jit.gl.texture error message.


    Jan 22 2007 | 8:01 pm
    I have started to get this error: > jit.gl.texture: setting subteximage during submission.: GL Error: > Invalid value The error occurs while sending a 256*256 matrix to [jit.gl.texture skal @name mintex1] and switching to full-screen - this promptly turns off texturing. (I am guessing the "submission" part has something to do with switching to full-screen?)
    The odd thing is that: a: it works while not in full-screen - even a window stretched to full screen and b: switching back doesn't work, and no amount of resending [texture mintex1] will switch on the texture.
    Does anyone here have a hunch about the origin of this problem? I searched the forum, a few have had the same error, one was fixed by reinstalling quicktime. That didn't work here. I also recall someone saying that textures had to be of certain dimensions? I am upsampling a 16*16 matrix, then using jit.slide on it, so I have some room for tweaking if neccesary.
    Best, Andreas (you guys rock!)

    • Jan 22 2007 | 8:09 pm
      Hi Andreas, Can you post your system details like Jitter version, OS, etc. as well as a small demo patch?
      thanks, wes
      On 1/22/07, Andreas Wetterberg wrote: > I have started to get this error: > > jit.gl.texture: setting subteximage during submission.: GL Error: > > Invalid value > The error occurs while sending a 256*256 matrix to [jit.gl.texture skal > @name mintex1] and switching to full-screen - this promptly turns off > texturing. (I am guessing the "submission" part has something to do with > switching to full-screen?) > > The odd thing is that: > a: it works while not in full-screen - even a window stretched to full > screen > and b: switching back doesn't work, and no amount of resending [texture > mintex1] will switch on the texture. > > Does anyone here have a hunch about the origin of this problem? I > searched the forum, a few have had the same error, one was fixed by > reinstalling quicktime. That didn't work here. > I also recall someone saying that textures had to be of certain > dimensions? I am upsampling a 16*16 matrix, then using jit.slide on it, > so I have some room for tweaking if neccesary. > > Best, > Andreas (you guys rock!) > >
    • Jan 22 2007 | 9:22 pm
      Wesley Smith skrev: > Hi Andreas, > Can you post your system details like Jitter version, OS, etc. as well > as a small demo patch? Sure thing, Wes - it took some effort to wrangle the important bits out of my spaghetti monster ;-) I am on the latest maxMSP/Jitter with a win XP laptop, Intel GMA950 gpu. No third-party externals used.
      I have left the texturing part of the patch intact for now, since the error seems to originate there. Patch below, I hope it's clean enough - thank you for your time. Andreas.
      ------
    • Jan 22 2007 | 10:10 pm
      The biggest problem I noticed in your patch was the jit.gl.texture object had a context name of skal and all of the other objects were in context scam. I modified your patch a bit and it works for me on OSX at least. Note that I added some gltexcoord commands to you sketch command list to get the texture to show up.
      wes
    • Jan 22 2007 | 11:57 pm
      Doh - Rookie mistake. *bangs head* "Remember the drawing context!" :-)
      Thank you Wes, this is awesome - quick question: The gltexcoord commands are doing my head in... am I right in seeing that they only have an effect while using the texgen "viewspace" ? And where can I find a description of the effect of the command?
      All the cycling '74 links to blue book and red book are dead as far as I can tell, at least the ones in the html references and so on...? The openGL people seem really intent on selling me a book, too...
      Again, awesome - I really feel I'm learning like a son-uva-gun these days. Thanks, - Andreas.
      the "@rectangle 0" isn't technically Wesley Smith skrev: > The biggest problem I noticed in your patch was the jit.gl.texture > object had a context name of skal and all of the other objects were in > context scam. I modified your patch a bit and it works for me on OSX > at least. Note that I added some gltexcoord commands to you sketch > command list to get the texture to show up. > > wes
    • Jan 23 2007 | 12:04 am
      You're right that gltexcoord only has an effect in viewspace. I had forgot about your envmap thing because it is loadbanged and I had recreated the texture several times. Just search google for gltexcoord for more info on it. If you doing envmap stuff, you don't need those extra gltexcoord commands.
