
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
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
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
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
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