mixing jit.gl.slabs into one context

Marigold Maripol's icon

i'd like to have several different instances of jit.gl slab processing images, eventually getting summed to one primary context.

if they all share the same context, though, the hierarchy becomes muddled. i realize that jit.gl.node is probably how this is handled, but i haven't been able to get it to work based on the help file alone. are there any examples or other resources for how someone might go about doing this?

thanks!

Marigold Maripol's icon

I've made a sample patch of what I'm trying to do, even though this doesn't work as I would like.

Essentially, I'd like to isolate each gl.videoplane/gl.slab pair to a unique node, so that they could have independent processes - and then finally apply a final stage with an overall process on everything.

If anyone could explain where my understanding has gone off, I would be grateful. Thanks!

Max Patch
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simpler.maxpat
Max Patch

Rob Ramirez's icon

I think something like this is what you want (always use output_texture on jit.movie unless you really need it as a matrix)

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Marigold Maripol's icon

Thanks, Rob, this definitely works - but I'm still a little confused about how.
For instance, if I wanted to add more jit.gl.slabs prior to the co.screen.jxs "mixing" slab, what context would I have to assign to them, if any? It doesn't seem to be enough to simply connect the middle outlet of jit.gl.node to include it..

Rob Ramirez's icon

slabs can just be chained together one after the other. The output of one will be the input of the following. no need to use gl.node if you just want to chain slabs together.

Marigold Maripol's icon

but these rules change if the jit.gl.slabs are in subpatchers?

Rob Ramirez's icon

no. slabs just process textures and are mostly agnostic to any particular node context. doesn't matter if they are in subpatchers as long as there is a main (jit.world, jit.pworld) context somewhere in the patch hierarchy.