      wes
      On 1/22/07, Andreas Wetterberg wrote: > Doh - Rookie mistake. *bangs head* "Remember the drawing context!" :-) > > Thank you Wes, this is awesome - quick question: > The gltexcoord commands are doing my head in... am I right in seeing > that they only have an effect while using the texgen "viewspace" ? And > where can I find a description of the effect of the command? > > All the cycling '74 links to blue book and red book are dead as far as I > can tell, at least the ones in the html references and so on...? The > openGL people seem really intent on selling me a book, too... > > Again, awesome - I really feel I'm learning like a son-uva-gun these days. > Thanks, > - Andreas. > > > the "@rectangle 0" isn't technically Wesley Smith skrev: > > The biggest problem I noticed in your patch was the jit.gl.texture > > object had a context name of skal and all of the other objects were in > > context scam. I modified your patch a bit and it works for me on OSX > > at least. Note that I added some gltexcoord commands to you sketch > > command list to get the texture to show up. > > > > wes > >
    • Jan 23 2007 | 5:37 am
      ih Andreas, this bit is taken from neha's opengl tutorial which not only premiere opengl but some c++ also... " To properly map a texture onto a quad, you have to make sure the top right of the texture is mapped to the top right of the quad. The top left of the texture is mapped to the top left of the quad, the bottom right of the texture is mapped to the bottom right of the quad, and finally, the bottom left of the texture is mapped to the bottom left of the quad. If the corners of the texture do not match the same corners of the quad, the image may appear upside down, sideways, or not at all.
      The first value of glTexCoord2f is the X coordinate. 0.0f is the left side of the texture. 0.5f is the middle of the texture, and 1.0f is the right side of the texture. The second value of glTexCoord2f is the Y coordinate. 0.0f is the bottom of the texture. 0.5f is the middle of the texture, and 1.0f is the top of the texture.
      So now we know the top left coordinate of a texture is 0.0f on X and 1.0f on Y, and the top left vertex of a quad is -1.0f on X, and 1.0f on Y. Now all you have to do is match the other three texture coordinates up with the remaining three corners of the quad. " http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=06
      i notices when applying this simple formula that the texture came lying on its side, rotating hte texcoord in my sketch corrected this.
      On 1/23/07, Wesley Smith wrote: > > You're right that gltexcoord only has an effect in viewspace. I had > forgot about your envmap thing because it is loadbanged and I had > recreated the texture several times. Just search google for > gltexcoord for more info on it. If you doing envmap stuff, you don't > need those extra gltexcoord commands. > > wes > > On 1/22/07, Andreas Wetterberg wrote: > > Doh - Rookie mistake. *bangs head* "Remember the drawing context!" :-) > > > > Thank you Wes, this is awesome - quick question: > > The gltexcoord commands are doing my head in... am I right in seeing > > that they only have an effect while using the texgen "viewspace" ? And > > where can I find a description of the effect of the command? > > > > All the cycling '74 links to blue book and red book are dead as far as I > > can tell, at least the ones in the html references and so on...? The > > openGL people seem really intent on selling me a book, too... > > > > Again, awesome - I really feel I'm learning like a son-uva-gun these > days. > > Thanks, > > - Andreas. > > > > > > the "@rectangle 0" isn't technically Wesley Smith skrev: > > > The biggest problem I noticed in your patch was the jit.gl.texture > > > object had a context name of skal and all of the other objects were in > > > context scam. I modified your patch a bit and it works for me on OSX > > > at least. Note that I added some gltexcoord commands to you sketch > > > command list to get the texture to show up. > > > > > > wes > > > > >
    • Jan 23 2007 | 7:44 am
      yair reshef skrev: > ih Andreas, this bit is taken from neha's opengl tutorial which not > only premiere opengl but some c++ also... > ... Nice link, Yair - thank you. I found that you could actually get some cool texture "FSU" effects by deliberately mismapping the texture coordinates - good fun!
      ...now to go learn the skills to do it all with mathematics ;-) Cheers, 'Andreas.